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<blockquote data-quote="Beefermatic" data-source="post: 8657976" data-attributes="member: 6670757"><p><strong><span style="font-size: 22px">PRANA WARRIOR</span></strong></p><p></p><p><span style="font-size: 18px">Dedicated and fanatical warriors, Prana Warriors learn to harness their internal energy as a monk but instead of using it for the cultivation of health and enlightenment, use it to tap into their internal energetic reservoir and use it as fuel to make them far more powerful than their peers. This abuse of the spirit comes with a heavy cost as they begin to age ever faster losing 1% of their total lifespan with every level gained.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>BAB: </strong>+1/hd As Fighter</span></p><p><span style="font-size: 18px"><strong>Good Saves:</strong> All as a Monk</span></p><p><span style="font-size: 18px"><strong>HD:</strong> d12</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Skills:</strong> 4+Int as Monk</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Weapon and Armor Proficiencies: </strong>All Simple and Martial weapons, Monk Weapons, Firearms, Plasma Weaponry, Proficient with Medium and Light Armor and no Shields</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>CLASS ABILITIES</strong></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">1: Soul of Kindling, Prana Use, Prana Pool, Prana Blast 1d10, Flurry, Damage Reduction 1/-, Area Blast, Unarmed Strike 1d6</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">2: Movement +10</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">3: Flight, Constant Training</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">4: Movement +20, Linear Blast, Barrage, Unarmed Strike 1d8, AC Bonus +1</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">5: Prana Blast 2d10, Damage Reduction 2/-,</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">6: Movement +30, Sunderer, Constant Training</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">7: Dimension Hop</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">8: Movement +40, Explosive Blast, Unarmed Strike 1d10, AC Bonus +2</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">9: Evasion, Constant Training</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">10: Movement +50, Prana Blast 4d10, Damage Reduction 3/-</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">11: Boost</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">12: Movement +60, Constant Stream, Haleness, Constant Training, Unarmed Strike 2d6, AC Bonus +3</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">13: Asunder</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">14: Movement +70</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">15: Shadow Image, Constant Training, Damage Reduction 4/-, Prana Blast 8d10</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">16: Movement +80, Improved Evasion, Charged Blast, Unarmed Strike 2d8, AC Bonus +4</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">17: Fighting Spirit</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">18: Movement +90, Swift Area Blast, Constant Training</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">19: Greater Teleport</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px">20: Movement +100, Natural Immunity, Controlled Blast, Prana Blast 16d10, Unarmed Strike 2d10, AC Bonus +5</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Soul of Kindling (Ex): </strong>By burning their soul essense they slowly destroy themselves burning themselves out. Every level the Prana Warrior gains reduces their total natural lifespan by 1%.<strong></strong></span></p><p><span style="font-size: 18px"><strong></strong></span></p><p><span style="font-size: 18px"><strong>Prana Use (Su): </strong>Prana Warriors can manifest a number of powerful effects with their mastery of Prana, their own Life Force. He gains a Perfection bonus to AC, Saves, Attack, CMB and CMD equal to his Charisma Modifier. Burning his Life Force away like this makes him age much quicker and he loses 1% of his total max lifespan every level.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Prana Pool (Su):</strong> A Prana Warrior gains a reservoir of internal energy he can harness at will. A Prana warrior has an amount of Prana equal to his Charisma Modifier+3 at level 1 and gains his Charisma Modifier, minimum 1, every level added to this reservoir. He may use any number of Prana Points per round but only equal to his level + Consitution Modifier maximum for any one ability.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Prana Blast (Su): </strong>A Prana Warrior can unleash blasts of pure Life Energy, these use Prana Points to manifest and can be modified in a number of ways, as the Prana Warrior levels up, he learns new ways to modify his Prana Blast, these attacks deal bludgeoning damage equal to the dice indicated and stack with Prana Effect dealing Aura or Strike Damage with each attack. A Prana Warrior can manifest his Prana Blast in the following ways:</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><em><u>-Prana Blast:</u> </em>Prana cost 1 Prana per dice dealt, cost caps out at 8 dice</span></p><p><span style="font-size: 18px">The most basic Prana attack, a ranged blast of charged heat, pressure and light. As a Standard Action The Prana Warrior deals 1d10 Bludgeoning Damage +Charima Modifier, at a range of range of 30 feet as a Ranged Touch Attack, every 5th level this attack doubles in power and range. boosting effects can be stacked if applicable, damage can be Maximized for double the Prana spent.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><em><u>-Barrage: </u></em>Prana cost 0</span></p><p><span style="font-size: 18px">The Prana Warrior can opt to use small Prana Blasts in lieu of normal attacks, this use of Prana blast uses no Prana and hits with a Ranged Touch Attack out to a range of equal to base Prana Blast range, but deals damage as an unarmed attack with no Strength Modifier, this cannot be stacked with any other ability except Controlled Blast and Constant Stream.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><em><u>-Area Blast: </u></em>Prana cost ½ base Prana Blast</span></p><p><span style="font-size: 18px">Range: 5 ft radius burst for every 2 levels gained centered on the Prana Warrior</span></p><p><span style="font-size: 18px">Unleashes a charged aura of Prana that deals half base Prana Blast damage and sends foes hurtling 5 feet per level feet away from the Prana Warrior. A Reflex Save DC 10+ ½ Level +Charisma reduces the damage by half and simply checks targets instead of flinging them backward</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><em><u>-Linear Blast:</u></em> Cost Base Prana Blast +2 Prana</span></p><p><span style="font-size: 18px">Range 100 feet +10 ft per level (Medium)</span></p><p><span style="font-size: 18px">The Prana Warrior can fire his Prana Blast as a Line dealing standard damage or maximum damage for additional Prana cost equal to base Prana Blast costto all foes within range who fail a Reflex save DC 10+ ½ Level +Charisma</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><em><u>-Explosive Blast: </u></em>Power Point cost 13</span></p><p><span style="font-size: 18px">Range 400ft +40 ft/level (long) 25ft +5ft/2 levels (Short) radius explosion</span></p><p><span style="font-size: 18px">The Prana Warrior can trigger a massive explosion at a point of his choosing within a long range dealing standard Prana Blast damage or max damage for base Prana Blast cost to all foes who fail a DC 10+ ½ Level +Charisma Reflex save</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><em><u>-Constant Stream:</u></em> Power Point cost 1</span></p><p><span style="font-size: 18px">The Prana Warrior can empower his other Prana Effects to wear down and ignore damage reduction after the first round by concentrating and keeping an unending barrage of attacks upon a single foe. This ability can be used with Barrage and Prana Effect. If his first round failed to deal damage due to Damage Reduction blocking all damage dealt; the following round the damage dealt is deducted from the DR. (if the enemy had damage reduction 100 and you dealt 80 damage, the following round they would only be treated as having damage reduction 20) If the Prana Warrior fails to hit the target at least once per round, the ability must be reestablished starting from scratch.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><em><u>-Charged Blast:</u></em> Prana Cost: Base Prana Blast</span></p><p><span style="font-size: 18px">The Prana Warrior can forego Standard Actions spending the round charging his energy into a single massive attack. Each round the attack is charged, the base Prana Blast dice is added to a single attack and once released it deals all the accumulated damage dice all at once to a target or targets. The blast can be charged to a maximum of ¼ the Prana Warrior’s Constitution Modifier minimum +1 before needing to be fired but can be held, using a standard action, for 1 Prana per round until ready to be fired.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><em><u>-Swift Area Blast:</u></em> Prana Cost: Base Prana Blast, or ½ Prana Blast cost</span></p><p><span style="font-size: 18px">The Prana Warrior can use <em>Area Blast</em> as a swift action for base Prana Blast cost and his base Area Blast can be used as a Move Equivalent Action for ½ Prana Blast cost</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><em><u>-Controlled Blast:</u></em> Prana Cost: Base Prana Blast +5, or 5 Prana for Barrage</span></p><p><span style="font-size: 18px">The Prana Warrior can make a standard <em>Barrage,</em> or <em>Charged</em> Prana Blast chase foes and strike unerringly like a magic missile but dealing Prana Blast Damage, still subject to Concealment or Cover and subject to a Shield Spell when used with <em>Barrage</em></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Unarmed Strike (Ex): </strong>The Prana Warrior can fight as well as a monk in unarmed combat dealing d6s of damage increasing to 2d10 at 20th level</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>AC Bonus (Ex): </strong>The Prana Warrior gains a small deflection bonus to AC starting at 4th Level and increasing every 4 levels thereafter</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Movement Speed Increase (Ex): </strong>Every 2 levels while armed in medium or lighter armor and unemcombered the Prana Warrior gains a +10 additional bonus to their movement speed in all movement mediums they have a movement speed in.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Constant Training (Ex):</strong> The Prana Warrior constantly does rigorous and grueling exercise and bodily conditioning, at level 3 and every 3 levels he gains thereafter he gains a +2 inherent bonus to 1 physical stat of his choice. He must train 2 full hours every day to receive these bonuses. If he foregoes his training for 2 full months, his Constant Training bonuses are lost and he must train for an amount of time equal to the time spent away from his training to recover these bonuses.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Sunderer (Ex):</strong> Prana Warriors of at least 6th level begin to be able to easily damage their environment, all natural attacks they unleash deal double damage to all objects and Hardness is halved against their attacks</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Dimension Hop (Su):</strong> At 7th level the Prana Warrior becomes very efficient at avoiding incoming attacks and can teleport 25 feet+ 5 feet/2 levels (Short Range) as an immediate action once per round for 1 Prana</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Evasion: </strong>The 9th level Prana Warrior can avoid reflex based attacks on a successful save.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Boost (Su):</strong> As a swift action, at 11th level, The Prana Warrior may sheathe himself in a veil of Pranic Fire increasing his Strength, Dexterity, Constitution and Charisma scores by +4 points and double his movement speed for 1 Prana per hour outside of combat and 1 Prana per Round in combat.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Haleness: </strong>The 12th level Prana Warrior no longer needs to breathe</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Asunder (Su): </strong>The 13th level Prana Warrior’s blows are so strong they deal concussive force with each strike. He deals an additional 1d12 points of Force damage per hit, this applies to all melee and Prana based attacks including Prana Effect</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Shadow Image (Su): </strong>The Prana Warrior of 15th level learns to move so fast he can create an afterimage giving him a single ‘Mirror Image’ duplicate that cannot be fooled by magic or true seeing. As a Free Action costing 1 Prana per round. It is dispelled if hit granting him 50% concealment until dispelled.</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Improved Evasion (Ex):</strong> A 16th Level Prana Warrior is able to easily avoid most attacks requiring a reflex save. If failed he takes half damage, if successful he takes no damage</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Fighting Spirit (Ex):</strong> The 17th Level Prana Warrior can gain Temporary HP equal to his Charisma Modifier +1 per level, this can be used as part of a Boost and is a Free Action to use on it’s own. It can be used for a number of rounds equal to 3+Con Mod per day</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Greater Teleport (Su): </strong>The 19th level Prana Warrior can fold space to reach any area on the current plane it inhabits as a standard action costing Base Prana Blast cost x2 in Prana</span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><strong>Adaption (Su): </strong>A Prana Warrior of 20th level can become immune to any natural force it trains it’s body to withstand. If a Prana Warrior spends at least a month training against a naturally occurring effect, (Lava, Fire, Cold, Poison, Disease, Etc) he becomes forever more immune to that effect. Atypical energies (Entropy, Time, Divine Energy, Black Holes, Etc) in addition to Magical Effects cannot be negated no matter how long one spends training against it.</span></p></blockquote><p></p>
[QUOTE="Beefermatic, post: 8657976, member: 6670757"] [B][SIZE=6]PRANA WARRIOR[/SIZE][/B] [SIZE=5]Dedicated and fanatical warriors, Prana Warriors learn to harness their internal energy as a monk but instead of using it for the cultivation of health and enlightenment, use it to tap into their internal energetic reservoir and use it as fuel to make them far more powerful than their peers. This abuse of the spirit comes with a heavy cost as they begin to age ever faster losing 1% of their total lifespan with every level gained. [B]BAB: [/B]+1/hd As Fighter [B]Good Saves:[/B] All as a Monk [B]HD:[/B] d12 [B]Skills:[/B] 4+Int as Monk [B]Weapon and Armor Proficiencies: [/B]All Simple and Martial weapons, Monk Weapons, Firearms, Plasma Weaponry, Proficient with Medium and Light Armor and no Shields [B]CLASS ABILITIES[/B] 1: Soul of Kindling, Prana Use, Prana Pool, Prana Blast 1d10, Flurry, Damage Reduction 1/-, Area Blast, Unarmed Strike 1d6 2: Movement +10 3: Flight, Constant Training 4: Movement +20, Linear Blast, Barrage, Unarmed Strike 1d8, AC Bonus +1 5: Prana Blast 2d10, Damage Reduction 2/-, 6: Movement +30, Sunderer, Constant Training 7: Dimension Hop 8: Movement +40, Explosive Blast, Unarmed Strike 1d10, AC Bonus +2 9: Evasion, Constant Training 10: Movement +50, Prana Blast 4d10, Damage Reduction 3/- 11: Boost 12: Movement +60, Constant Stream, Haleness, Constant Training, Unarmed Strike 2d6, AC Bonus +3 13: Asunder 14: Movement +70 15: Shadow Image, Constant Training, Damage Reduction 4/-, Prana Blast 8d10 16: Movement +80, Improved Evasion, Charged Blast, Unarmed Strike 2d8, AC Bonus +4 17: Fighting Spirit 18: Movement +90, Swift Area Blast, Constant Training 19: Greater Teleport 20: Movement +100, Natural Immunity, Controlled Blast, Prana Blast 16d10, Unarmed Strike 2d10, AC Bonus +5 [B]Soul of Kindling (Ex): [/B]By burning their soul essense they slowly destroy themselves burning themselves out. Every level the Prana Warrior gains reduces their total natural lifespan by 1%.[B] Prana Use (Su): [/B]Prana Warriors can manifest a number of powerful effects with their mastery of Prana, their own Life Force. He gains a Perfection bonus to AC, Saves, Attack, CMB and CMD equal to his Charisma Modifier. Burning his Life Force away like this makes him age much quicker and he loses 1% of his total max lifespan every level. [B]Prana Pool (Su):[/B] A Prana Warrior gains a reservoir of internal energy he can harness at will. A Prana warrior has an amount of Prana equal to his Charisma Modifier+3 at level 1 and gains his Charisma Modifier, minimum 1, every level added to this reservoir. He may use any number of Prana Points per round but only equal to his level + Consitution Modifier maximum for any one ability. [B]Prana Blast (Su): [/B]A Prana Warrior can unleash blasts of pure Life Energy, these use Prana Points to manifest and can be modified in a number of ways, as the Prana Warrior levels up, he learns new ways to modify his Prana Blast, these attacks deal bludgeoning damage equal to the dice indicated and stack with Prana Effect dealing Aura or Strike Damage with each attack. A Prana Warrior can manifest his Prana Blast in the following ways: [I][U]-Prana Blast:[/U] [/I]Prana cost 1 Prana per dice dealt, cost caps out at 8 dice The most basic Prana attack, a ranged blast of charged heat, pressure and light. As a Standard Action The Prana Warrior deals 1d10 Bludgeoning Damage +Charima Modifier, at a range of range of 30 feet as a Ranged Touch Attack, every 5th level this attack doubles in power and range. boosting effects can be stacked if applicable, damage can be Maximized for double the Prana spent. [I][U]-Barrage: [/U][/I]Prana cost 0 The Prana Warrior can opt to use small Prana Blasts in lieu of normal attacks, this use of Prana blast uses no Prana and hits with a Ranged Touch Attack out to a range of equal to base Prana Blast range, but deals damage as an unarmed attack with no Strength Modifier, this cannot be stacked with any other ability except Controlled Blast and Constant Stream. [I][U]-Area Blast: [/U][/I]Prana cost ½ base Prana Blast Range: 5 ft radius burst for every 2 levels gained centered on the Prana Warrior Unleashes a charged aura of Prana that deals half base Prana Blast damage and sends foes hurtling 5 feet per level feet away from the Prana Warrior. A Reflex Save DC 10+ ½ Level +Charisma reduces the damage by half and simply checks targets instead of flinging them backward [I][U]-Linear Blast:[/U][/I] Cost Base Prana Blast +2 Prana Range 100 feet +10 ft per level (Medium) The Prana Warrior can fire his Prana Blast as a Line dealing standard damage or maximum damage for additional Prana cost equal to base Prana Blast costto all foes within range who fail a Reflex save DC 10+ ½ Level +Charisma [I][U]-Explosive Blast: [/U][/I]Power Point cost 13 Range 400ft +40 ft/level (long) 25ft +5ft/2 levels (Short) radius explosion The Prana Warrior can trigger a massive explosion at a point of his choosing within a long range dealing standard Prana Blast damage or max damage for base Prana Blast cost to all foes who fail a DC 10+ ½ Level +Charisma Reflex save [I][U]-Constant Stream:[/U][/I] Power Point cost 1 The Prana Warrior can empower his other Prana Effects to wear down and ignore damage reduction after the first round by concentrating and keeping an unending barrage of attacks upon a single foe. This ability can be used with Barrage and Prana Effect. If his first round failed to deal damage due to Damage Reduction blocking all damage dealt; the following round the damage dealt is deducted from the DR. (if the enemy had damage reduction 100 and you dealt 80 damage, the following round they would only be treated as having damage reduction 20) If the Prana Warrior fails to hit the target at least once per round, the ability must be reestablished starting from scratch. [I][U]-Charged Blast:[/U][/I] Prana Cost: Base Prana Blast The Prana Warrior can forego Standard Actions spending the round charging his energy into a single massive attack. Each round the attack is charged, the base Prana Blast dice is added to a single attack and once released it deals all the accumulated damage dice all at once to a target or targets. The blast can be charged to a maximum of ¼ the Prana Warrior’s Constitution Modifier minimum +1 before needing to be fired but can be held, using a standard action, for 1 Prana per round until ready to be fired. [I][U]-Swift Area Blast:[/U][/I] Prana Cost: Base Prana Blast, or ½ Prana Blast cost The Prana Warrior can use [I]Area Blast[/I] as a swift action for base Prana Blast cost and his base Area Blast can be used as a Move Equivalent Action for ½ Prana Blast cost [I][U]-Controlled Blast:[/U][/I] Prana Cost: Base Prana Blast +5, or 5 Prana for Barrage The Prana Warrior can make a standard [I]Barrage,[/I] or [I]Charged[/I] Prana Blast chase foes and strike unerringly like a magic missile but dealing Prana Blast Damage, still subject to Concealment or Cover and subject to a Shield Spell when used with [I]Barrage[/I] [B]Unarmed Strike (Ex): [/B]The Prana Warrior can fight as well as a monk in unarmed combat dealing d6s of damage increasing to 2d10 at 20th level [B]AC Bonus (Ex): [/B]The Prana Warrior gains a small deflection bonus to AC starting at 4th Level and increasing every 4 levels thereafter [B]Movement Speed Increase (Ex): [/B]Every 2 levels while armed in medium or lighter armor and unemcombered the Prana Warrior gains a +10 additional bonus to their movement speed in all movement mediums they have a movement speed in. [B]Constant Training (Ex):[/B] The Prana Warrior constantly does rigorous and grueling exercise and bodily conditioning, at level 3 and every 3 levels he gains thereafter he gains a +2 inherent bonus to 1 physical stat of his choice. He must train 2 full hours every day to receive these bonuses. If he foregoes his training for 2 full months, his Constant Training bonuses are lost and he must train for an amount of time equal to the time spent away from his training to recover these bonuses. [B]Sunderer (Ex):[/B] Prana Warriors of at least 6th level begin to be able to easily damage their environment, all natural attacks they unleash deal double damage to all objects and Hardness is halved against their attacks [B]Dimension Hop (Su):[/B] At 7th level the Prana Warrior becomes very efficient at avoiding incoming attacks and can teleport 25 feet+ 5 feet/2 levels (Short Range) as an immediate action once per round for 1 Prana [B]Evasion: [/B]The 9th level Prana Warrior can avoid reflex based attacks on a successful save. [B]Boost (Su):[/B] As a swift action, at 11th level, The Prana Warrior may sheathe himself in a veil of Pranic Fire increasing his Strength, Dexterity, Constitution and Charisma scores by +4 points and double his movement speed for 1 Prana per hour outside of combat and 1 Prana per Round in combat. [B]Haleness: [/B]The 12th level Prana Warrior no longer needs to breathe [B]Asunder (Su): [/B]The 13th level Prana Warrior’s blows are so strong they deal concussive force with each strike. He deals an additional 1d12 points of Force damage per hit, this applies to all melee and Prana based attacks including Prana Effect [B]Shadow Image (Su): [/B]The Prana Warrior of 15th level learns to move so fast he can create an afterimage giving him a single ‘Mirror Image’ duplicate that cannot be fooled by magic or true seeing. As a Free Action costing 1 Prana per round. It is dispelled if hit granting him 50% concealment until dispelled. [B]Improved Evasion (Ex):[/B] A 16th Level Prana Warrior is able to easily avoid most attacks requiring a reflex save. If failed he takes half damage, if successful he takes no damage [B]Fighting Spirit (Ex):[/B] The 17th Level Prana Warrior can gain Temporary HP equal to his Charisma Modifier +1 per level, this can be used as part of a Boost and is a Free Action to use on it’s own. It can be used for a number of rounds equal to 3+Con Mod per day [B]Greater Teleport (Su): [/B]The 19th level Prana Warrior can fold space to reach any area on the current plane it inhabits as a standard action costing Base Prana Blast cost x2 in Prana [B]Adaption (Su): [/B]A Prana Warrior of 20th level can become immune to any natural force it trains it’s body to withstand. If a Prana Warrior spends at least a month training against a naturally occurring effect, (Lava, Fire, Cold, Poison, Disease, Etc) he becomes forever more immune to that effect. Atypical energies (Entropy, Time, Divine Energy, Black Holes, Etc) in addition to Magical Effects cannot be negated no matter how long one spends training against it.[/SIZE] [/QUOTE]
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