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Talanacao

First Post
The Lightweavers, prestige classes mentioned to follow later: -


Brotherhood of Lightweavers

STRUCTURE
LEADER: -
High Executioner -[name]-


CAPTAINS: -
Archmage -[name]- of the Brotherhood of Lightweavers
Hierophant -[name]- of the Brotherhood of Lightweavers
Deathmaster -[name]- of the Brotherhood of Lightweavers


LIGHTWEAVERS: -
Executioner -[name]- of the Brotherhood of Lightweavers (under High Executioner)
Arcane -[name]- of the Brotherhood of Lightweavers (under Archmage)
Disciple -[name]- of the Brotherhood of Lightweavers (under Hierophant)
Harbinger -[name]- of the Brotherhood of Lightweavers (under Deathmaster)

AIM OF THE LIGHTWEAVERS
To bring light to the dark places of the Earth. To destroy the evil Drow, Duergar, and all other abhorations, especially from the Underdark. To bring down the reigns of undead, and to be a beacon of hope to the good civilised races, and to act whether the law allows it, or not.

JOBS
HIGH EXECUTIONER
To lead the Lightweavers, and to execute the highest members of the enemy. Must put his cause before his life, and before he dies give the name of the next executioner. Most executioners use two-handed sword.

ARCHMAGE
To advise the high executioner on matters of the arcane. To train ‘Arcane’s’ in the way of magic, and to enchant weapons for the executioners and harbingers. To personally aid the High Executioner. Also by the teaching set in place by Acrona, Master of the Elements, they aim to master all of the elements, and create spells of control

HIEROPHANT
To advise the high executioner on matters of the divine. To train ‘Disciples’ in the way of the power, and to use runes, where possible, to power weapons and ward bases. To personally aid the High Executioner. When they reach this rank, they gain a spell called ‘Grand Lightweave’

This causes an effect to appear around them, pure light strands, which can be shaped to either blast as a cone (70 feet long, doing 20d10 damage, double vs. undead, and Underdark creatures), burst (40 feet wide, doing 15d10 damage, double vs. undead, triple vs. Underdark creatures) or as true light.
True light causes a dome of light, which is 40-foot diameter, and any disciples of level 5 hierophant or higher may take up the dome, adding 20 foot to the diameter each person. They must continue the weave as long as the spell stays in effect, and may effectively continue you forever; using a level eight spell from each per day. All members may swap around. Within this no ‘darkness’ effects work, no undead can be summoned, no gates may be opened except by Lightweavers, all lycanthropes revert to normal shape, no divination spells work, or can enter, except from Lightweavers, all Lightweavers get +1 bonus to everything, and Drow are blinded.

DEATHMASTER
To act as spymaster, to find enemies and bring information. As bounty hunter, to trap enemies, and an assassin if necessary. A torturer, rarely, to extract information. To train ‘harbingers’ in their duty, and to carry off the most dangerous missions. They have one of these special abilities, depending on what they specialise in.
For a thief they have ‘Stealer’ in which they are undetectable, able to go invisible at will 5 times a day, move silently, and can unlock any doors with a successful open locks check, even if they are warded (DC 26).
For an assassin they have ‘Death Wish’ in which they get +6d6 to their sneak attack’s, all hits are poisoned, and they can use dimension door once a day.
For a bounty hunter they have ‘Capture’ in which they can cast a spell ‘Hold Creature’, which holds any creature, negating Freedom of Movement, and a mass teleport to get them away.
All abilities last 1 hour/combined level of classes

EXECUTIONERS
The main force of the Lightweavers. The front line in any fight, all have at least a level in the executioner prestige class, and the Lightweaver prestige class. The best one works with the High Executioner as a bodyguard, and one guards the Hierophant and the Archmage. Most use great-swords. Generally work in a four with one executioner, one hierophant, and one harbinger.

ARCANE’S
Wielders of the art, these mages blast the enemy with spells from behind the ranks of the executioners, and strip their spell defences, and to summon in powerful elementals. Have levels in the Arcane prestige class and Lightweaver Prestige Class. Generally work in a four with one executioner, one hierophant, and one harbinger.
DISCIPLES
Used to call to the Gods for help, these are usually disciples of Lathander and Shevarash, and rarely, Kossuth. Used either to bring divine fury on the enemies, or to use runes to ward the bases and safe areas. Have levels as a Divine Disciple and in the Lightweaver Prestige Class. Generally work in a four with one executioner, one hierophant, and one harbinger. All disciples destroy undead.

HARBINGERS
Used in covert wars and operations, these men are spies and spy catchers, assassins and bounty hunters. Rarely fight in wars, unless they are desperate for troops. Have levels as a guild thief (the Lightweavers count as a guild), either an assassin or divine seeker and as a Lightweaver. Best one works with the Deathmaster, as an ally and helper. Generally work in a four with one executioner, one hierophant, and one harbinger.
 

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The Executioner

Brotherhood Executioner Prestige Class

PREREQUISITES
ALIGNMENT: - NON-EVIL
BASE ATTACK: - +8
SKILLS: - SNEAK 4, HIDE 4
FEATS: - CLEAVE
SPECIAL: - MEMBER OF BROTHERHOOD OF LIGHTWEAVERS/FRIENDSHIP OF ALOR EVENINGSTAR

CLASS SKILLS
Balance, Climb, Escape Artist, Hide, Jump, Knowledge (Local Underdark), Move Silently, Listen, Spot, Swim, Tumble

CLASS FEATURES
d10
Level Skills
1 Silent Execution, Sneak Attack (+1d6), Racial Enemy
2 Sneak Attack (+1d6), Improved Cleave
3 Sneak Attack (+1d6), Summon Ghostly Blade
4* Invisibility, Bloody Survival, Rapid Shots
5 (ONLY AVALIABLE TO THE HIGH EXECUTIONER) High Execution
*may only have either Bloody Survival and Invisibility, or Rapid Shots and Invisibility.

Silent Execution
Flank Attacks critical hit ranges are doubled.

Sneak Attack
Either this is added to the characters current sneak attack bonus, or character gains sneak attack ability

Racial Enemy
As Ranger. May choose from Drow, Duergar, Derro, Illithids, Beholders, Aboleths, Kuo-Toas, or any current Lightweaver enemy, as decided by Dungeon Master



Summon Ghostly Blade
Summon a white blade as a spell like ability once a day per executioner level, but may not be summoned more than once an hour. The sword has a permanent ‘light spell’ on it, which dispels all darkness, either magical or mundane, and can cut through any two spell defences. Hits always count as a sneak attack, and hits as a +3 greatsword, with criticals of 16-20/x2. After first attack is dispelled, whether it hits or misses.

Bloody Survival
Once a day, as a free action, an executioner can use this feat. For a number of rounds according to his constitution modifier +2, an executioner can be inspired to a heroic last stand. Because of practised skill, every hit counts as a sneak attack, and may hit as if using improved cleave, on each opponent once in the surrounding area, even if opponent does not die.

Rapid Shots
Such is his specialisation with his ranged weapon (bows, slings or throwing), the executioner may once a day, as a free action for rounds may use this feat, for a number of rounds according to his dexterity modifier +2. When in use, he suffers no attacks of opportunity when using his weapon in close combat, gets two extra shots at no penalty, and may back track ten foot each round as a partial action.

High Execution
All attacks of opportunity and flank attacks are ‘coup de grace’, which replaces the normal attacks, and is not a full round action. All ‘coup de grace’ hits are an automatic death, and are a normal hit. This only applies to living monsters. After each ‘execution’, surrounding monsters must make a morale check at –2 or flee.
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Please note that 'High Execution' is ONLY avaliable to the High Executer, for purposes of balancing this class
 

Arcane Prestige Class

Brotherhood Arcane Prestige Class

PREREQUISITES
ALIGNMENT: - NON-EVIL
SPELL: - CASTING LEVEL: - +3
SKILLS: - KNOWLEDGE (ARCANA) 8
FEATS: - SPELL PENTRATION, ANY META-MAGIC FEET
SPECIAL: - MEMBERSHIP OF THE BROTHERHOOD OF LIGHTWEAVERS

SKILLS
Alchemy, Concentration, Knowledge (Arcane), Scry, Spellcraft, Speak Language, Diplomacy, Bluff

CLASS SKILLS
LEVEL SKILLS
1 True Lightweaver, Arcane Spell Level +1
2 Light Trap, Arcane Spell Level +1
3 Meta-Magic Feat, Elemental Shape, Arcane Spell Level +1
4 Spell Resistance +2, Arcane Spell Level +1
5 Cone of Light, Arcane Spell Level +1, Elemental Gate (for Archmage of the Brotherhood)

True Lightweaver
All non-damaging spells with the ‘light’ descriptor do a bonus damage of ‘the spell level’d10 (cantrips are level 1).

Light Trap
Creates a rune which when activated creates ‘light’ and does 5d8 damage to all enemies in area of effect.

Elemental Shape
As the druidic wild shape, but with elementals

Cone of Light
Blast a cone of light, and casts 6 times a day as a spell like ability. It does 2d10 + 1d10 per level of best arcane spellcasting class.


Elemental Gate
An element is chosen, and a gate is opened to that plane. One powerful (50%Greater, 50%Elder) and 1d4+2 normal (50%Normal, 50%Huge) come through in one round. Counts as level eight spell. If made to last longer, may be destroyed with Mordienkan’s Disjunction, as a two round action, needing a successful dispel, successful concentration all the way through, and to beat a will saving throw of 26 at –2 per level below the caster. May be counter spelled with Mordienkan’s Disjunction. Elementals automatically under casters control. Remains until unsummoned or destroyed.
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The Lightweavers

THIS IS NEEDED BEFORE THE OTHER LIGHTWEAVER PRESTIGE CLASS
_________________________________________
Lightweavers Prestige Class

PREREQUISITES
ALIGNMENT: - NON-EVIL
LEVEL: - 3+

SKILLS
Main class, (i.e. if a fighter 2/rogue1 you have fighter class skills)

CLASS FEATURES
Level Skills
1 Lightweave, +1 spell casting level
2 Cosmopolitan, +1 spell casting level
3 Light Rune, +1 spell casting level
4 Rune Pass Stone, +1 spell casting level
5 Greater Lightweave, +1 spell casting level

Spell Casting Level
As many of the Lightweavers abilities involve magic, part of their training teaches them a new magic, which is the Lightweavers magic, and is not used in conjunction with any other type of magic. In addition, you can use this as any previous spell casting level, and gain a bonus meta-magic feat at level 4

Lightweave
May replace any n of dice in a spell with nd10 light damage, which does triple damage against any creatures from the Underdark, and double damage against undead. Takes up a spell slot of casters choice, and can be used a number of times equal to the spell slots level. May use either Lightweavers slots, or any other magic slots. May be used multiple times.

Light Rune
May scribe a rune with the cantrip ‘light’ in it.

Rune Pass Stone
Runes created by this character may use a pass stone, so any creature with the stone may pass without setting off the rune if they choose.

Greater Light Weave
As ‘Lightweave’ spell, except may add d10 to the spell instead of replacing it. The amount of d10 added per day is equal to the casters to a total level, so a mage 10/fighter 2 can in the day use up to 12 d10 of light damage. May take up any spell slot permanently, and can be used as long as there is d10 left.

LIGHTWEAVER SPELLS
1st Level: - Flare, Light, Mending, Feather Fall, Resistance, Detect poison, Burning Hands, Magic Missile
2nd Level: - Faerie Fire, Obscuring Mist, Flame Blade, Reduce Flame, Continual Flame, Pyrotechnics, Melf’s Acid Arrow, Aganazzars Scorcher
3rd Level: - Daylight, Moonlight, Fireball, Flame Arrow, Lightening Bolt, Flash Burst

SPELLS PER LEVEL
Level 1 2 3
1 1
2 2
3 2 1
4 3 2
5 3 2 1
 


Balance

From a balance pov your classes are BROKE.

-Ok, first that guy with all the sneak attack, the one who doesnt sneak around really...yeah, hes broke. You never ever give more than +1d6 sneak/2 levels, and if you want to be on the safe side, don't give it on the first level of your prestige class.

-Next problem with that guy, that super-duper improved cleave all his attacks are sneak attack. Um, no. Breaking the precepts of d20 to fit one prestige class invites trouble, as you will find yourself doing it for other prestige classes. This "lightbringer" executioner can assasinate far more easily than say an "assasin".

-With that super-duper mage prc, um, you just can't replace d6 fireballs that do fire damage with d10 fireballs that do "light" damage, and double damage to underdark and triple damage to undead. I mean, the CR rules are messed up enough....

Sorry for the harsh criticism, but youve got power I don't think should be in the game, not at epic or divine levels, and certainly not by 15th or 16th.

Technik
 

Too Strong

I do agree they are to strong in some respects, thats why I posted it.

But, one thing you seem to forget, is that the High Execution, which as you say messes around with a lot of D & D rules, is only for one person. In the WHOLE of whatever world (in my case Toril) your on.
Also with this feat, you can only gain it when you would have passed the tests. I have to amend the files to say this, but becoming the Leader of the organisation ain't easy, and would probably be several quest in itself.


As for the light, maybe if changes all the damage of spells to xdy, where x is the normal amount of hd of the spells, and y is the amount of sides on the dice, and does double damage vs Underdark residents and undead, but mainly would be used just for effect.

Also, the execution techniques of the high level executers would involve sneaking in and killing, thus the invisibility.
 

Ok, if youre honestly concerned about balance, here are some tips:

The game doesn't recognize that a character that had to go through some quests to "deserve" more power at the same level than another character. After all, ALL characters have to quest to get high levels, and their reward is those high levels. Therefore, the levels have to be within a marginal power balance of each other.

So, if you want to give an spell-casting prc "+1 spellcasting" at every level, you cannot give them a benefit, even a small one, at every level.

Additionally, that executioner guy still gets wayy too much sneak attack. "Bloody Survival" is freaking sick. Compare it to say, rage or even greater rage. You can't just say "this character gets sneak attack on every attack", there has to be a good reason why.

The ghostly blade is equally sick, its a +3 greatsword, with keen, negates all darkness, and mysteriously dispels any 2 defenses an opponent may have. Again, this is mysteriously a sneak attack.

You need to take some of your abilities away, or tone down a lot of them, in order to make this a feasible organization.

Technik
 

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