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Work-in-progress prestige class, highly mobile and specialized in fighting groups
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<blockquote data-quote="Asmor" data-source="post: 2976018" data-attributes="member: 1154"><p>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.</p><p></p><p>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.</p><p></p><p>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!</p><p></p><p>Bo Master</p><p></p><p><strong>Requirements</strong>: Base attack bonus +4, Dodge, Mobility, Two-Weapon Fighting, Weapon Focus (Quarterstaff), Tumble 8 ranks, Jump 8 ranks</p><p></p><p>Hit die: d8</p><p></p><p>Class skills: Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Perform, Profession, Ride, Sense Motive, Spot, Swim, Tumble</p><p></p><p>Skill points at each level: 4 + Int modifier</p><p></p><p>Base Attack Bonus: As rogue</p><p></p><p>Fortitude: Good</p><p>Reflex: Good</p><p>Will: Poor</p><p></p><p><strong>Class features</strong>:</p><p></p><p>Note: All of the Bo Master's class features only work while wielding a quarter staff and only while wearing light or no armor.</p><p></p><p>1: <strong>Flanking Strike</strong>: 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.</p><p></p><p>2: <strong>Pole Vault</strong>: 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.</p><p></p><p>3: <strong>Quick Vault</strong>: 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.</p><p></p><p>4: <strong>Improved Pole Vault</strong>: 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.</p><p></p><p>5: <strong>Whirlwind Attack</strong>: 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.</p><p></p><p>6: <strong>Vaulting Kick</strong>: 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.</p><p></p><p>7: <strong>Acrobatic Pole Vault</strong>: 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.</p><p></p><p>8: ???</p><p></p><p>9: ???</p><p></p><p>10: <strong>Improved Whirldwind Attack</strong>: At 10th level, when using the Whirlwind Attack feat, the Bo Master may make an additional attack at his second-highest base attack bonus.</p></blockquote><p></p>
[QUOTE="Asmor, post: 2976018, member: 1154"] 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 [b]Requirements[/b]: 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 [b]Class features[/b]: 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: [b]Flanking Strike[/b]: 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: [b]Pole Vault[/b]: 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: [b]Quick Vault[/b]: 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: [b]Improved Pole Vault[/b]: 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: [b]Whirlwind Attack[/b]: 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: [b]Vaulting Kick[/b]: 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: [b]Acrobatic Pole Vault[/b]: 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: [b]Improved Whirldwind Attack[/b]: At 10th level, when using the Whirlwind Attack feat, the Bo Master may make an additional attack at his second-highest base attack bonus. [/QUOTE]
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