A prestige class for an Eberron game.
Siberys marks his own, and they are known throughout the land as his Heirs. Some of them go farther than that, and are truly his. His part in the prophecy lives in them.
Prereq:
Skills: Two skills at 18 ranks.
Feats: Action Boost
Special: Improved Siberys Mark
Class Features:
Hit Die: d8
Skills: Haven't given it much thought, probably as the Heir of Siberys.
BAB: 3/4 progression
Saves: All 1/2 progression (Good saves if not using fractional advancement).
Level Feature
1 Charm
2 Charm, +1 spellcasting level
3 Charm, +1 spellcasting level
4 Charm, +1 spellcasting level
5 Charm, +1 spellcasting level
Charm: An ability available to members of this class, generally powered by action points. You should note that I use a stunt rule to allow regaining of action points through well-described, heroic actions, so this isn't quite as limiting as it would first appear.
Examples include:
Ability Boost Charms: Select one of the ability scores when you chose this charm. To activate the charm, spend and roll an action point; add the result to that score as an unnamed bonus for a number of minutes equal to your class level. This may be selected more than once, and applies to a different ability score each time.
Many epic feats also work well as charms, if you make them powered by action points. I generally disregard the skill requirements, or reduce them to 18 ranks. The stat requirements can be kept or not, but I will generally allow them to take the feat even if they don't have it and then reach the ability score requirement through buffs before they can use it. Keep the feat prereqs, in general.
Examples here:
Improved Combat Reflexes (Dex 21, Combat Reflexes)
When the character spends an action point, there is no limit to the number of attacks of opportunity the character can make in one round. (the character still can’t make more than one attack of opportunity for a given oppertunity.)
Improved Elemental Wild Shape (Wis 25, ability to wild shape into an elemental)
Spend an action point to ... (gain the benefit of the epic feat for one usage, basically).
Storm of Throws (Dex 23, Point Blank Shot, Quick Draw, Rapid Shot)
Spend an action point and as a full round action, the character may throw a light weapon at his or her full base attack bonus at each opponent within 30 feet. All light weapons thrown need not be the same type.
And so on. I think these work well.
Some do not work as well, because the use of action points is better than the bonus (Superior Initiative, Epic Weapon Focus, for example). I'd probably allow them to be taken, and let them not require the use of action points. Similarly with the Great $Stat feats.
For d20-roll-boosting feats (attack, saves, skills, initiative, etc) there are additional charms. In the (Action point) -> Action Boost chain, there are:
Improved Attack Boost
Improved Initiative Boost
Improved Fortitude Boost
Improved Reflex Boost
Improved Will Boost
Improved Strength Boost
... (all six stats)
and any others that might become necessary.
These act like Action Boost (changing the action die bonus from a d6 to a d8), bumping the die for that action type to a d12. The stat boosters apply to skills associated with that stat.
The last charm I've worked on is "Siberys Magic", which will take up the next post.
Siberys marks his own, and they are known throughout the land as his Heirs. Some of them go farther than that, and are truly his. His part in the prophecy lives in them.
Prereq:
Skills: Two skills at 18 ranks.
Feats: Action Boost
Special: Improved Siberys Mark
Class Features:
Hit Die: d8
Skills: Haven't given it much thought, probably as the Heir of Siberys.
BAB: 3/4 progression
Saves: All 1/2 progression (Good saves if not using fractional advancement).
Level Feature
1 Charm
2 Charm, +1 spellcasting level
3 Charm, +1 spellcasting level
4 Charm, +1 spellcasting level
5 Charm, +1 spellcasting level
Charm: An ability available to members of this class, generally powered by action points. You should note that I use a stunt rule to allow regaining of action points through well-described, heroic actions, so this isn't quite as limiting as it would first appear.
Examples include:
Ability Boost Charms: Select one of the ability scores when you chose this charm. To activate the charm, spend and roll an action point; add the result to that score as an unnamed bonus for a number of minutes equal to your class level. This may be selected more than once, and applies to a different ability score each time.
Many epic feats also work well as charms, if you make them powered by action points. I generally disregard the skill requirements, or reduce them to 18 ranks. The stat requirements can be kept or not, but I will generally allow them to take the feat even if they don't have it and then reach the ability score requirement through buffs before they can use it. Keep the feat prereqs, in general.
Examples here:
Improved Combat Reflexes (Dex 21, Combat Reflexes)
When the character spends an action point, there is no limit to the number of attacks of opportunity the character can make in one round. (the character still can’t make more than one attack of opportunity for a given oppertunity.)
Improved Elemental Wild Shape (Wis 25, ability to wild shape into an elemental)
Spend an action point to ... (gain the benefit of the epic feat for one usage, basically).
Storm of Throws (Dex 23, Point Blank Shot, Quick Draw, Rapid Shot)
Spend an action point and as a full round action, the character may throw a light weapon at his or her full base attack bonus at each opponent within 30 feet. All light weapons thrown need not be the same type.
And so on. I think these work well.
Some do not work as well, because the use of action points is better than the bonus (Superior Initiative, Epic Weapon Focus, for example). I'd probably allow them to be taken, and let them not require the use of action points. Similarly with the Great $Stat feats.
For d20-roll-boosting feats (attack, saves, skills, initiative, etc) there are additional charms. In the (Action point) -> Action Boost chain, there are:
Improved Attack Boost
Improved Initiative Boost
Improved Fortitude Boost
Improved Reflex Boost
Improved Will Boost
Improved Strength Boost
... (all six stats)
and any others that might become necessary.
These act like Action Boost (changing the action die bonus from a d6 to a d8), bumping the die for that action type to a d12. The stat boosters apply to skills associated with that stat.
The last charm I've worked on is "Siberys Magic", which will take up the next post.