For those who enjoyed Castlevania, a PrC class..

EsperDerek

First Post
For those that have enjoyed playing the Castlevania series of games, here's a PrC for you:

Belmont Vampire Killer

Level BAB Fort Ref Will Special

1 +1 +2 +0 +2 Whip Mastery (1d6), Undead Killer
2 +2 +3 +0 +3 Imbue Items
3 +3 +3 +1 +3 Whip Mastery (1d8)
4 +4 +4 +1 +4 Flame Whip
5 +5 +4 +1 +4 Innate Ghost-Touch
6 +6 +5 +2 +5 Whip Mastery (1d10)
7 +7 +5 +2 +5 Improved Flame Whip
8 +8 +6 +2 +6 Immunity to Energy Drain
9 +9 +6 +3 +6 Whip Mastery (2d6)
10 +10 +7 +3 +7 Item Crash

The Belmonts are a long-lived linage of humans that have the ability to effectively combat undead and evil outsiders. Mystical blood flows through the Belmont’s veins, and once a generation, a single Belmont comes into the limelight to take up the mantle of the Vampire Killer, to combat against the darkness with weapons that, while most would consider to be ineffective, are lethal in the hands of a trained Vampire Killer. Sometimes, the Belmont lineage is the only thing that stands between the light of day, and the darkness of night, and the evil machinations of the undead vampire, Dracula.
Belmonts usually train as fighters before their training as a Vampire Killer, so that they have the proper training that is needed when dealing with evil creatures. However, training as a rogue, cleric, or an arcane spell-casting class has not been unheard of in the lineage of the Belmonts. Belmonts, however, are rarely barbarians or paladins.
NPC Belmonts vary greatly on who might be the Vampire Killer of that generation, as one may be as tough-as-nails, and a loner, while the next might be nice and work well as a team. Belmonts vary as much as the race that they belong to.

Hit Die: d10.

RESTRICTIONS

To qualify to become a Vampire Killer, a character must fulfill the following criteria.
Race: Human, Half-Elf
Base Attack Bonus: +7
Feat: Exotic Weapon Proficiency (Whip)
Weapon Focus (Whip)
Special: The character must be a part of the Belmont Line to take this class. There can only be one Belmont Vampire Killer per generation.

Class Skills

The Vampire Killer’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Ride (Dex), and Swim (Str). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.

Skill Points at Each Additional Level: 2 + INT modifier.

Class Features

All of the following are class features of the Vampire Killer.

Weapon and Armor Proficiency: Vampire killers are proficient in all simple weapons, plus the longsword, throwing axe, whip, and the cross-boomerang (see Special Equipment).

Whip Mastery: To most, a whip is a nearly useless weapon in a real battle, thanks to its light damage and inability to cut through armor. In the hands of a Belmont, however, a whip is a dangerous thing, as they wield a whip like most wield a sword. When using a whip, Vampire Killers use whips as a melee weapon, rather than a normal ranged weapon. At first level, they deal 1d6 + Str Mod damage with a whip, at level 3, they deal 1d8 + Str Mod, at level 6, they strike for 1d10 + Str Mod, and at level 9, they strike for 2d6 + Str Mod damage. With a whip, they can attack from up to 10 feet away, and still are able to trip opponents, and disarm them easier.

Undead Killer: Belmont Vampire Killers do not have to do special things to kill undead, such as stake a vampire, or expose them to sunlight. The mystical power running through their blood make it enough for them to reduce an undead to 0 HP to kill them. Belmonts also ignore Damage Reduction when fighting undead or evil outsiders.

Imbue Items: When throwing daggers, throwing axes, and cross-boomerangs, a Belmont Vampire may double it’s damage against evil creatures, and triple it against undead. They can use this ability a number of times equal to their Vampire Killer level each day. When throwing holy water, not only does it deal double damage to evil creatures (not just outsiders), and triple to undead, it leaves a holy burning fire on the ground where it landed for 1d6 rounds, that deals 1d6 damage to evil creatures and undead.

Flame Whip: Once per day, a Belmont may energize their whip with the power in their blood, causing it to burst into holy, non-elemental fire. This causes an additional +1 point of damage per Vampire Killer Level (maximum +10). The Flame Whip ability lasts for (3 + the PC’s Con bonus) minutes. Unfortunately, unless the Belmont is wielding the family whip, the Vampire Killer, the whip is destroyed at the end of the ability use. At level 7, the Belmont can use this ability three times per day.

Innate Ghost Touch: Upon reaching level 5, the Belmont can strike incorporeal creatures as if the weapon they wield has the ghost touch ability.

Immunity to Undead Energy or Ability Drain: At level 8, Vampire Killers are completely immune to energy or ability drains as caused by the undead, but they are still vulnerable to other sources.

Item Crash: At level 10, the Belmont has reached the highest limits that their powers can reach, and thus, can unleash the truest potential of their abilities, which is known as the Item Crash. Belmonts use the weapons that they carry to focus the Item Crash, and thus, each weapon has a different effect when used in the Crash. A Belmont can use an Item Crash once per day, for the following effects, according to the weapon he/she uses:

Vampire Killer: When using the Vampire Killer in the Item Crash, the weapon bursts into powerful flames that dwarf the normal Flame Whip. These holy flames deals +20 holy damage to evil creatures and undead, and lasts for 2d6 + Con Modifier rounds. A Belmont cannot use a normal whip in the Item Crash; it must be the Vampire Killer.

Dagger: When using a dagger as the Item Crash focus, the Belmont unleashes two separate ranged attacks using imbued daggers on everyone in range of the Belmont, regardless of how many there are. The dagger is consumed and destroyed after the Crash.

Throwing Axe: When using a throwing axe as the Item Crash focus, the Belmont unleashes four imbued axe attacks on the targeted opponent, in the space of one attack. The throwing axe is consumed after the Crash.
Holy Water: When using a throwing axe as an Item Crash, the Belmont causes a rain of holy water to spray down in a 40-foot radius around the Belmont. This rain lasts 3d6 rounds, and causes 4d4 damage each round, Reflex (DC 20) to half the damage.

Cross-Boomerang: When using a cross-boomerang as an Item Crash, the Belmont unleashes a devastating flame strike at 15d6 damage (DC 20, Reflex Half) centered around the Belmont. The Flame Strike causes no damage to the Belmont.

Special Equipment:

Belmonts use very special equipment when fighting the undead that have been passed down to them from generation to generation. They rely on the dagger, throwing axes, bottles of holy water, and the cross-boomerang, a special type of boomerang that specializes in dealing as much damage as possible. But of all their weapons, none is as powerful as the artifact whip that has been past down through the generations, known as the Vampire Killer.

Cross-Boomerangs: Cross-Boomerangs deal 1d6 damage, have
an x2 critical, and have a range increment of 20 ft. Cross-Boomerangs weigh 1 lb., and deal Slashing damage. When they are thrown, the round after they are thrown, wither they hit or not, the Belmont rolls to-hit again, and if it’s successful, the creature is struck by the cross-boomerang’s return flight, and deals more damage.

Vampire Killer: The Belmonts, ever since their bloodline started, has wielded this weapon to battle the evil undead and creatures that stand in their way, and defy the creatures of the night. The Vampire Killer actually grows in power as the Belmont grows-when it is first given to the Belmont; the Vampire Killer is a +1 whip that is made out of leather. When the Belmont reaches level 3, the Vampire Killer alters in appearance to resemble a chain whip, and is a +2 holy whip. When he/she reaches level 6, the Vampire Killer turns into a chain whip with a small metal ball on it’s tip, and is a +3 holy whip, bane to undead. When the Belmont reaches level 8, it turns into a chain whip with a spiked ball on the tip, and is now a +4 holy whip, bane to undead. Finally, when the Vampire Killer hits level 10, the Vampire Killer reaches it’s most powerful form, a +5 holy, vorpal whip, bane to undead. In the hands of anyone other than a Belmont, the Vampire Killer acts as a normal whip.


Yes, I realize that this class is really powerful, as I aimed more for flavour than balancing. But still, comments, commentary, and all of that are all very welcome!
 

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i did this easier. Take Cleric/Whip Master and use the article in Dragon about leveling up weapons. Thats how you can get a +whatever flaming holy whip =)
 

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