Greatwyrm
Been here a while...
Below is a new PrC I cooked up for a homebrew campaign I'm working on. Please take a look and share any constructive comments you have. I'm just looking for the usual stuff here. Do you think it's too powerful, too weak, too boring, etc.
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Kerlun Footman
The Kerlun Footmen are fearless and ruthless soldiers. They will stand their ground while others flee. Their reputation alone can bring some conflicts to an end even before weapons are drawn. They are not mindless savages, like marauding orcs or wild animals. Instead, it is their cool efficiency and grim determination that makes them feared.
Hit Die: d10
Requirements
Alignment: Lawful Neutral or Lawful Evil
Base Attack Bonus: +4
Skills: Intimidate 8 ranks
Feats: Two of the following three: Iron Will, Persuasive, Skill Focus: Intimidate
Special: The character must be a native of Kerlund or have trained there extensively.
Class
Level BAB Fort Ref Will Special
1 +1 +2 +0 +2 Fearsome Reputation
2 +2 +3 +0 +3 Resolute
3 +3 +3 +1 +3 Coward’s Cut +2
4 +4 +4 +1 +4 Improved Intimidate
5 +5 +4 +1 +4 Make an Example
6 +6 +5 +2 +5 Coward’s Cut +4
7 +7 +5 +2 +5 Fearsome Foe
8 +8 +6 +2 +6 Grim Resolve
9 +9 +6 +3 +6 Coward’s Cut +6
10 +10 +7 +3 +7 Frightful Presence
Fearsome Reputation (Ex): The imposing attitude of a Kerlun Footman is drilled into recruits early on. They gain a circumstance bonus to Intimidate checks equal to their levels in this class.
Resolute (Ex): The total fear affects targeting a Resolute character are reduced by one degree. Panicked characters are instead Frightened. Frightened characters are Shaken. Shaken characters are not afraid. Resolute characters are never Panicked. At worst, they are Frightened.
Coward’s Cut (Ex): A Kerlun Footman can exploit an enemy’s uncertainty and apprehension. They receive a +2 bonus to damage with melee attacks against any opponent who is Shaken, Frightened, of Panicked. This bonus increases to +4 at 6th level and to +6 at 9th level.
Improved Intimidate (Ex): Improved Intimidate allows a character to Intimidate an opponent in combat as a move action, instead of a standard action.
Make an Example (Su): Even the allies of the Kerlun realize it’s better to have them with you than against you. Whenever a Kerlun Footman of 5th level or higher makes a successful coup de grace against a fallen foe, all allies within 60 feet receive a +4 morale bonus to saves against fear effects for one round per hit die of the defeated foe.
Fearsome Foe (Ex): With a standard action, the character may attempt an Intimidate check against all opponents he threatens. The character makes a single Intimidate check, with a -2 circumstance penalty for each opponent to be affected after the first. All affected opponents make individual level checks, with the standard modifiers.
Grim Resolve (Ex): As Resolute, but the fear affects are reduced by an additional degree. The character is never Frightened or Panicked.
Frightful Presence (Ex): For ten rounds per day, the character becomes a terrifying sight in combat. These rounds need not be used consecutively, but the character must attack in a round this ability it used. Creatures with fewer Hit Dice or levels than the character and within 30 feet must make a Will save (DC 15 + the frightful character’s Cha modifier) or be Shaken for 5d6 rounds. Characters must make a save each round they are in the area of affect and may become Frightened or Panicked as a result. An opponent that succeeds on the saving throw is immune to that same character’s frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
(edit: whew, html really doesn't work anymore.)
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Kerlun Footman
The Kerlun Footmen are fearless and ruthless soldiers. They will stand their ground while others flee. Their reputation alone can bring some conflicts to an end even before weapons are drawn. They are not mindless savages, like marauding orcs or wild animals. Instead, it is their cool efficiency and grim determination that makes them feared.
Hit Die: d10
Requirements
Alignment: Lawful Neutral or Lawful Evil
Base Attack Bonus: +4
Skills: Intimidate 8 ranks
Feats: Two of the following three: Iron Will, Persuasive, Skill Focus: Intimidate
Special: The character must be a native of Kerlund or have trained there extensively.
Class
Level BAB Fort Ref Will Special
1 +1 +2 +0 +2 Fearsome Reputation
2 +2 +3 +0 +3 Resolute
3 +3 +3 +1 +3 Coward’s Cut +2
4 +4 +4 +1 +4 Improved Intimidate
5 +5 +4 +1 +4 Make an Example
6 +6 +5 +2 +5 Coward’s Cut +4
7 +7 +5 +2 +5 Fearsome Foe
8 +8 +6 +2 +6 Grim Resolve
9 +9 +6 +3 +6 Coward’s Cut +6
10 +10 +7 +3 +7 Frightful Presence
Fearsome Reputation (Ex): The imposing attitude of a Kerlun Footman is drilled into recruits early on. They gain a circumstance bonus to Intimidate checks equal to their levels in this class.
Resolute (Ex): The total fear affects targeting a Resolute character are reduced by one degree. Panicked characters are instead Frightened. Frightened characters are Shaken. Shaken characters are not afraid. Resolute characters are never Panicked. At worst, they are Frightened.
Coward’s Cut (Ex): A Kerlun Footman can exploit an enemy’s uncertainty and apprehension. They receive a +2 bonus to damage with melee attacks against any opponent who is Shaken, Frightened, of Panicked. This bonus increases to +4 at 6th level and to +6 at 9th level.
Improved Intimidate (Ex): Improved Intimidate allows a character to Intimidate an opponent in combat as a move action, instead of a standard action.
Make an Example (Su): Even the allies of the Kerlun realize it’s better to have them with you than against you. Whenever a Kerlun Footman of 5th level or higher makes a successful coup de grace against a fallen foe, all allies within 60 feet receive a +4 morale bonus to saves against fear effects for one round per hit die of the defeated foe.
Fearsome Foe (Ex): With a standard action, the character may attempt an Intimidate check against all opponents he threatens. The character makes a single Intimidate check, with a -2 circumstance penalty for each opponent to be affected after the first. All affected opponents make individual level checks, with the standard modifiers.
Grim Resolve (Ex): As Resolute, but the fear affects are reduced by an additional degree. The character is never Frightened or Panicked.
Frightful Presence (Ex): For ten rounds per day, the character becomes a terrifying sight in combat. These rounds need not be used consecutively, but the character must attack in a round this ability it used. Creatures with fewer Hit Dice or levels than the character and within 30 feet must make a Will save (DC 15 + the frightful character’s Cha modifier) or be Shaken for 5d6 rounds. Characters must make a save each round they are in the area of affect and may become Frightened or Panicked as a result. An opponent that succeeds on the saving throw is immune to that same character’s frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
(edit: whew, html really doesn't work anymore.)
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