Ralts Bloodthorne
First Post
PrC's
Prestige Classes are a new kind of hell for GM's. Giving PC's powers that can sometimes be unbalanced, the quickest way to handle PrC's is to give them more structure than what is usually found in the description.
Let's start with the DMG PrC's, and maybe we'll make a few more.
Arcane Archer
This PrC is mainly accessable to those elves who hail from Avellerum, the region that gave birth to this potent archery style. It is only available through the Hallowed Order of the Bow in Avellum, or the Way of the Striking Shaft monastery located in Vellexa.
Hallowed Order of the Bow
[sblock]
In order to join the Hallowed Order of the Bow, the applicant must be elven (half-elves cannot join), must have patronage of a high ranking military officer, and must have served at least 5 years on the border, or taken part in a dozen raids of neighboring lands. In addition, at least 2 noblemen must sign off on the petition.
The applicant must create a bow of enchantment quality from virgin wood, and put it before the Guardians of the Holy Bow. The bow must be enchanted, and bonded to the applicant (This will cost the applicant 1000 XP and 5 HP), and the applicant must succeed at a series of trials.
Trial of the Eagle's Eye
The applicant must hit targets placed at 300, 450, 600, 750, 900 feet. The target is man-sized, and has rings to denote score. (AC 10 for +1, AC 11 for +2 ... AC 15 for +5, and AC 18 for a bullseye, with penalties for distance added) The applicant cannot use magic of any type. Should the applicant gain 20 or more points, they then move on to the Trial of the Hidden.
Trial of the Hidden
This involves a series of targets that are either partially or fully concealed. The AC for the four targets is: AC 16, 18, 20, 22, 24. The applicant must hit at least 3 out of five to pass onto the Trial of Movement.
Trial of Movement
During this trial, the applicant is expected to run a targeted obstacle course, shooting on the run, and finished within two minutes while hitting 8 out of 13 targets. The course is broken down by section, of which there are 15 of them. Each section will consume 6 seconds or more, according to the description.
Section One:
First obstacle: A low log that must be either climbed over (DC: 8) or hurdled (Jump Check, DC: 12). Climbing over the obstacle will take an additional 6 seconds.
Section Two:
First Target: Is a silloutte of a goblin warrior, and requires a Spot Check DC 15 to spot. The target has an AC of 14. If the applicant fires while running, they suffer a -4 to their attack roll unless they possess the shot on the run feat, if they stop and fire, it will add 6 seconds to thier time.
Section Three
Second Target: A target will pop up, swinging a wooden sword covered in red paint. This will require a Reflex Check of 14 to avoid. In addition, the applicant is expected to hit the target before it flops back down. If the applicant does not have the point blank shot, they will suffer a -4 penalty to hit the target before it drops away.
Section Four
Second Obstacle: The applicant must jump a 15 foot trench, and fire at the target at the bottom WHILE IN MIDAIR. The Jump Check DC is 15, and the attack roll is made at -6, -4 if the applicant has shot on the run.
Section Five
Fourth Target: The target is in between a set of rotating planks. Those without the Precise Shot feat suffer a -4 penalty to the attack roll, on top of the -4 penalty for moving (unless the applicant has shot on the run). If someone stops to attack, it will add 6 seconds per attempt.
Section Six
Third Obstacle: The character must dodge a swinging log trap or take 2d6 points of damage (Reflex check, DC: 15) If the applicant is hit, they are knocked down and take an additional 6 seconds to regain their feet.
Section Seven
Fouth Obstacle: The character must avoid two sets of wooden practice blades coated in red paint that will swing out onto the trail. The DC to avoid each of them is a Reflex Check, DC: 14 and 16 respectively.
Section Eight
Fifth Obstacle and Fifth Target: The applicant must climb a 10 foot wall coated in vines (DC: 10) and fire at a moving target once they reach the top (AC: 15). The applicant has only one try to do this.
Section Nine
Sixth Obstacle and Sixth, Seventh and Eighth Targets: The applicant must run across a 3" plank and engage three targets. The plank requires a Balance Check (DC: 12 + 2 for each arrow fired without stopping) The targets have AC: 12, 16, and 20 respectively. If character stops to engage the target, rather than taking the -4 penalty for shooting while moving (unless the shot on the run feet is possessed) it will add 6 seconds per target stopped for.
Section Ten
Seventh Obstacle: The applicant must jump over a break in the wall, and then leap up to window and climb through. Jump Check DC: 8 to clear gap and 16 to reach the window.
Section Eleven
Targets Nine and Ten: Two orcish targets will appear, one of which has partial cover behind a table, giving them an AC of 18 and 14.
Section Twelve
Obstacle Eight: The applicant must jump down a hole onto a plank over a spiked pit. This will require a Jump Check (DC: 8) and a balance check (DC: 12)
Section Thirteen
Targets 11 and 12, Obstacle Nine: The applicant must hit two targets and travel 60 feet uphill. This will require a Fortitude Check (DC: 12) to accomplish without slowing down (Two checks, +6 seconds for each failure). The targets are AC 16 and 18, and if the applicant stops to engage them, rather than taking the Shot on the Run penalty, the applicant takes a 6 second penalty per target.
Section Fourteen
Obstacle Ten: The applicant must row a boat across a small stream. This requires a Str Check (DC: 12 and 14 respectively) twice, or suffer a 6 second penalty for each failure.
Section Fifteen
Obstacle 11 and Target 13: The target must climb a rope over a cliff and fire at a popup target halfway up. The Climb DC is 10, and the Spot Check for the target is 15. The common way of shooting is to wrap one's legs around the rope, drop over backwards, and fire with a -6 penalty at the AC: 10 target.
Should the applicant succeed in all the tests, they will be inducted into the Hallowed Order of the Bow. Thier bonded bow will become a Composite Longbow of Distance with a +1 attack bonus per 4 character levels of the applicant. The bow will continue to gain power, gaining a +1 per three levels of the PrC taken. At 3rd level it will gain the Seeking ability, at 6th level it will gain one of the following Bane's (GM's choice, depending on foes fought) Human, orc, goblin, half-elf, kobold. At Ninth Level it will gain the Speed Ability, and for those who take the 10th level, it gains the Brilliant Energy Ability[/sblock]
Way of the Striking Shaft
Founded in Vellexa, the Way of the Striking Shaft monastery studies all bow and crossbow weapons, following the philosophy that a clear mind, balanced body and focused mind can enable anyone to excell with bows or crossbows.
For an applicant to be inducted in the Way of the Striking Shaft, they must be able to pass the following test.
[sblock]Test of the Body
The applicant must fast for 6 days, taking only sips of water from a cup every three hours. The applicant must sit in the outdoors, exposed to the elements. To avoid passing out from exposure or hunger, the applicant must make three Fortitude Checks to simulate the last three days. The DC is: 16, 18, 20 respectively.
If this is accomplished, they then move to the next task.
Test of the Soul
The exhausted and fasting applicant must prepare a poem, given only a quill, inkpot, and single piece of paper. This requires a Concentration Check (DC: 14) and a Craft (Writing) Check (DC: 12) and the applicant will be under a -4 penalty due to exhaustion and hunger.
Next is:
Test of the Mind
The exhausted applicant must overcome his tired body with his mind. He will be handed a bow, and told to hit the ribbons tied to the trees. In order to avoid a -6 penalty due to hunger, thirst and exhaustion, the character will need to make a Willpower Check (DC: 15) with a -4 penalty. The ribbons are: Blue, yellow, red, and green, and are AC: 13, 15, 17, and 19 respectively. The order does not matter, but the applicant must hit all of them in under 10 arrows.
Test of Balance
The applicant, still without food or rest, must walk across a peice of rice paper without tearing it. This will require a balance check, DC: 16, and the applicant will be suffering a -6 penalty unless they succeeded in hitting all four ribbons on their first tires.
Should all of these be accomplished, the applicant, regardless of race may become an Arcane Archer.[/sblock]
Prestige Classes are a new kind of hell for GM's. Giving PC's powers that can sometimes be unbalanced, the quickest way to handle PrC's is to give them more structure than what is usually found in the description.
Let's start with the DMG PrC's, and maybe we'll make a few more.
Arcane Archer
This PrC is mainly accessable to those elves who hail from Avellerum, the region that gave birth to this potent archery style. It is only available through the Hallowed Order of the Bow in Avellum, or the Way of the Striking Shaft monastery located in Vellexa.
Hallowed Order of the Bow
[sblock]
In order to join the Hallowed Order of the Bow, the applicant must be elven (half-elves cannot join), must have patronage of a high ranking military officer, and must have served at least 5 years on the border, or taken part in a dozen raids of neighboring lands. In addition, at least 2 noblemen must sign off on the petition.
The applicant must create a bow of enchantment quality from virgin wood, and put it before the Guardians of the Holy Bow. The bow must be enchanted, and bonded to the applicant (This will cost the applicant 1000 XP and 5 HP), and the applicant must succeed at a series of trials.
Trial of the Eagle's Eye
The applicant must hit targets placed at 300, 450, 600, 750, 900 feet. The target is man-sized, and has rings to denote score. (AC 10 for +1, AC 11 for +2 ... AC 15 for +5, and AC 18 for a bullseye, with penalties for distance added) The applicant cannot use magic of any type. Should the applicant gain 20 or more points, they then move on to the Trial of the Hidden.
Trial of the Hidden
This involves a series of targets that are either partially or fully concealed. The AC for the four targets is: AC 16, 18, 20, 22, 24. The applicant must hit at least 3 out of five to pass onto the Trial of Movement.
Trial of Movement
During this trial, the applicant is expected to run a targeted obstacle course, shooting on the run, and finished within two minutes while hitting 8 out of 13 targets. The course is broken down by section, of which there are 15 of them. Each section will consume 6 seconds or more, according to the description.
Section One:
First obstacle: A low log that must be either climbed over (DC: 8) or hurdled (Jump Check, DC: 12). Climbing over the obstacle will take an additional 6 seconds.
Section Two:
First Target: Is a silloutte of a goblin warrior, and requires a Spot Check DC 15 to spot. The target has an AC of 14. If the applicant fires while running, they suffer a -4 to their attack roll unless they possess the shot on the run feat, if they stop and fire, it will add 6 seconds to thier time.
Section Three
Second Target: A target will pop up, swinging a wooden sword covered in red paint. This will require a Reflex Check of 14 to avoid. In addition, the applicant is expected to hit the target before it flops back down. If the applicant does not have the point blank shot, they will suffer a -4 penalty to hit the target before it drops away.
Section Four
Second Obstacle: The applicant must jump a 15 foot trench, and fire at the target at the bottom WHILE IN MIDAIR. The Jump Check DC is 15, and the attack roll is made at -6, -4 if the applicant has shot on the run.
Section Five
Fourth Target: The target is in between a set of rotating planks. Those without the Precise Shot feat suffer a -4 penalty to the attack roll, on top of the -4 penalty for moving (unless the applicant has shot on the run). If someone stops to attack, it will add 6 seconds per attempt.
Section Six
Third Obstacle: The character must dodge a swinging log trap or take 2d6 points of damage (Reflex check, DC: 15) If the applicant is hit, they are knocked down and take an additional 6 seconds to regain their feet.
Section Seven
Fouth Obstacle: The character must avoid two sets of wooden practice blades coated in red paint that will swing out onto the trail. The DC to avoid each of them is a Reflex Check, DC: 14 and 16 respectively.
Section Eight
Fifth Obstacle and Fifth Target: The applicant must climb a 10 foot wall coated in vines (DC: 10) and fire at a moving target once they reach the top (AC: 15). The applicant has only one try to do this.
Section Nine
Sixth Obstacle and Sixth, Seventh and Eighth Targets: The applicant must run across a 3" plank and engage three targets. The plank requires a Balance Check (DC: 12 + 2 for each arrow fired without stopping) The targets have AC: 12, 16, and 20 respectively. If character stops to engage the target, rather than taking the -4 penalty for shooting while moving (unless the shot on the run feet is possessed) it will add 6 seconds per target stopped for.
Section Ten
Seventh Obstacle: The applicant must jump over a break in the wall, and then leap up to window and climb through. Jump Check DC: 8 to clear gap and 16 to reach the window.
Section Eleven
Targets Nine and Ten: Two orcish targets will appear, one of which has partial cover behind a table, giving them an AC of 18 and 14.
Section Twelve
Obstacle Eight: The applicant must jump down a hole onto a plank over a spiked pit. This will require a Jump Check (DC: 8) and a balance check (DC: 12)
Section Thirteen
Targets 11 and 12, Obstacle Nine: The applicant must hit two targets and travel 60 feet uphill. This will require a Fortitude Check (DC: 12) to accomplish without slowing down (Two checks, +6 seconds for each failure). The targets are AC 16 and 18, and if the applicant stops to engage them, rather than taking the Shot on the Run penalty, the applicant takes a 6 second penalty per target.
Section Fourteen
Obstacle Ten: The applicant must row a boat across a small stream. This requires a Str Check (DC: 12 and 14 respectively) twice, or suffer a 6 second penalty for each failure.
Section Fifteen
Obstacle 11 and Target 13: The target must climb a rope over a cliff and fire at a popup target halfway up. The Climb DC is 10, and the Spot Check for the target is 15. The common way of shooting is to wrap one's legs around the rope, drop over backwards, and fire with a -6 penalty at the AC: 10 target.
Should the applicant succeed in all the tests, they will be inducted into the Hallowed Order of the Bow. Thier bonded bow will become a Composite Longbow of Distance with a +1 attack bonus per 4 character levels of the applicant. The bow will continue to gain power, gaining a +1 per three levels of the PrC taken. At 3rd level it will gain the Seeking ability, at 6th level it will gain one of the following Bane's (GM's choice, depending on foes fought) Human, orc, goblin, half-elf, kobold. At Ninth Level it will gain the Speed Ability, and for those who take the 10th level, it gains the Brilliant Energy Ability[/sblock]
Way of the Striking Shaft
Founded in Vellexa, the Way of the Striking Shaft monastery studies all bow and crossbow weapons, following the philosophy that a clear mind, balanced body and focused mind can enable anyone to excell with bows or crossbows.
For an applicant to be inducted in the Way of the Striking Shaft, they must be able to pass the following test.
[sblock]Test of the Body
The applicant must fast for 6 days, taking only sips of water from a cup every three hours. The applicant must sit in the outdoors, exposed to the elements. To avoid passing out from exposure or hunger, the applicant must make three Fortitude Checks to simulate the last three days. The DC is: 16, 18, 20 respectively.
If this is accomplished, they then move to the next task.
Test of the Soul
The exhausted and fasting applicant must prepare a poem, given only a quill, inkpot, and single piece of paper. This requires a Concentration Check (DC: 14) and a Craft (Writing) Check (DC: 12) and the applicant will be under a -4 penalty due to exhaustion and hunger.
Next is:
Test of the Mind
The exhausted applicant must overcome his tired body with his mind. He will be handed a bow, and told to hit the ribbons tied to the trees. In order to avoid a -6 penalty due to hunger, thirst and exhaustion, the character will need to make a Willpower Check (DC: 15) with a -4 penalty. The ribbons are: Blue, yellow, red, and green, and are AC: 13, 15, 17, and 19 respectively. The order does not matter, but the applicant must hit all of them in under 10 arrows.
Test of Balance
The applicant, still without food or rest, must walk across a peice of rice paper without tearing it. This will require a balance check, DC: 16, and the applicant will be suffering a -6 penalty unless they succeeded in hitting all four ribbons on their first tires.
Should all of these be accomplished, the applicant, regardless of race may become an Arcane Archer.[/sblock]
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