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I've made a Prestige Class based on Chess. I'd appreciate some constructive criticism.
Checkmate Mage
Prerequisites:Augment Summoning, Spell Focus Conjuration, Spell Focus Enchantment
Ability to cast Arcane Spells of 3rd level or higher.
Spellcraft 10 Ranks, Knowledge(Nobility and Royalty) 10 Ranks.
Alginment: Any Lawful.
D4, Good Will, Poor Fort/Ref, Poor BAB, Skills as a Wizard, Advances base spell casting class at each level.
1st: Board Pool (3), Pawn, Protect the King
2nd: Knight
3rd: Versatile Augment Summoning
4th: Bishop, Board Pool (7)
5th: Rook, The Royal Guard
6th: Greater Augment Summoning
7th: Queen, Board Pool (11)
8th: Battle Positions, Advanced Tactics
9th: Wicked Queen, Enriched Board Pool
10th: Board Pool (15), Checkmate
Board Pool: A Checkmate Mage begins each day with a number of Board Pool points (see the above table) which he/she may spend to summon a Chess Piece. A Chess Piece functions as a Construct, except as noted in their description. Pawns cost one point, Bishops and Knights cost 2, Rooks cost 3, and Queen cost 5. All Chess Pieces are normally of Medium Size, and use the Elite Array Scoring, distirbuted as you choose. Chess Pieces are summoned creatures. Chess Pieces must be summoned adjacent to the controller when first summoned. Chess Pieces can not have feats, unless noted in their description. They can speak, understand, and read their controllers language. They do not have skills. They stay in effect for 10 minutes per Checkmate Mage class level. They have their controllers alignment. Spending Board Points, regardless of the number spent, is a Full Round Action. You may not spend more points than your class level, and may not spend again until the duration for summoned pieces has ended.
Pawn: Treated as a Warrior of your Checkmate Class level. Has a +2 Natural Armor Bonus, increasing by 2 at 4th, 7th, and 10th level. Wields a Longsword. 20ft. movement speed.
Protect the King: When a Chess Piece is adjacent to it's controller, the controller gains a +1 Bonus to AC, and all saves. This bonus increases cumulatively with each piece.
Knight: Treated as a Fighter of your Checkmate Mage class level, +1. Has a +2 Natural Armor Bonus, increasing by 3 at 4th, 7th, and 10 level. Wields a Spear. If a Knights charges an opponent, it deals double damage with it's Spear. It is treated as having the Power Attack feat. 40ft. movement speed. You may not have more than 2 of these summoned at a time.
Versatile Augment Summoning: You may apply an additional +4 bonus to any stat of your choosing when aplying the Augment Summoning Feat.
Bishop: Treated as a Favored Soul of your Checkmate Mage class level, +1. Follows a Pawns Natural Armor progression. Has no domains, and can only cast Cure/Inflict Wounds spells, of up to the highest spell level equivalent it can cast, additionally, once perday, it can cast Righteous Might. It rebukes or commands undead based on your alignment. It wields a Heavy Mace. It is treated as having the
Extend Spell Feat. 30ft. movement speed. You may not have more than two of these summoned at any time.
Rook: Treated as a Barbarian of you Checkmate Mage Class Level, +2. Follows a Knight's Natural Armor Progression. Wields a Greatsword. It treated as having Power Attack, and is treated as having (Ex) Pounce ability. It deals double damage on a charge. 40ft. movement speed. You may not have more than two of these summoned at any time.
The Royal Guard: Chess Pieces now wielding Masterwork versions of their weapons.
Greater Augment Summoning: Bonuses from the Augment Summoning feat improve to +6.
Queen: Treated as a Warblade of your Checkmate Mage class level, +4.
Starts with a +10 Natural Armor Bonus, improving by +4 at 10th level. You decide what maneuvers it has upon summoning. It wields a Spiked Chain. It is treated as having the Exotic Weapon Proficiency (Spiked Chain) and the Power Attack feat. 40ft. movement speed. You may not have more than one of these summoned at any time.
Battle Positions: Chess Pieces may now be summoned within 30ft. of their controller, instead of adjacent, should the controller choose to place them so.
Advanced Tactics: Chess Pieces now gain a 1d6 Sneak Attack ability, functioning like the Rogue ability, which stacks with Sneak Attack damage from any other source.
Wicked Queen: Queens you summon are now Large Size. Normal penalties apply.
Enriched Board Pool: Once perday, you may apply a Metamagic Feat to the use of Board Pool, as if it were a spell. Instead of adjusting spell level, the adjustment is subtracted from the level of the Chess Pieces you summon by the use of Board Pool Summoning you apply a Metamagic Feat to.
Checkmate: At the cost of one Board Point, you may end the duration of all summoning spells you have in effect, in order to make a melee touch attack against an opponent. If the attack succeeds, the opponend must make a Fortitude save, or die. The DC is 10+numbers of summoned creatures dispelled+Ability Score Modifier of the score that determines your ability to use spells. (Int. for Wizards, Cha. for Sorcerers/Bards, etc.)
Checkmate Mage
Prerequisites:Augment Summoning, Spell Focus Conjuration, Spell Focus Enchantment
Ability to cast Arcane Spells of 3rd level or higher.
Spellcraft 10 Ranks, Knowledge(Nobility and Royalty) 10 Ranks.
Alginment: Any Lawful.
D4, Good Will, Poor Fort/Ref, Poor BAB, Skills as a Wizard, Advances base spell casting class at each level.
1st: Board Pool (3), Pawn, Protect the King
2nd: Knight
3rd: Versatile Augment Summoning
4th: Bishop, Board Pool (7)
5th: Rook, The Royal Guard
6th: Greater Augment Summoning
7th: Queen, Board Pool (11)
8th: Battle Positions, Advanced Tactics
9th: Wicked Queen, Enriched Board Pool
10th: Board Pool (15), Checkmate
Board Pool: A Checkmate Mage begins each day with a number of Board Pool points (see the above table) which he/she may spend to summon a Chess Piece. A Chess Piece functions as a Construct, except as noted in their description. Pawns cost one point, Bishops and Knights cost 2, Rooks cost 3, and Queen cost 5. All Chess Pieces are normally of Medium Size, and use the Elite Array Scoring, distirbuted as you choose. Chess Pieces are summoned creatures. Chess Pieces must be summoned adjacent to the controller when first summoned. Chess Pieces can not have feats, unless noted in their description. They can speak, understand, and read their controllers language. They do not have skills. They stay in effect for 10 minutes per Checkmate Mage class level. They have their controllers alignment. Spending Board Points, regardless of the number spent, is a Full Round Action. You may not spend more points than your class level, and may not spend again until the duration for summoned pieces has ended.
Pawn: Treated as a Warrior of your Checkmate Class level. Has a +2 Natural Armor Bonus, increasing by 2 at 4th, 7th, and 10th level. Wields a Longsword. 20ft. movement speed.
Protect the King: When a Chess Piece is adjacent to it's controller, the controller gains a +1 Bonus to AC, and all saves. This bonus increases cumulatively with each piece.
Knight: Treated as a Fighter of your Checkmate Mage class level, +1. Has a +2 Natural Armor Bonus, increasing by 3 at 4th, 7th, and 10 level. Wields a Spear. If a Knights charges an opponent, it deals double damage with it's Spear. It is treated as having the Power Attack feat. 40ft. movement speed. You may not have more than 2 of these summoned at a time.
Versatile Augment Summoning: You may apply an additional +4 bonus to any stat of your choosing when aplying the Augment Summoning Feat.
Bishop: Treated as a Favored Soul of your Checkmate Mage class level, +1. Follows a Pawns Natural Armor progression. Has no domains, and can only cast Cure/Inflict Wounds spells, of up to the highest spell level equivalent it can cast, additionally, once perday, it can cast Righteous Might. It rebukes or commands undead based on your alignment. It wields a Heavy Mace. It is treated as having the
Extend Spell Feat. 30ft. movement speed. You may not have more than two of these summoned at any time.
Rook: Treated as a Barbarian of you Checkmate Mage Class Level, +2. Follows a Knight's Natural Armor Progression. Wields a Greatsword. It treated as having Power Attack, and is treated as having (Ex) Pounce ability. It deals double damage on a charge. 40ft. movement speed. You may not have more than two of these summoned at any time.
The Royal Guard: Chess Pieces now wielding Masterwork versions of their weapons.
Greater Augment Summoning: Bonuses from the Augment Summoning feat improve to +6.
Queen: Treated as a Warblade of your Checkmate Mage class level, +4.
Starts with a +10 Natural Armor Bonus, improving by +4 at 10th level. You decide what maneuvers it has upon summoning. It wields a Spiked Chain. It is treated as having the Exotic Weapon Proficiency (Spiked Chain) and the Power Attack feat. 40ft. movement speed. You may not have more than one of these summoned at any time.
Battle Positions: Chess Pieces may now be summoned within 30ft. of their controller, instead of adjacent, should the controller choose to place them so.
Advanced Tactics: Chess Pieces now gain a 1d6 Sneak Attack ability, functioning like the Rogue ability, which stacks with Sneak Attack damage from any other source.
Wicked Queen: Queens you summon are now Large Size. Normal penalties apply.
Enriched Board Pool: Once perday, you may apply a Metamagic Feat to the use of Board Pool, as if it were a spell. Instead of adjusting spell level, the adjustment is subtracted from the level of the Chess Pieces you summon by the use of Board Pool Summoning you apply a Metamagic Feat to.
Checkmate: At the cost of one Board Point, you may end the duration of all summoning spells you have in effect, in order to make a melee touch attack against an opponent. If the attack succeeds, the opponend must make a Fortitude save, or die. The DC is 10+numbers of summoned creatures dispelled+Ability Score Modifier of the score that determines your ability to use spells. (Int. for Wizards, Cha. for Sorcerers/Bards, etc.)
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