Heres my latest Prc

las

First Post
Knight of Dramore
These knight are the first line of defense for dramore usually they are all dromore needs in a fight but they can and might need to bring in other forces (when they do the opponent best watch out). Since when they come not many opponents are left standing when there done.
Hit Die: d10

Requirements
To qualify to become a knight of dramore (Kod), a character must fulfill all the following criteria.
Alignment: Any nonevil and nonchaotic
Base Attack Bonus: +4
Skills: Concentration 2 ranks, Intimidate 2 ranks, Jump 5 ranks.
Feats: Endurance, Iron Will, Power Attack, Toughness, and Remain Conscious
Special: Membership in the knights of dramore

Knight of Dramore
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Rallying Cry, sudden action
2nd +2 +3 +3 +0 Bonus Feat
3rd +3 +3 +3 +1 No Thought
4th +4 +4 +4 +1 Bonus Feat
5th +5 +4 +4 +1 Final Stand

Class Skills
The knights of Dramore’s class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Intimidate (Cha), Iaijutsu Focus (Cha), Jump (Str), and Swim (Str). See chapter 4: skills in the Player’s Handbook for skill description. See chapter 4: skills in Oriental Adventures for the Iaijutsu Focus Skill.
Skill points at each level: 2 + Int modifier.

Class Features
All the following are class features of the knight of dramore prestige class.
Weapon and Armor Proficiency: A knight of dramore is proficient with all-simple weapons, light armor, medium armor, and shields.
Rallying Cry (Su): The knight can utter a powerful shout (typically “For Dramore, charge!”) That causes all allies within 60 feet to gain a +1 moral bonus on their on their next attack roll and increases their speed by 5 feet until the knights next turn. Traditionally, the rallying cry is used when a formation of soldiers is about to charge. This mind-affecting ability may be used up to three times per day.
Sudden Action: Once per day, a knight of dramore can focus his Ki to burst into sudden action. This gives him a +4 bonus on his Initiative check for that combat.
Bonus Feat: The knight of dramore can choose a Feat from the fighter bonus feat list at 2nd and 4th level (except weapon specializon).
No Thought (Ex): Knight’s of Dramore add their wisdom modifier, if positive, to their attack and damage rolls.
Final Stand (Su): Once per day, a knight can inspire his troops to a heroic effort, temporarily increasing their vitality. All allies within 10 feet of the knight gain 2d10 temporary hit points. This ability affects a number of creatures equal to the knight’s class level + his charisma modifier and lasts an equal number

This one seems realy on the level but as ushel any help will be nice.
 

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Gaah!

Bonus feats comparable to a fighter, with better saves, sketchy flavor development/campaign justification (they seem to be "just knights") and some mega-powerful abilities, especially No Thought and Final Stand. Why not just use a renamed Purple Dragon Knight, which this is clearly based on?
 

This PRC is too powerful. Bul let's try to work on it and find a solution.

las said:
Knight of Dramore
These knight are the first line of defense for dramore usually they are all dromore needs in a fight but they can and might need to bring in other forces (when they do the opponent best watch out). Since when they come not many opponents are left standing when there done.


Hit Die: d8

Requirements
To qualify to become a knight of dramore (Kod), a character must fulfill all the following criteria.
Alignment: Any nonevil and nonchaotic
Base Attack Bonus: +8
Skills: Concentration 2 ranks, Intimidate 2 ranks, Jump 5 ranks, Diplomacy 5 ranks, Knowledge (Dramore History) 3 ranks, Knowledge (Dramore Geography) 3 ranks
Feats: Endurance, Iron Will, Power Attack, Toughness, and Remain Conscious
Special: Membership in the knights of dramore*

Knight of Dramore
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Rallying Cry,
2nd +2 +3 +3 +0 Sudden action
3rd +3 +3 +3 +1 No Thought
4th +4 +4 +4 +1
5th +5 +4 +4 +1 Final Stand

Class Skills
The knights of Dramore’s class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Intimidate (Cha), Iaijutsu Focus (Cha), Jump (Str), and Swim (Str). See chapter 4: skills in the Player’s Handbook for skill description. See chapter 4: skills in Oriental Adventures for the Iaijutsu Focus Skill.
Skill points at each level: 2 + Int modifier.

Class Features
All the following are class features of the knight of dramore prestige class.
Weapon and Armor Proficiency: A knight of dramore gains no new armor or weapon proficencies.
Rallying Cry (Su): The knight can utter a powerful shout (typically “For Dramore, charge!”) That causes all allies within 60 feet to gain a +1 moral bonus on their next attack roll and increases their speed by 5 feet until the knights next turn. Traditionally, the rallying cry is used when a formation of soldiers is about to charge. This mind-affecting ability may be used up to one time per charisma bonus per day: the soldiers can be affected by the rallying Cry just a number of times equal to their constitution bonus.
Sudden Action: Once per day, a knight of dramore can focus his Ki to burst into sudden action. This gives him a +4 bonus on his Initiative check for that combat.
No Thought (Ex): Knight’s of Dramore add their wisdom modifier, if positive, to their attack OR damage rolls. This powers apply ONLY within the reign of Dramore.
Final Stand (Su): Once per day, a knight can inspire his troops to a heroic effort, temporarily increasing their vitality. All allies within 10 feet of the knight gain 2d10 temporary hit points. This ability affects a number of creatures equal to the knight’s class level + his charisma modifier and lasts an equal number. This powers can be invoked only defendin a city or a military fortification within the kingdom of Dramore.



In this way seems quite balanced, and give to the KoD a real PrC flavor...

Steven McRownt
 

Yes its bast off the purple dragon knight. I might gust dump the bonus feats. And since you dint know dramore is an island nachen which means must of the adgustments you made wont help. Plus they have a fellow nachen out the get them wich is also an island nashen. If you whant more deteals gust ask.
 

las said:
Yes its bast off the purple dragon knight. I might gust dump the bonus feats. And since you dint know dramore is an island nachen which means must of the adgustments you made wont help. Plus they have a fellow nachen out the get them wich is also an island nashen. If you whant more deteals gust ask.

:eek: Sorry man, no idea it was an island. Anyway, in this case perhaps you just have to scale it down, much more down!!!!
And yes, perhaps with some more details i can help you better...

Steven McRownt
 

Heres how it looks now.

Knight of Dramore
The Knight¡¦s of Dramore are the first and for most the first line of defense for dramore. They seam stronger on there home turf which might explain why know one fights dramore on the island itself. When things get rough they can poll throw with the help of the other programs (like their Spell casting guild ones) since they can work as a team to great affect. It can be tough to be a knight of dramore but that doesn¡¦t stop the countless people how try out each year most of which do not make it but they will just try next year.
Hit Die: d10

Requirements
To qualify to become a knight of dramore (Kod), a character must fulfill all the following criteria.
Alignment: Any nonevil and nonchaotic
Base Attack Bonus: +4
Region: Dramore
Skills: Concentration 2 ranks, Iaijutsu Focus 5 ranks.
Feats: Endurance, Iron Will, Power Attack, and Toughness
Language: Dramen
Special: Membership in the knights of dramore

Knight of Dramore
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Rallying Cry
2nd +2 +3 +3 +0 Home Turf +2
3rd +3 +3 +3 +1 Sudden action
4th +4 +4 +4 +1 Home Turf +4
5th +5 +4 +4 +1 Greater Rallying Cry

Class Skills
The knights of Dramore¡¦s class skills (and the key ability for each skill) are Craft (Int), Climb (Str), Concentration (Con), Intimidate (Cha), Iaijutsu Focus (Cha), Jump (Str), and Swim (Str). See chapter 4: skills in the Player¡¦s Handbook for skill description. See chapter 4: skills in Oriental Adventures for the Iaijutsu Focus Skill.
Skill points at each level: 2 + Int modifier.

Class Features
All the following are class features of the knight of dramore prestige class.
Weapon and Armor Proficiency: A Knight of Dramore gains knew proficiencys.
Rallying Cry (Su): The knight can utter a powerful shout (typically ¡§For Dramore, charge!¡¨) That causes all allies within 60 feet to gain a +1 moral bonus on their next attack roll and increases their speed by 5 feet until the knights next turn. Traditionally, the rallying cry is used when a formation of soldiers is about to charge. At 5th level the knight of dramore gains a greater rallying cry which is as above but with the following changes, the moral bonus is +2 their, speed increases by 10 feet and it lasts for 5 rounds. This mind-affecting ability may be used up three times per day.
Home Turf: When in the country of dramore or other dramoren land they get the benefit of a toughness feat and a +2 moral bonus to their melee attacks. At 4th level the moral bonus increases to +4 and they get the benefit of two toughness feats.
Sudden Action: Learning that to act fast means the opponent most likely will not be there any more they have learned to burst into sudden action. This gives him a +4 bonus on his Initiative check for that combat.

Plus one I made a mounth or to ago.

Fire Wizard of Dramore
Class Level Base Attack bonus Fort Save Ref Save Will Save Special Spells Per day
1st +0 +2 +0 +2 Membership, Energy Admixture (Fire), Guild Robe +1 level of existing class
2nd +1 +3 +0 +3 Spellpool I +1 level of existing class
3rd +1 +3 +1 +3 Power of Fire +1 +1 level of existing class
4th +2 +4 +1 +4 Jet of Fire 1/day +1 level of existing class
5th +2 +4 +1 +4 Power of Fire +2 +1 level of existing class
6th +3 +5 +2 +5 Spellpool II +1 level of existing class
7th +3 +5 +2 +5 Power of Fire +3 +1 level of existing class
8th +4 +6 +2 +6 Jet of Fire 2/day +1 level of existing class
9th +4 +6 +3 +6 Power of Fire +4 +1 level of existing class
10th +5 +7 +3 +7 Spellpool III +1 level of existing class

One of many energy guilds in Dramore they learn to better draw power from their chosen energy. This one also one of the many guilds that have are sponsored by the government as part of its protection plan. Their power can¡¦t be denied being one of the biggest guilds in the nation.
Hit Die: d4

Requirements
To qualify to become a Fire Wizard of Dramore (Fwd), a character must fulfill all the following criteria.
Alignment: Any nonchaotic
Skills: Knowledge (arcana) 8 ranks, Knowledge (The Planes) 8 ranks, Spellcraft 8 ranks.
Feats: Energy Substitution, Elemental Tattoo, and any one other metamagic feat.
Spellcasting: Ability to cast 3rd-level arcane spells.
Special: Prospective members must pay an initiation fee of 1,000 gp or go on a quest set by the guild.

Class Skills
The fire wizard¡¦s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (any) (Int), Profession (Wis), Scry (Int), and Spellcraft (Int). See Chapter 4:Skills in the Player¡¦s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.

Class Features
All the following are class features of the fire wizard prestige class.
Weapon and Armor Proficiency: Fire wizards gain no proficiency with any weapon or armor.
Spells per Day: A fire wizard¡¦s training focuses on magic. Thus, when a character gains a new level of guild wizard, she gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, for example).
If a character had more than one spellcasting class before she became a fire wizard, she must decide to which class she adds each level of guild wizard for purposes of determining spells per day when she adds the new level.
Membership: The character becomes a full member of the Fire Wizards of Dramore. She is entitled to vote on issues before the entire membership, use the order¡¦s libaray and workrooms (though access to these facilities is based upon seniority), and replenish her store of material components (common components are usually free or carry a nominal fee, while components that carry a gold piece value are available ¡§at cost¡¨)
Membership in the guild incurs the following duties and responsibilities:
„h Monthly membership dues of 10 gp (payable up to 1 year in advance);
„h Obedience to the rulings of the masters;
„h Aid to other members in time of need (this normally means aiding other guild members who are in danger, but can mean aiding them in their other endeavors as well);
„h Defense of the country of Dramore when called upon by the Masters or legitimate authorities of the Dramoren government.

Energy Admixture: The fire wizard gains the energy admixture feat even if he/she does not meet all the perquisites.
Guild Robes: These red robes have the guilds symbol. These are, Suelouis Robe of Magical Enhancement there + represents what level in the guild you are hire the number more other people respect you. When you take one this prestige class you have a +1 robe you can do deeds or other services such as showing great wisdom or be in the guild for a very long time.
Spellpool (Sp): Beginning at 2nd level, members of the Fire Wizard of Dramore can call 1st- through 3rd-level spells from a common source known as a spellpool. At 6th level, they may call up to 6th-level spells from the spellpool, and at 10th level they may call spells of up to 9th level from the spellpool. See the Spellpool description in the previous section.
Power of Fire: Add this number to DC for all saving throws against spells with the fire descriptor, and it¡¦s a bonus on caster level checks (1d20 + caster level) to beat a creatures spell resistance when casting spells with the fire descriptor. This number is also get added to the difficulty of your the Spell Save DC of your spells when you cast spells with the fire descriptor.
Jet of Fire: A character with this ability can shot out a jet of fire from there hand as a ranged touch attack it deals 1d6 per level of this prestige class. This ability may be used the indicated number of time per day.

All of the following are gust like the one above but with these differences.
Name Jet damage type Robe color Power of ability difference Tattoo different energy type Abreaction
Cold Wizard of Dramore Cold Light Blue Its Power of Cold Cold Cwd
Sonic Wizard of Dramore Sonic White Its Power of Sonic Sonic Swd
Acid Wizard of Dramore Acid Green Its Power of Acid Acid Awd
Electric Wizard of Dramore Electricity Yellow Its Power of Electricity Electricity Ewd
 

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