Maximillian
First Post
This is a homebrew Prestige one of the players in my game is using, and he's about to start picking up some of the more interesting abilities... I was wondering if anyone could give me some ideas, criticism, or whatever. Especially regarding the "Tactical Advice" ability.
The bodu are a race of people infused by ash. Their kind were once much more like normal humans, but ancient wars brought upon them a barren waste of ashpools and ash geysers. They do not stand upright, but rather walk upon their knuckles and feet. Most interesting, however, are the Bodu who bond themselves to the T'tiklisk, a race of incredibly weak, invertibrate creatures with a strange prescient instinct. These warriors take the position of combative commanders, using their unfathomable instincts to see attacks and tactics of the enemy long before they come.
The Symbiot Commander uses two things to make his presence in battle known: First, his knowledge. He must know many things, and be able to do a diverse number of things (in other words, plenty of diverse skills) to avoid battle when necessary, and strike quickly and ferociously, using the best possible advantages when a fight must occur. Secondly, he uses the psychic powers of his symbiot, which must always be protected. The fleshy, slug-like beast attaches itself to his head, and gives him information as to the approach of attacks, and to give him and his charges the best chance he can.
Prerequisites:
Knowledge(Tactics) 4 ranks
Search 2 ranks
Feats: Iron Will, Alertness
BAB: +3
Race: T'tiklisk Symbiotic Bodu (Or other Symbiotic race at DM's permission)
Hit Die: 1d8
BAB: As Fighter
Good Saves: Will, Reflex
Poor Saves: Fortitude
Skill Points: 4+Int Modifier per level.
Class Skills: Alchemy, Craft, Disable Device, Forgery, Gather Info, Handle Animal, Hide, Intimidate, Intuit Direction, Knowledge(Any), Listen, Move Silently, Profession, Read Lips, Ride, Search, Speak Language, Spot, Wilderness Lore
Armor and Weapon Proficiencies: Bodu Symbiot Commanders are proficient in all simple and martial weapons, as well as all armor and shields.
Level.....Abilities Gained
1...........Prescience
2...........Uncanny Dodge (I)
3...........Tactical Advice
4...........Haste (1 round/day)
5...........
6...........Uncanny Dodge (II)
7...........Haste (2 rounds/day)
8...........
9...........
10.........Haste (3 rounds/day)
Prescience: This ability has two effects, and comes directly from the symbiot's mental powers. First, the Commander's wisdom bonus is added to his AC, regardless of whether he is flat footed or not, and also while wearing armor. This is considered an Insight bonus. Secondly, the commander gains an insight bonus which can be applied to any one roll in a round, or to armor class. This means one attack roll (regardless of how many are made), one save, one skill check (Handle Animal, Hide, Intuit Direction, Listen, Move Silently, Ride, Search, Spot or Wilderness Lore), or to armor class for the entire round. The bonus must be placed before any rolls are made. This bonus is equal to half the Commander's level (Round Up), and can can be divided to multiple tasks.
Uncanny Dodge: This functions as a rogue or barbarian's ability of the same name. Uncanny Dodge (I) is the ability to retain one's dexterity modifier to AC while flat-footed. Uncanny Dodge (II) makes the Commander unflankable, except by characters with this ability who are four levels higher than the Commander's class level.
Tactical Advice: As a full round action the Symbiot Commander can use a combination of knowledge and psychic foresight to give his allies orders. As long as they follow the Commander's plan of attack, they gain an insight bonus equal to one third of his class level, rounded down. This bonus can be split up among multiple attacks, but otherwise follows all the same rules as his personal Prescience bonus. Once the bonus has been established, the Symbiot Commander may change if for all allies with a full round action, or a single ally with a move equivalent action by giving new orders. Allies who cannot hear the Commander, or are more than 60' away at the time orders are given gain no bonus. The bonus fades at the end of the encounter, or when the combat situation changes sufficiently (as determined by the DM).
Haste: As a benefit of having two minds, a Symbiot Commander can act more quickly and efficiently than others. At fourth level, the Commander can take an extra partial action, once per day. At levels 7 and 10 he gains an additional two partial actions per day, but only one may be used per round. If the Symbiot and the Character ever come into conflict, it may use these partial actions against the character.
The bodu are a race of people infused by ash. Their kind were once much more like normal humans, but ancient wars brought upon them a barren waste of ashpools and ash geysers. They do not stand upright, but rather walk upon their knuckles and feet. Most interesting, however, are the Bodu who bond themselves to the T'tiklisk, a race of incredibly weak, invertibrate creatures with a strange prescient instinct. These warriors take the position of combative commanders, using their unfathomable instincts to see attacks and tactics of the enemy long before they come.
The Symbiot Commander uses two things to make his presence in battle known: First, his knowledge. He must know many things, and be able to do a diverse number of things (in other words, plenty of diverse skills) to avoid battle when necessary, and strike quickly and ferociously, using the best possible advantages when a fight must occur. Secondly, he uses the psychic powers of his symbiot, which must always be protected. The fleshy, slug-like beast attaches itself to his head, and gives him information as to the approach of attacks, and to give him and his charges the best chance he can.
Prerequisites:
Knowledge(Tactics) 4 ranks
Search 2 ranks
Feats: Iron Will, Alertness
BAB: +3
Race: T'tiklisk Symbiotic Bodu (Or other Symbiotic race at DM's permission)
Hit Die: 1d8
BAB: As Fighter
Good Saves: Will, Reflex
Poor Saves: Fortitude
Skill Points: 4+Int Modifier per level.
Class Skills: Alchemy, Craft, Disable Device, Forgery, Gather Info, Handle Animal, Hide, Intimidate, Intuit Direction, Knowledge(Any), Listen, Move Silently, Profession, Read Lips, Ride, Search, Speak Language, Spot, Wilderness Lore
Armor and Weapon Proficiencies: Bodu Symbiot Commanders are proficient in all simple and martial weapons, as well as all armor and shields.
Level.....Abilities Gained
1...........Prescience
2...........Uncanny Dodge (I)
3...........Tactical Advice
4...........Haste (1 round/day)
5...........
6...........Uncanny Dodge (II)
7...........Haste (2 rounds/day)
8...........
9...........
10.........Haste (3 rounds/day)
Prescience: This ability has two effects, and comes directly from the symbiot's mental powers. First, the Commander's wisdom bonus is added to his AC, regardless of whether he is flat footed or not, and also while wearing armor. This is considered an Insight bonus. Secondly, the commander gains an insight bonus which can be applied to any one roll in a round, or to armor class. This means one attack roll (regardless of how many are made), one save, one skill check (Handle Animal, Hide, Intuit Direction, Listen, Move Silently, Ride, Search, Spot or Wilderness Lore), or to armor class for the entire round. The bonus must be placed before any rolls are made. This bonus is equal to half the Commander's level (Round Up), and can can be divided to multiple tasks.
Uncanny Dodge: This functions as a rogue or barbarian's ability of the same name. Uncanny Dodge (I) is the ability to retain one's dexterity modifier to AC while flat-footed. Uncanny Dodge (II) makes the Commander unflankable, except by characters with this ability who are four levels higher than the Commander's class level.
Tactical Advice: As a full round action the Symbiot Commander can use a combination of knowledge and psychic foresight to give his allies orders. As long as they follow the Commander's plan of attack, they gain an insight bonus equal to one third of his class level, rounded down. This bonus can be split up among multiple attacks, but otherwise follows all the same rules as his personal Prescience bonus. Once the bonus has been established, the Symbiot Commander may change if for all allies with a full round action, or a single ally with a move equivalent action by giving new orders. Allies who cannot hear the Commander, or are more than 60' away at the time orders are given gain no bonus. The bonus fades at the end of the encounter, or when the combat situation changes sufficiently (as determined by the DM).
Haste: As a benefit of having two minds, a Symbiot Commander can act more quickly and efficiently than others. At fourth level, the Commander can take an extra partial action, once per day. At levels 7 and 10 he gains an additional two partial actions per day, but only one may be used per round. If the Symbiot and the Character ever come into conflict, it may use these partial actions against the character.