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General Tabletop Discussion
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What are the most powerful prestige classes?
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<blockquote data-quote="Mithril Man" data-source="post: 88215" data-attributes="member: 2169"><p>OK, I know I'm not supposed to do this because this ain't the house rules forum, but since I got so much more replies, could y'all tell me how you think this prestige class rates in terms of power? I want it to be powerful--but not overly so...maybe on a scale of 1-5, a 4 (how would you rate this?):</p><p></p><p><strong><span style="font-size: 12px">Aheruan Blade Wanderer</span> </strong></p><p> The blade wanderers are the chosen warriors of Aheru the Star Wanderer, one of the only remaining Star Lords, the primal beings who rose to immortality in ages past and seeded many worlds with life, then disappeared from the cosmos. The Ancient Adversary, He of Unnumbered Names (called Shahar by the blade wanderers) was also one of the Star Lords--and it is his Taint that the followers of Aheru seek to destroy, in whatever form it may manifest; Aheru himself, the blade wanderers believe, remains in the cosmos until he has banished Shahar and his influence--some say that Aheru is responsible for Shahar's imprisonment. </p><p> </p><p> The blade wanderers were a secret order of the ancient nation of Madranarath, which was destroyed by the Shaharim (worshippers of Shahar). The survivors of Madranarath are the Madrani--a gypsy-like folk who wander the wilderlands, never settling down (mirroring Aheru's wandering of the stars). The Madrani joined an alliance with the elves, druids and rangers of the wild lands--forming the Fellowship of the Wild. The blade wanderers currently exist within the Fellowship as an order whose esoteric focus is to find and destroy the undead Shaharim--whose purpose is first and foremost to seek a way to release their dread master, Shahar, but also to destroy the surviving Madrani and all who rever Aheru.</p><p></p><p><strong>Game Statistics</strong></p><p>Requirements: </p><p>Alignment: Any non evil</p><p>Race: Human, Half-elf or Elf--must be a member of the Fellowship of the Wild</p><p>BAB: +7</p><p>Skills: Jump 5, Tumble 5, Knowledge Arcana 4</p><p>Feats: Dodge, Mobility, Spring Attack, Track, Weapon Focus, Whirlwind Attack</p><p></p><p>Class Abilities:</p><p>HD: d8</p><p>BAB: As fighter</p><p>Saves: Ref/Will good, Fort poor</p><p>Skill points: 4 + Int bonus per level</p><p>Class Skills: Balance, Jump, Listen, Move Silently, Spot, Tumble, Knowledge (Arcana), Wilderness Lore</p><p></p><p><strong>The Way</strong> </p><p>All blade wanderers must follow a code, which they call the Way. They must dedicate their every action to the Way, which includes seeking out and destroying any vestige of Shahar's Taint. Other aspects of the Way include an ascetic and nomadic lifestyle: blade wanderers never keep more wealth than they can carry. </p><p></p><p>Lvl BAB Fort/Ref/Will Special Abilities:</p><p>1 - +1 +0/+2/+2 Acrobatics (+5), Leap of the Clouds, Fast Movement (+10 ft)</p><p>2 - +2 +0/+3/+3 Intuitive Defense</p><p>3 - +3 +1/+3/+3 Mystic Weave 1/day</p><p>4 - +4 +1/+4/+4 Superior Weapon Focus </p><p>5 - +5 +1/+4/+4 Acrobatics (+10), Fast Movement (+20 ft)</p><p>6 - +6 +2/+5/+5 Mystic Weave 2/day</p><p>7 - +7 +2/+5/+5 Greater Intuitive Defense</p><p>8 - +8 +2/+6/+6 Aheru's Silence, permanently</p><p>9 - +9 +3/+6+/6 Mystic Weave 3/day </p><p>10 - +10 +3/+7/+7 Acrobatics (+20), Fast Movement (+30 ft)</p><p></p><p>All blade wanderer special abilities are usable only if wearing light or no armor.</p><p></p><p><strong>Acrobatics</strong> - modifier to Jump, Tumble and Balance checks.</p><p><strong>Leap of the Clouds</strong> - jumping distance is not limited according to height</p><p><strong>Fast Movement</strong> - +10 ft to base move</p><p><strong>Intuitive Defense</strong> - Wisdom bonus added to AC</p><p><strong>Greater Intuitive Defense</strong> - As Intuitive Defense, but +2.</p><p><strong>Superior Weapon Focus</strong> - +1 attack bonus to previously focused weapon</p><p><strong>Mystic Weaves ("Gifts of Aheru")</strong> - It is said that there were once many more known mystic weaves--but most have been forgotten.</p><p><em>Aheru's Silence</em> - As the spell <em>nondetection</em>.</p><p><em>Blade Cocoon (Ward of Aheru)</em> - the blade cocoon takes a full attack action to prepare, during which the blade wanderer whirls their weapon in a vortex around themself, creating a shimmering cocoon of protection. The blade cocoon provides a spell resistance of 10+class level; however, if it is sustained--if the blade wanderer continues to whirl his blade--the cocoon gives a spell resistance of 12 + class level + Wisdom modifier. It lasts for 1 minute per class level.</p><p><em>Blade Storm (Wrath of Aheru)</em> - Whirlwind attack as a partial attack action instead of a full attack action (as ki whirlwind attack).</p><p><em>Eyes of Aheru</em> - as the spell <em>true seeing</em>. </p><p><em>Grace of Aheru</em> - heals 2 hit points per class level + Wis modifier.</p><p><em>Veil of Aheru</em> - As the spell <em>displacement</em>.</p></blockquote><p></p>
[QUOTE="Mithril Man, post: 88215, member: 2169"] OK, I know I'm not supposed to do this because this ain't the house rules forum, but since I got so much more replies, could y'all tell me how you think this prestige class rates in terms of power? I want it to be powerful--but not overly so...maybe on a scale of 1-5, a 4 (how would you rate this?): [b][SIZE=3]Aheruan Blade Wanderer[/SIZE] [/b] The blade wanderers are the chosen warriors of Aheru the Star Wanderer, one of the only remaining Star Lords, the primal beings who rose to immortality in ages past and seeded many worlds with life, then disappeared from the cosmos. The Ancient Adversary, He of Unnumbered Names (called Shahar by the blade wanderers) was also one of the Star Lords--and it is his Taint that the followers of Aheru seek to destroy, in whatever form it may manifest; Aheru himself, the blade wanderers believe, remains in the cosmos until he has banished Shahar and his influence--some say that Aheru is responsible for Shahar's imprisonment. The blade wanderers were a secret order of the ancient nation of Madranarath, which was destroyed by the Shaharim (worshippers of Shahar). The survivors of Madranarath are the Madrani--a gypsy-like folk who wander the wilderlands, never settling down (mirroring Aheru's wandering of the stars). The Madrani joined an alliance with the elves, druids and rangers of the wild lands--forming the Fellowship of the Wild. The blade wanderers currently exist within the Fellowship as an order whose esoteric focus is to find and destroy the undead Shaharim--whose purpose is first and foremost to seek a way to release their dread master, Shahar, but also to destroy the surviving Madrani and all who rever Aheru. [b]Game Statistics[/b] Requirements: Alignment: Any non evil Race: Human, Half-elf or Elf--must be a member of the Fellowship of the Wild BAB: +7 Skills: Jump 5, Tumble 5, Knowledge Arcana 4 Feats: Dodge, Mobility, Spring Attack, Track, Weapon Focus, Whirlwind Attack Class Abilities: HD: d8 BAB: As fighter Saves: Ref/Will good, Fort poor Skill points: 4 + Int bonus per level Class Skills: Balance, Jump, Listen, Move Silently, Spot, Tumble, Knowledge (Arcana), Wilderness Lore [b]The Way[/b] All blade wanderers must follow a code, which they call the Way. They must dedicate their every action to the Way, which includes seeking out and destroying any vestige of Shahar's Taint. Other aspects of the Way include an ascetic and nomadic lifestyle: blade wanderers never keep more wealth than they can carry. Lvl BAB Fort/Ref/Will Special Abilities: 1 - +1 +0/+2/+2 Acrobatics (+5), Leap of the Clouds, Fast Movement (+10 ft) 2 - +2 +0/+3/+3 Intuitive Defense 3 - +3 +1/+3/+3 Mystic Weave 1/day 4 - +4 +1/+4/+4 Superior Weapon Focus 5 - +5 +1/+4/+4 Acrobatics (+10), Fast Movement (+20 ft) 6 - +6 +2/+5/+5 Mystic Weave 2/day 7 - +7 +2/+5/+5 Greater Intuitive Defense 8 - +8 +2/+6/+6 Aheru's Silence, permanently 9 - +9 +3/+6+/6 Mystic Weave 3/day 10 - +10 +3/+7/+7 Acrobatics (+20), Fast Movement (+30 ft) All blade wanderer special abilities are usable only if wearing light or no armor. [b]Acrobatics[/b] - modifier to Jump, Tumble and Balance checks. [b]Leap of the Clouds[/b] - jumping distance is not limited according to height [b]Fast Movement[/b] - +10 ft to base move [b]Intuitive Defense[/b] - Wisdom bonus added to AC [b]Greater Intuitive Defense[/b] - As Intuitive Defense, but +2. [b]Superior Weapon Focus[/b] - +1 attack bonus to previously focused weapon [b]Mystic Weaves ("Gifts of Aheru")[/b] - It is said that there were once many more known mystic weaves--but most have been forgotten. [i]Aheru's Silence[/i] - As the spell [i]nondetection[/i]. [i]Blade Cocoon (Ward of Aheru)[/i] - the blade cocoon takes a full attack action to prepare, during which the blade wanderer whirls their weapon in a vortex around themself, creating a shimmering cocoon of protection. The blade cocoon provides a spell resistance of 10+class level; however, if it is sustained--if the blade wanderer continues to whirl his blade--the cocoon gives a spell resistance of 12 + class level + Wisdom modifier. It lasts for 1 minute per class level. [i]Blade Storm (Wrath of Aheru)[/i] - Whirlwind attack as a partial attack action instead of a full attack action (as ki whirlwind attack). [i]Eyes of Aheru[/i] - as the spell [i]true seeing[/i]. [i]Grace of Aheru[/i] - heals 2 hit points per class level + Wis modifier. [i]Veil of Aheru[/i] - As the spell [i]displacement[/i]. [/QUOTE]
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