New PrC: Northern Staff Initiate

RickVigorous

First Post
Also posted on the WotC boards.

No flavor text. The idea of the class is a monk or fighter specialized in using the quarterstaff with some emphasis on fighting masses of weaker foes.
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Code:
[COLOR=silver]
Level	BAB	Fort Save	Ref Save	Will Save	Special
					
1	+0	+2	+2	+2	Long staff, monk strike
2	+1	+3	+3	+3	Parry arrows
3	+2	+3	+3	+3	Ki staff (+1), ki channel
4	+3	+4	+4	+4	Dragon’s tail
5	+3	+4	+4	+4	Iron broom
6	+4	+5	+5	+5	Ki staff (+2)
7	+5	+5	+5	+5	Stopping thrust
8	+6	+6	+6	+6	Storm staff
9	+6	+6	+6	+6	Ki staff (+3)
10	+7	+7	+7	+7	Tempest staff[/COLOR]

Requirements
To qualify to become a northern staff initiate, a character must fulfill all the following criteria.
Balance: 4 ranks.
Base Attack Bonus: +4.
Feats: Deflect Arrows, Improved Trip, Weapon Focus (Staff).

Game Rule Information
Northern staff initiates have the following game statistics.
Hit Die: d8.

Class Skills
The northern staff initiate’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Move Silently (Dex), Profession (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
All of the following are class features of the northern staff initiate.
Armor and Weapon Proficiency: Northern staff initiates are proficient with no additional weapons or armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
Long Staff (Ex): The northern staff initiate learns to use the length of his staff to his advantage. He may strike with a quarterstaff as though it has a 10’ reach. When using a staff in this fashion, it can only strike as a reach weapon and cannot be used a double weapon. The initiate may switch his use of the staff as a free action, but only once per round and only on his initiative. He may not switch in the middle of a full attack action.
Monk Strike (Ex): If the northern staff initiate is a monk, he may use his unarmed base attack bonus for attacks with a staff, including his more favorable number of attacks per round. His base attack bonus from this class stacks with his monk base attack bonus for the purpose of determining his iterative attacks. He may use his flurry of blows ability with the staff as well. He cannot simultaneously use this ability and wield the staff as a double weapon.
Parry Arrows (Ex): At 2nd level, the northern staff initiate learns to spin his staff to deflect incoming ranged attacks. He may use the Deflect Arrows feat normally when carrying a staff.
Ki Staff (Su): The initiate’s staff strikes are empowered with ki. The damage from such an attack can deal damage to a creature with damage reduction as if the blow were made with a weapon with a +1 enhancement bonus. This ability improves to a +2 bonus at 6th level and +3 at 9th level.
Ki Channel (Su): The northern staff initiate learns to control the ki energy flowing through him. If he has the ki strike ability (from monk levels or another source), his ki staff ability provides a real enhancement bonus to his strikes with any staff.
Dragon’s Tail (Ex): At 4th level, the northern staff initiate’s skill with his staff increases. He may use his staff to make trip attempts against any target within 10’. If he fails in his trip attempt, he may drop his staff to avoid being tripped in return. He may use the Improved Trip feat in conjunction with this ability.
Iron Broom (Ex): With a single sweep of his staff, the character can take down multiple foes. As a full round action, he may make a single trip attempt against all adjacent targets. If he fails in any of the trip attempts, he may drop his staff to avoid being tripped in return. If he does so, his use of this ability ends. The northern staff initiate may not use the Improved Trip feat in conjunction with this ability.
Stopping Thrust (Ex): The northern staff initiate can hold off approaching enemies with thrusts of his staff. When he makes a successful attack of opportunity against an enemy moving through his threatened area, the enemy must make a Fortitude save (DC equal to damage dealt) or stop moving.
Storm Staff (Ex): While making a full attack with a staff, the northern staff initiate may give up all regular attacks and instead make one melee attack at the full base attack bonus against each opponent within 5 feet.
Tempest Staff (Su): At 10th level, the northern staff initiate becomes a master of his chosen weapon. When the character performs the full attack action with a staff, he or she can give up all regular attacks and instead make one melee attack at the full base attack bonus against each opponent within 10 feet.
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Any feedback would be awesome. I'm not quite sure about the 10th level ability; it may be too powerful. As is, a monk can get this ability at 16th level. Of course, said monk's BAB will be 11+modifiers, so it will be most useful against enemies with low ACs. A fighter, however, could conceivably get the ability at level 14 (same BAB), which may be a little low.

Anyway, thoughts?
 

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RickVigorous said:
Any feedback would be awesome. I'm not quite sure about the 10th level ability; it may be too powerful. As is, a monk can get this ability at 16th level. Of course, said monk's BAB will be 11+modifiers, so it will be most useful against enemies with low ACs. A fighter, however, could conceivably get the ability at level 14 (same BAB), which may be a little low.

Anyway, thoughts?

This is one very cool prestige class. :D The abilities are well thought out and clearly-worded -- as well as interesting -- and fit the concept very well. The staff is an underused weapon, IMO, and you provide a variety of good reasons to make use of it.

As far as the Tempest Staff ability goes, I would leave it as written. My thinking goes as follows: at 16th level (or 14th for a fighter/NSI), most parties won't be fighting hordes of smaller creatures in the "average" campaign (and if they are, they'll generally be able to go through them like butter anyway). When surrounded by a horde of somewhat larger/more powerful creatures, this ability would be great; again, I don't see it coming up often enough to be troublesome.

Great PrC, and I'll almost certainly be stealing it for use IMC. The only thing I might try to work in will be the ability to whip one's staff around an opponent's shield/guard (as more flexible staffs are able to do), but we'll see. Very nice work. :)
 

I really like this PrC:D. I don't think tempest staff is too powerful either. the only thing I might change is a +5 BAB prerequisite instead of +4, but I'm not sure about that.
 

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