Work-in-progress prestige class, highly mobile and specialized in fighting groups

Asmor

First Post
My favorite ninja turtle was Donatello. Why? Well, he was the smart one with all the cool gadgets. But he also wielded a bo (quarterstaff), which many years later I'd decide is my favorite weapon.

So I just had this idea for a bo-wielder prestige class. After thinking about it a bit, I decided it would specialize in two things which complemented eachother well. First, it would be good at hitting more than one enemy, if they were positioned right. Second, it would be good at getting into a position where it could take advantage of the first specialty. Specifically, it's able to jump in place of a 5-foot step, allowing it to move and still make a full attack.

I'm still needing a good name for the prestige class (Bo Master doesn't quite do it for me), and I can't think of decent abilities for 8th and 9th level. Any suggestions and critiques would be greatly appreciated!

Bo Master

Requirements: Base attack bonus +4, Dodge, Mobility, Two-Weapon Fighting, Weapon Focus (Quarterstaff), Tumble 8 ranks, Jump 8 ranks

Hit die: d8

Class skills: Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Perform, Profession, Ride, Sense Motive, Spot, Swim, Tumble

Skill points at each level: 4 + Int modifier

Base Attack Bonus: As rogue

Fortitude: Good
Reflex: Good
Will: Poor

Class features:

Note: All of the Bo Master's class features only work while wielding a quarter staff and only while wearing light or no armor.

1: Flanking Strike: At 1st level, if two enemies are on opposite sides of the Bo Master (i.e., if they are flanking him, whether or not the Bo Master can actually be flanked), he may attack both enemies with each attack. For example, if a Bo Master makes a full attack action, each of the attacks has a chance of hitting each enemy. Roll to hit seperately for each enemy.

2: Pole Vault: At 2nd level, whenever the bo master makes a jump check, he may treat it as if he had a running start. If he did have a running start, he gets a +5 circumstance bonus to the check.

3: Quick Vault: At 3rd level, whenever the Bo Master could take a 5-foot step, he may instead make a jump check. The Bo Master designates the space he would like to land in and then moves as far in that direction, in a straight line, as the jump check allows. The path must be free of obstacles, not counting other combatants and bystanders. Moving in this manner provokes attacks of opportunity, but is otherwise identical to a 5-foot step.

4: Improved Pole Vault: At 4th level, the Bo Master's Pole Vault ability improves. With a running start, it grants a +10 circumstance bonus instead. Even without a running start, it now grants a +5 circumstance bonus.

5: Whirlwind Attack: At 5th level, the Bo Master gains Whirlwind Attack as a bonus feat even if he does not possess the prerequisites. He loses access to this feat when wearing armor heavier than light or while wielding anything besides a quarterstaff.

6: Vaulting Kick: At 6th level, when using the Pole Vault or Quick Vault ability, the Bo Master may make a free overrun attack against a single enemy in his path. He must then end his vault on the next open space if successful. If unsuccessful, the Bo Master ends his movement in the space before the enemy and is automatically knocked prone.

7: Acrobatic Pole Vault: At 7th level, when making a jump check, the Bo Master may first make a DC 20 Tumble check. He adds a circumstance bonus to the Jump check equal to the amount he beats the tumble check by.

8: ???

9: ???

10: Improved Whirldwind Attack: At 10th level, when using the Whirlwind Attack feat, the Bo Master may make an additional attack at his second-highest base attack bonus.
 
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The monk is already a cool bo master.
You should develop a background for that character and it would help you create new abilities and make it flashy enough that it will deferenciate itself from the Monk.

To differenciate it from any class,
you could take partial barbarian:
d12, increased speed (when jumping)
partial ranger:
two-weapon fighting, saves
partial monk:
skills, bo ki (special attacks when fighting with double-edge weapons)

He could have simple weapons proficiency but like the monk he would be proefficient with exotic weapons. In this case it would include every double-edged weapons.

Class features:
To attack two foes at the time, I'd suggest that first, your targets must be adjacent. Then, you have to attempt a bull rush on a creature. If you succeed, you take the creature's square and that creature is backed 5ft foot. You can attack two creatures that are 5ft next to you. On later levels, that bull rush doesn't provoke an attack of opportunity.

The pole vault is strong...
But the improved pole vault is too much.
Acrobatic pole vault is saying " Use your tumble checks instead of your jump checks" and it isn't a really good idea.
The Improved Whirlwind strike should exist. Instead, you could reinforce the two-weapon fighting or have that "flanking strike" (or the new one i'm suggesting) to hit 3 opponent at a time.

There is still work to do but don't give up.
 

I rather disagree with Flame Excess' opinions on the matter. Also, remember that you don't need to make the prestige class 10 levels. A 5-level or 7-level prestige class is perfectly valid.

You still need to designate the hit die type, BTW.

The feat is called Whirlwind Attack by the way, not Whirlwind Strike.

Quick Vault is rather pointless by itself without Combat Vault, BTW. It really serves almost no purpose (hardly ever will the character find themselves in a position where they'd need to jump 5 feet without obstacles in the way, rather than just dash that 5 feet). I'd either get rid of Quick Vault and just make it part of Combat Vault, or vice versa, or have Quick Vault gained at the same level as Pole Vault. Move the abilities from further levels down one level then to fill the gap.
 

Flame_Excess said:
Class features:
To attack two foes at the time, I'd suggest that first, your targets must be adjacent. Then, you have to attempt a bull rush on a creature. If you succeed, you take the creature's square and that creature is backed 5ft foot. You can attack two creatures that are 5ft next to you. On later levels, that bull rush doesn't provoke an attack of opportunity.

The thing I don't like about that is that it's very common for enemies to be adjacent, and simple to position yourself to take advantage of it. With my abilities as written, you're actually trying to get between enemies, which I think makes the combat more fun and interesting.

The pole vault is strong...
But the improved pole vault is too much.

I'd have to disagree there. May just be my experience, but I've found in general that the jump skill, per the RAW, is restrictive to a fault. I'm all for letting players jump around more.


Acrobatic pole vault is saying " Use your tumble checks instead of your jump checks" and it isn't a really good idea.

Actually it's saying "Make a tumble check and a jump check, add them together, and subtract 20" :)
 

Arkhandus said:
I rather disagree with Flame Excess' opinions on the matter. Also, remember that you don't need to make the prestige class 10 levels. A 5-level or 7-level prestige class is perfectly valid.

I'm weird. I admit it. One of my oddities is a dislike of "odd" things. I could do a 5-level class, but I don't know if I'd wanna stuff all these abilities into 5 levels. Do you think that would be too powerful? But I couldn't do anything other than 5 or 10. And yes, I know 5 is an odd number. ;) I meant odd as in different. And yes, I know there are prestige classes with an "odd" number of levels.[/quote]

You still need to designate the hit die type, BTW.

The feat is called Whirlwind Attack by the way, not Whirlwind Strike.

Thank you!

Quick Vault is rather pointless by itself without Combat Vault, BTW. It really serves almost no purpose (hardly ever will the character find themselves in a position where they'd need to jump 5 feet without obstacles in the way, rather than just dash that 5 feet). I'd either get rid of Quick Vault and just make it part of Combat Vault, or vice versa, or have Quick Vault gained at the same level as Pole Vault. Move the abilities from further levels down one level then to fill the gap.

My main idea with quick vault was to allow the master to move farther than 5 feet, but still make a full attack. I've decided to heed your advice, though. I've combined the two abilities, and changed level 6 to vaulting kick which lets you make free overrun attempt.
 

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