Angel Tarragon
Dawn Dragon
In this thread I'll be posting Prestige Classes of my design.
Please feel free to post feedback on any of these.
Please feel free to post feedback on any of these.
Last edited:
[b] Base Fort Ref Will
Level Attack Bonus Save Save Save Special[/b]
1 +0 +2 +2 +0 Deep Breath, Strong Swimmer
2 +1 +3 +3 +0 Pressure Resistance (+100 feet)
3 +1 +3 +3 +1 Hypothermia Resistance +2
4 +2 +4 +4 +1 Pressure Resistance (+200 feet), Watersight
5 +2 +4 +4 +1 Hypothermia Resistance +4
6 +3 +5 +5 +2 Lasting Breath, Pressure Resistance (+300 feet)
7 +3 +5 +5 +2 Hypothermia Resistance +6
8 +4 +6 +6 +2 Pressure Resistance (+400 feet), Wavesense
9 +4 +6 +6 +3 Hypothermia Resistance +8
10 +5 +7 +7 +3 Pressure Resistance (+500 feet)
[B]Skills (3 + Int Modifier per level):[/B] Concentration, Hide, Knowledge (Oceanography), Listen,
Search, Spot and Swim.
The prereqs look good (though I wonder if Low-Light Vision would be a prereq as it's awfully dark down below). What's the difference between Expert Swimmer and SF:Swim? What's Expert Swimmer do?Frukathka said:Entry Requirements:
Skills: Concentration 8 ranks, Swim 8 ranks
Feats: Endurance, Expert Swimmer, Skill Focus: Swim
Solid.Deep Breath (Ex): At 1st level a Deep Diver has learned how to partition the exhalation of air in her lungs. She is able to hold her breath for a number of rounds equal to four times her Constitution score.
Hmm, the +4 bonus doesn't seem that interesting (already has a base skill rank of 8 + Skill Focus). How about "take 10 when you otherwise could not" instead?Strong Swimmer (Ex): At 1st level, a Deep Diver gains a +4 bonus on all Swim checks. The Deep Diver can use the run action while swimming, provided she swims in a straight line.
Makes sense, though it is a bit of a niche concept. I'm assuming the campaign involves lots of underwater action. If so, it's a nice ability to have.Hypothermia Resistance (Ex): At 3rd level, the Deep Diver’s body has been trained to withstand and stave off the effects of Hypothermia. The bonus indicated on the class advancement chart indicates an extra amount of time the characters’ body can delay the onset of hypothermia. In warm water this equates to hours, in cold water it equates to 10 times the modifier in minutes and in very cold water the bonus equates to minutes.
Makes sense, though I wonder if this should be a prerequisite or a 1st level ability. I haven't done my open-water dive cert yet (though I do have my PADI), but I do remember doing an "eyes closed" drill that was pretty intense. A feature which allows you to Search blind with less penalty might be helpful.Watersight (Ex): At 4th level, the Deep Diver’s eyes have adjusted to use within watery depths. The character is treated as if having low-light vision, but only while submerged in water. If the character already has low-light vision, can see three times as far as the given distance.
Totally makes sense, again it's a bit niche, but could be useful.Pressure Resistance (Ex): At 2nd level and every other level thereafter, the Deep Diver can ignore an additional 100 feet of pressure damage.
Whoa. An average Con of 10 would allow 10 minutes of holding your breath! I know that's approaching the limits of the real world, so it should be fine.Lasting Breath (Ex): At 6th level the Deep Diver is unparalleled in the ability to hold her breath, except from other Deep Divers of the same level. She is able to hold her breath for a number of minutes equal to her Constitution score.
Nice ability. The GM in me had to laugh at the "that is continually in motion" part.Wavesense (Ex): At 8th level Deep Divers gain the ability to detect and pinpoint any creature or object within 60 feet in contact with water that is continually in motion.
Actually, it is a concept I came up with after watching a documentary on pushing the limits of what the human body can withstand.Quickleaf said:Out of curiosity, is it custom-made for one of your players?
Expert Swimmer is from Stormwrack (pg. 92). It allows you to 1) hold your breath for 3 rounds per point of Con, 2) gain a +4 bonus on Con checks made to continue holding your breath, 3) on a successful Swim check swim your land speed as a full round action or half your land speed as a move action and 4) your natural swim speed increases by 10 feet, if you have a swim speed.Quickleaf said:The prereqs look good (though I wonder if Low-Light Vision would be a prereq as it's awfully dark down below). What's the difference between Expert Swimmer and SF:Swim? What's Expert Swimmer do?
Duly noted. Perhap both?Quickleaf said:Hmm, the +4 bonus doesn't seem that interesting (already has a base skill rank of 8 + Skill Focus). How about "take 10 when you otherwise could not" instead?
For campaigns that take place or, near or under water, or even one-shot aquatic adventures.Quickleaf said:Makes sense, though it is a bit of a niche concept. I'm assuming the campaign involves lots of underwater action. If so, it's a nice ability to have.
Humans do not have low-light vision and I do not want to exclude them from this PrC.Quickleaf said:Makes sense, though I wonder if this should be a prerequisite or a 1st level ability. I haven't done my open-water dive cert yet (though I do have my PADI), but I do remember doing an "eyes closed" drill that was pretty intense. A feature which allows you to Search blind with less penalty might be helpful.
I got this from watching the documentary.Quickleaf said:Totally makes sense, again it's a bit niche, but could be useful.
I based this on tremorsense. Most forms of aquatic life have to be in motion, or they risk death. It makes sense to me.Quickleaf said:Nice ability. The GM in me had to laugh at the "that is continually in motion" part.
I'd prefer to make an Advanced class out of Scuba-Divers, since they rely on equipment. The inspiration for the class comes from pushing the limits of what the body is capable of, without having to rely on equipment. Gear can emulate some of these class abilities in a modern game, but those without it are the exceptional individuals.Quickleaf said:This seems best for a fantasy game. A modern game this would probably be a Naval Dive Master PrC and would include more offensive capability, stealth entering/exiting water, aiding others underwater, and proficiency in scuba gear.
[b] Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spellcasting[/b]
1 +1 +0 +0 +0 Academic Lore, Skill Assistance
5 feet, Trapfinding +1 arcane & divine spellcaster level
2 +2 +1 +1 +1 Talent Lore +1 arcane & divine spellcaster level
3 +3 +1 +1 +1 Sneak Attack +1D6 +1 arcane & divine spellcaster level
4 +4 +1 +1 +2 Skill Assistance 10 Feet +1 arcane & divine spellcaster level
5 +5 +2 +2 +2 Talent Lore, Untapped Potential +1 arcane & divine spellcaster level
6 +6 +2 +2 +3 Sneak Attack +2D6 +1 arcane & divine spellcaster level
7 +7 +2 +2 +3 Skill Assistance 15 Feet +1 arcane & divine spellcaster level
8 +8 +3 +3 +4 Talent Lore +1 arcane & divine spellcaster level
9 +9 +3 +3 +4 Sneak Attack +3D6 +1 arcane & divine spellcaster level
10 +10 +3 +3 +5 Skill Assistance 20 Feet +1 arcane & divine spellcaster level
[b]Skills (6 + Int modifier):[/b] The savant counts all skills as class skills.
Frukathka said:Would anybody care to comment on the Savant?
[b] Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells per Day/Powers Known[/b]
1 +0 +0 +0 +2 Psionic Spellcasting +1 level of existing arcane spellcasting class
2 +1 +0 +0 +3 +1 level of existing manifesting class
3 +1 +1 +1 +3 Arcane Prowess +1 +1 level of existing arcane spellcasting class/
+1 level of existing manifesting class
4 +2 +1 +1 +4 +1 level of existing arcane spellcasting class/
+1 level of existing manifesting class
5 +2 +1 +1 +4 Metapsionic Spell +1 level of existing arcane spellcasting class/
+1 level of existing manifesting class
6 +3 +2 +2 +5 Arcane Prowess +2 +1 level of existing arcane spellcasting class
7 +3 +2 +2 +5 Uncanny Awareness +1 level of existing manifesting class
8 +4 +2 +2 +6 +1 level of existing arcane spellcasting class/
+1 level of existing manifesting class
9 +4 +3 +3 +6 Arcane Prowess +3 +1 level of existing arcane spellcasting class/
+1 level of existing manifesting class
10 +5 +3 +3 +7 +1 level of existing arcane spellcasting class/
+1 level of existing manifesting class
11 +5 +3 +3 +7 Improved Uncanny Awreness +1 level of existing arcane spellcasting class/
+1 level of existing manifesting class
12 +6 +4 +4 +8 Arcane Prowess +4 +1 level of existing arcane spellcasting class/
+1 level of existing manifesting class
13 +6 +4 +4 +8 +1 level of existing arcane spellcasting class/
+1 level of existing manifesting class
14 +7 +4 +4 +9 Twin Minds +1 level of existing arcane spellcasting class