Game of Death

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More OGL Stuff That Has Been Approved

A Divinatory Headband

> 1st level spell, at will: 2,000 GP x 1 x 1 = 2,000 GP
> 3rd level spell, 1/day, free action: 400 GP x 5 x 3 = 6,000 GP
> 5th level spell, 1/day, free action: 400 GP x 9 x 5 = 18,000 GP
> TOTAL = 26,000 GP

All of the spells must be Core Book spells, and detection-style in nature (detect magic, true sight, etc.). This isn't really an OGL item so much as it is an example of a clever idea.

I am also open to similar ideas for rings or other "takes up an item slot" items that cast a few utility spells.

Potion

Draconic Might (1200 GP)
STR +4, CON +4, Movement +10 ft.
Duration: 1 hour.

Frenzied Attack (general feat, fighter feat)
Prereq: Power Attack, BAB +4 or higher.
Benefit: When you make a full attack action, you may take an additional attack at your highest BAB. However, this additional attack and all other attacks during that round suffer a -4 penalty.
Special: Monks may combine this with Flurry of Blows for two extra attacks total, but they suffer both penalties (for a total of -6).

Bonded Weapon (fighter feat)
Prereq: BAB +8 or higher, Improved Critical (with weapon), Weapon Proficiency (with weapon), Weapon Focus (with weapon), Weapon Specialization (with weapon).
Benefit: Choose a single, unique weapon. You must use the weapon exclusively (no other weapons) for a month, after which you name the weapon. You gain an additional +2 to attack rolls and +1 to damage rolls with that unique weapon. This stacks with weapon focus and weapon specialization. You suffer a -2 on all attack rolls with all other weapons, even weapons of the same type.
Special: If the weapon is destroyed, you suffer the -2 penalty normally until you can bond with another weapon (after using it for a month exclusively).

Two-Handed Power Strike (general feat, fighter feat)
Prereq: STR 15+, Power Attack.
Benefit: You add twice your STR bonus when using a two-handed close combat weapon with both hands (no reach or ranged weapons). This feat may not be used in the same round as improved initiative or lightning initiative, and may only be applied when you are using the full attack combat option.
Normal: Without this feat, the character would add one and a half times their STR bonus in the same situation.
 
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Oh Gawd.. PrCs are going to be PAINFUL to write up and post. I'm going to cry.

Brute

Okay, a few notes. For PrCs, I expect them to be balanced according to the guiding principles laid out by WotC. The Brute, as originally written, was not balanced in line with that, so I nerfed the tar out of it. The monster written up below is STILL overly powerful in his chosen field, but he is also balanced in line with D&D and this game in particular.

In particular, I dropped about 6 extra feats that the Brute got other than that listed below, and nerfed Relentless Assault (which was originally non-resistable) and Batter Foe (which originally DOUBLED subdual damage).

Anyway, consider this a case study.

Prereqs: BAB +7 or higher, Intimidate 5 ranks, Power Attack, Toughness.

HD: d10.
BAB: as Fighter.
Saves: as Fighter.
Class Skills: Climb (STR), Craft (INT), Intimidate (CHR), Jump (STR), Ride (DEX), Swim (STR).
Skill Points at Each Level: 2 + INT modifier.
Proficiency: as Fighter.

Abilities by level:
1 - Improved Power Attack
3 - Shield Breaker
5 - Relentless Assault
6 - Onslaught
8 - Batter Steel
9 - Batter Foe
10 - Brutal Assault

These are summarized. Please let me know if you need more detail, but they seem reasonably simple to me right now.

Improved Power Attack: As per Power Attack, but the damage bonus is doubled (if you reduce your attack by -5 to hit, you get +10 to damage).

Shield Breaker: If an opponent's AC is improved by a shield or expertise, and the Brute misses by an amount equal to or less than the bonus from the shield or expertise (NOT COUNTING MAGICAL BONUSES, such as +1 on a shield, or a defending weapon), the Brute does his damage to the shield or expertise weapon instead (all hardness rules, etc., apply normally).

Relentless Assault: When ever the Brute uses Power Attack or Improved Power Attack, he gets a free, immediate Bull Rush (does not provoke an Attack of Opportunity) against that opponent. If he successfully pushes the opponent back, he automatically takes a 5 foot step in the direction the opponent was shoved. The Brute may not move further than his basic move in this way.

Onslaught: The Brute may take twice the normal maximum penalty in conjunction with Power Attack and Improved Power Attack. Thus, if he has a BAB of +11, he can take up to a -22 to hit, for +44 to damage.

Batter Steel: Damage against inanimate objects with a hardness rating is doubled.

Batter Foe: The Brute may choose to do subdual damage for no penalty to hit (normally the penalty is -4).

Brutal Assault: This works like Shield Breaker, but now applies to armor as well.
 

It seems funny that you nerfed Batter Foe. It isn't possible for a person to have, the max levels available in this class is 8 for this game. Does anyone else picture a deep-fryer when you read Batter Foe?
 


Number47 said:
It seems funny that you nerfed Batter Foe. It isn't possible for a person to have, the max levels available in this class is 8 for this game. Does anyone else picture a deep-fryer when you read Batter Foe?
I wanted to show what kinds of things I'm likely to nerf in the OGL stuff I receive. And it was originally an 8th level ability, but I swapped it out with Batter Steel so it would be more useful in this game (the dropped subdual damage is kind of whoop-de-doo).

And for Batter Steel, I get an image of an iron chef rust monster...
 

I must be reading Divinatory Headband wrong:
wouldn't that allow a free strike spell cast as a free action for every attack you want?
+20 to every attack for 2,000?
 

Saepiroth said:
holy jesus, that's a monster of a PrC.
Naw... that same PrC with an irresistable relentless assault, doubled subdual damage, several rounds of Toughness (+3 hp per), and a bizarre "howling" special ability... that's a monster of a PrC :).

Seriously... I don't think this PrC will be a problem. I've nerfed everything that I thought might be a problem :).
 

reapersaurus said:
I must be reading Divinatory Headband wrong:
wouldn't that allow a free strike spell cast as a free action for every attack you want?
+20 to every attack for 2,000?
Thank you for pointing that out! We'll say "detection effects": Comprehend Languages, Detect Secret Doors, Detect Undead, and Identify.

You could also do any of the following for 1,000 GP: Detect Poison, Detect Magic, Read Magic.

Sound better?
 

I have a boatload of PRCs scanned in to my PC for the sake of quick indexing, it would be a simple matter of OCRing them and cut/paste them here to get anything Ive scanned over, Seasong. Just let me know the name of the PRC in question and Ill see about posting it for you so you dont have to type it in.
 

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