New PrCs: The Aquan Champion and The Aquan Knight

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Judging__Eagle
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New PrCs: The Aquan Champion and The Aquan Knight

Post by Judging__Eagle »

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Hokay, time to write some stuff.


Aquan Champion

Oh, look at that. You've cornered me. I wonder if you knew that steam is hotter than fire?

-Dhaikk Whiteyes, Aquan Champion

No one knows where the first Aquan champion came from, or what race they were or even which water-linked Power created them.

One thing is certain though; Powers who command of vast kingdoms of water in any of the Planes have agents that embrace all the varied forms of water. Aquan Champions are called to perfrom a wide range of tasks for their patron Power; from infiltrating a rival Power's temple to slaying enemies that threaten to disrupt their domains or brokering alliances with new allies against their foes.

Of course, to join these ranks one needs to not only have belief in their Power, one must also have their own faith returned.

This is usually done at the birth or creation of a future Aquan Champion. Leaving them marked with an uncanny appearence. Scales, deep blue skin with a moon white belly, lumiescent eyes, gills, spines and limbs that look like fins are all common signs of one that is destined to live and serve in the name of one of the Powers that commands the very flow of the multiverses waters.

Pre-Requisites:


Feat: Must have the Child of the Endless Waters feat.
Skill: Must have Master* ranks in a Proffession skill that is related to water in some manner (Ex. Sailor, Fisherman, Blacksmith, Astronomer, Miller**, Pearldiver).
Skill: Must have 8 Ranks in Swim.
Skills: Must have 8 ranks in two of the three following skills: Diplomacy, Concentration or Intimidate.
Special: Must have established contact with their chosen Power via either casting the Augury or Commune Spell or hiring someone else cast these spells with you in their presence. Any XP costs are assumed by your character, not the caster and you, instead of the caster, may ask the questions.
Special:Once an Aquan Champion has begun their training they are expected to perform one task for their patron Power each year; some Aquan Champions choose to champion their Patron's causes in a more strident manner and go from one quest to an other in their Patron's service.
Special:Must own a masterwork dowsing rod (can be found with a week or less of searching in a forest, made out of wood, or purchased as a masterwork tool with a base cost of 2 gp).


*: That is, two ranks. As per the Dungeonomicon.
**:Only millers who operate River-Powered Mills

Hit Dice: D8
Class Skills: Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Nature, Religion and The Planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
Skills/Level: 6 + Intelligence Bonus
BaB:Good
Saves: Fort: Good, Reflex: Good; Will: Good

Alignment: Aquan Champions come in all creeds and codes of conduct. Each however tends to be within line with their patron Power in at least one way. The power that an Aquan Champion brings to a Power's cause has some undecided Aquan Champions moving from place like a pice of flotsam and serving many Powers. Other Aquan Champions are loyal to the death for thier patron Power and are as intractable as a glacier.

Races: Any race that reveres water or recognizes it as important has Aquan Champions who can perform a variety of tasks, usually of the extraordinary adventuring kind. Although Aquan Champins who help farmers find water springs are how most people recognize them with their water-themed clothing and dowsing rods.

Level, Abilities

  1. The many forms of water, Initiate of the Creek [Flow like water, Waterfall meditation, Steamlodge enlightenment], Dowsing
  2. Initiate of the River [Test of drowing, Ice shatters steel, Steam burns fire]
  3. Initate of the Lake [Lake's Belly, Glacier defense, Shifting vapours ]; Seek the Headwaters
  4. Initiate of the Ocean [Call the seas, Ring of ice, Rising vapours]
  5. Initiate of the the Eternal Waters [Drown the world, Freezing Breath, Steam Jet] Seek the font of all Waters


Weapon and Armour Proficiency: The Aquan Champion gains no proficiency with armor or weapons.

The many forms of water: At 1st level and every afterwards, an Aquan champion gains abilities that relate to one of the three main forms that water takes. Its liquid form, water; its solid form, ice; and its vaporous form, steam. As the Aquan Champion progresses each of their three forms will gain new abilities.

However, an Aquan Champion may only be in one of their three forms at any time and such may only use the abilities of a form if they are in said form. Changing from any form (or no form) to any other form (or no form) takes 1 minute. An Aquan Champion may remain in any form or no form, for as long as they choose.

Any special abilities that force a target to make a save must do so against the following DC: 10 + 1/2 The Aquan Champion's total hit dice + the Aquan champion's Charisma modifier.

Initiate of the Creek:

At 1st level, the Aquan Champion has undergone various rituals that test their mental and physcal endurance as well as forging a permanent bond with water that allows them to literally take on some of it's properties.

Flow like Water (Water)(Su): Be like water. In a cup, water is the cup. In a bowl, water is the bowl. Also, water cannot be crushed in a dragon's jaws.You are affected as if you have a Freedom of Motion spell cast on you. You can also find and disable traps like the Rogue's Trapfinding ability. However you may use your ranks in Diplomacy instead of ranks in Disable Device to disarm traps.

Waterfall Meditation(Ice)(Ex): Some say that meditatin under an icy waterfall brings enlightenment. It also builds tolerance against numbing cold. You have Resistance to Cold equal to your ranks in the Concentration skill.

Steamlodge enlightenment(Steam)(Ex): Hours in Saunas and Sweat lodges have inured you to the effects of heat, most of the time. You have Resistance to Fire equal to your ranks in the Intimidate skill.

Dowsing: At 1st level the Aquan Champion can intuit the nearest body of water, providing they have the proper tools, and sometimes with great experience, without anything except their own intuition and training. This dowsing takes ten minutes of uninterupted concentration per attempt and can be performed as often as the Aquan Champion wishes.

An Aquan Champion that is Dowsing for water makes a d% roll under 50 + 5 per level of Aquan Champion that the character has (up to a maximum of +25% at all five levels). In addition, an Aquan Champion that is Dowsing may add 1 to their check against value for every 5 ranks they have in the following skills: Knowledge (Nature), Knowledge (Geography) and Search.

As well they may add 1/2 of their ranks (rounded down) in one of the three following skills: Diplomacy, Concentration or Intimidate if they are looking for fluid water (Diplomacy), ice (Concentrate) or evaporated water/clouds/steam/fog (Intimidate).

A Dowsing character who does not have a dowsing rod has their check total reduced by 25.

If the d% result rolled is less than the number that is checked against, then they find the direction that the nearest body of water is located and how long it will take to reach. Buried water is noted as such and if the water is clean or fouled, with animal/plant life or devoid of life, fresh or salty is also revealed.

If the d% result rolled is more than the number that is checked against, then they find the direction of a body of water that is in a random direction is located and how long it will take to reach. Buried water is noted as such and if the water is clean or fouled, with animal/plant life or devoid of life, fresh or salty is also revealed.


The dice rolled should be done by the game referee to actually surprise the Dowsing character; however they may attempt an other Dowsing attempt to find a better reading.

Example:


Yethon Sturgeounskin is a 1st lvel Aquan Champion attempting to Dowse for the nearest body of water. He has 9 ranks in Search, 5 Ranks in Knowledge (Nature) and 9 ranks in Diplomacy, and Concentrate. Yetho alos has his Dowsing rod and is looking for fluid water in a forest.

The total chance of success is 50 + 5 (1 level in the Aquan Champion class) 1 (5, but not 10 Ranks in Search) + 1 (5 ranks in Knowledge (Nature) + 2 (1/2 Ranks in Diplomacy, since he's looking for fluid water) for a total of 58% chance of finding the nearest body of water.


Higher levels, more training and ensuring that he has his Dowsing Rod will increase the success of the Dowsing attempts.

Example:

Yethon Sturgeounskin is a 5st lvel Aquan Champion attempting to Dowse for the nearest body of water. He has 13 ranks in Search, 5 Ranks in Knowledge (Nature), 5 Ranks in Knowledge (Goegraphy) and 13 ranks in Diplomacy, Concentrate and Intimidate. Yethon also has his Dowsing rod and is looking for fluid water in a desert.

The total chance of success is 50 + 25 (5 level in the Aquan Champion class) 2 (10, but not 15 Ranks in Search) + 1 (5 ranks in Knowledge (Nature) 1 (5 ranks in Knowledge (Geography) + 6 (1/2 Ranks in Diplomacy, since he's looking for fluid water) for a total of 85% chance of finding the nearest body of water.


Initiate of the River:

At 2nd level, the Aquan Champion has learned the secrets of all three forms of water and can express these forms to combat enemies; either by affecting his enemies directly or by making them more vunerable to subsequent attacks.

Test of Drowing(Water)(Su): Even a small bucket of water can cause grief. If in the right place. As a standard action an Aquan Champion may cause any single target with a Physiology (Ex. anything that breathes) touched to drown. The target must make a Fortitude save or be stunned, if they succeed the save they are dazed instead.

An Aquan champion attempting to use their Test of Drowning power on a dazed target makes them stunned them on a failed save, An Aquan Champion who uses this power on a stunned target kills them on a failed save.

Ice shatters steel(Ice)(Su):Although extremely hard, ice is very brittle, making everything around it brittle as well. As a Standard Action, you may use the
Shatter spell (with a range of touch) at will. You may also destroy magical items, but they get to make a Fortitude save to recude the effect to 1d6 points of damage per level in the Aquan Champion Class; this damage ignores all hardness. The targeted object may use the objects save or the wearer's save, whichever is higher. This ability can be used to shatter up to 10 cubic feet of normal material per round.

[Note on attacking worn or carried items:

To make an attack on a carried or worn object make an attack roll against the object’s AC. A carried or worn object’s AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character. -www.d20srd.org "Sundering objects"]

Steam burns fire(Steam)(Sp)*: Steam is hotter than any fire; fire creatures rue the day they learn this fact at the hands of a Steam-channeling Aquan Champion. As a standard action an Aquan Champion may fire a blast of steam at any one target with a range of close. This blast is a ranged touch attack that deals 1d6 points of Fire damage per level of the Aquan Champion plus +1 per hit dice of the Aquan Champion. This fire damage ignores any effect that would reduce damage from fire damage, including Resistance or Immunity to fire damage.



Initate of the Lake:
At 3rd level, the Aquan Champion gains immunities that each form of water is well known for. Either being impossible to slice or damage a mass of water, being extremely resilient when frozen and simply whirling past most things that would harm it.

Lake's belly (Water)(Su):You ever try stabbing a lake? There's no weak point. The Aquan Chamption is immune to Critical Hits or Sneak Attacks [edit: not sure if I should include "or any other effects that grant more damage beyond a weapons effects or an attacker's training"]. [I 'might' include power attack immune as well; or limit damage to weapon damage + str only]

Glacier Defense(Ice)(Su):It takes an Fiend's lifespan and an obsessed Dwarf's patience to cut down a glacier. The Aquan Champion gains DR X/- where X equals their ranks in the Concentration skill.

Shifting vapours(Steam)(Su):A house full a hole full, but you cannot gather a bowlful.The Aquan Champion has a 60% miss chance against all attacks that target their person. This increases by 5% every level past 3rd to a max of 70% at level 5.



Seek the Headwaters (Sp): At 3rd level an Aquan Champion may use pools of water to create an effect similar to that of a Teleport spell. However the starting and ending points must be a body of water wide enough for the Aquan Champion (and any of his or her companions) to enter. So, a litre of water spilled on the ground is a permissable entry or exit point, while a two-foot wide water drain is not. The Aquan Champion may specify a body of water as the exit point, or may specify a body of water that may be within range; examples include "The smallest body of water inside the cellers of the nefarious Count Shufstaffen's fortress" or "The nearest Oases from these windswept dunes".



Initiate of the Ocean :
At 4th level, the Aquan Champion has tapped into not only the nature of water within themselves, but also around them and from the elemental plane of water itself.

Call the Seas(Water) (Su):The very seas will defend me!The Aquan champion may summon up any Creature of the [Water] or [Aquatic] subtypes as a full round action. The creature summoned must have a CR of the Aquan Champion's ranks in the Diplomacy skill -5. The summoned Creature aids the Aquan Champion as much as they can as long as the Aquan champion does not change forms. The summoned creature and the Aquan Champion can communicate normally even if there is no language that they both share.

Ring of Ice(Ice) (Su):Ice sticks to anything, making it fall down. Any or All enemies within 30 feet of the Aquan champion fall prone as layers of ice ahere to their form and cannot make 5 foot steps. On a successful fort save they are merely reduced to half speed. This affects all creautres, even flying ones; other creatures that normally cannot be knocked prone are reduced to 5 feet of movement and cannot make 5 foot steps.

Rising Vapour(Steam) (Su):Heated fluids rise and steam is no exception. The Aquan Champion gains a flight speed of 20 feet per 10 ranks that they have in the Intimidate skill.




Initiate of the the Eternal Waters:
At 5th level, the Aquan Champion has become a force to be reckoned with, able to simply destroy lesser beings or wreak havoc upon any who would oppose the will of their patron Power. Whether their patron Power is an wild and violent Abyssal Pirate-lord who commands vast seashell-crafted navies upon infinite sulfurous seas or a cold and serene Celestial Emperor that rules a vast undersea kingdom.

Drown the World(Water)(Su):Those who would do you harm clutch at their throats, seeking air that they cannot reach. An Aquan Champion emits an Aura of Drowning and suffocation that extends in a 30-foot radius. All breathing creatures within 30 feet of the Aquan champion count as being under water. This drowning aura also accelerates the process of drowning.
Normally a creature can breate for a numbe of rounds equal to it Constitution score before it begins to drown. Within an Aquan Champions drowning aura, a creature can only hold its breath if it can make a DC 10 Constitution check every round. Each round the DC increases by 1. When the character finally fails its Constitution check, it begins to drown. In the first round, it falls unconsious (0 hit points). In the following round, it drops to -1 hit points and is dying. In the third round, if it is in the drowining aura, it drowns.

Freezing Breath (Ice)(Sp): An ice cold wave of air and snow crystals rush from your body, freezing your foes to death Using the table below, the Aquan Champion deals cold damage equal to all targets equal to 1d6 points of cold damage per Hit Dice that they have. Those targeted by the Cone and Line effect may make a Reflex Save for half damage; the Radius allows no save.

Steam Jet(Steam) (Sp)*:The shifting strands of eye-sweating steam slam into your enemies. Using the table below, the Aquan Champion deals fire damage equal to all targets equal to 1d6 points of firedamage per Hit Dice that they have. Those targeted by the Cone and Line effect may make a Reflex Save for half damage; the Radius allows no save. This fire damage ignores any effect that would reduce damage from fire damage, including Resistance or Immunity to fire damage.

*:Note: The Steam Burns Fire Freezing Breath and Steam Jet abilities are Spell-Like Abilities and thus can provoke Attacks of Opportunity when used. Also, to overcome the Spell Resistance of targets the Aquan Champion has a Caster level equal to his total Hit Dice.

Freezing Breath/Steam Jet area of effect:

Code: Select all

[br]When using either Freezing Breath or Steam Jet, the Aquan Champion must choose how much time per round they will spend preparing their power. Shorter amounts of time yield smaller affected areas, while larger amounts of time result in a larger affected area.[br][br]Swift Action: 15' Cone; 10' Radius; 30' line[br]Move Action: 25' Cone; 20' Radius; 50' line[br]Standard Action: 35' Cone; 30' Radius; 80' line[br]Full round Action: 90' Cone; 50' Radius; 100' line[br]


Seek the root of all Waters: At 5th level an Aquan Champion may use pools of water to create an effect similar to that of a Plane Shift spell with the same restrictions as the Seek the Headwaters ability. there is however no deviation from the intended target.

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New Feat:

Child of the Endless Waters [Skill]

Somewhere along your time as a fetus you were touched by a Power that controls water in some form. Marking you as their herald to all the Planes. So, you can swim and not drown; which is helpful, b/c all the other kids in your village will throw rocks at you because you have big old fish eyes, or deep blue scales or something and you would hide under the bridge until your mom or some kindly hobo came by to help you out.

You are more in tune with water than anyone else you have met. This is a Skill Feat that scales with your ranks in the Swim Skill.

Benefit: Swim is a Class skill for you at all times. You may also take 10 when swimming, even when otherwise threatened or distracted.

4:You gain a swim speed equal to your Swim skill skill check. Rounded down to the nearest 5 feet. If you already have a swim speed this adds to your existing swim speed. You may still drown however.
9:You may attack underwater with no penalties to attack rolls or damage.
14:You can breathe in water. You can still suffocate in a vacum or if buried in earth
19:You may grant your abilities granted by this feat to others. With a maximum of one individual per 5 ranks that you have in the Swim skill.

Drawback: You look wierd. If you're lucky you get away with wierd eyes, gills behind yor ears or having a collapsible fin on your back that sometimes chafes you. If you're unlucky you have webbed hands and feet, a fish's head, your skin looks like a fishes or you have a large dorsal fin. You can still use equipment normally (you may choos to masterwork any item so that you can wear it in your new form, magic items always reshape themselves to fit ther wearer), but people think you look odd or are an exotic hero race or monster. This a perfect excuse to have a shark's head, have orange and white skin like a Clownfish or look like any aquatic race that you fancy (from Sahaugin to Merfolk).




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[original post]

New PrC: Aquan Champion or "I've finally it figured out"

New PrC: Aquan Champion; or "I've finally figured out how to make this character concept actually work"


Preamble and class concept discussion and class idea evolution:

For a long, long time now I've had this idea for a character concept that I have thought about and done notes on, but have never been able to figure out how to build in a viable manner.

The original character was first used in a play by post RP thread, which was sort of freeform D&D based RPG that was actually run by someone on the Megatokyo board RP section (most of the RP threads there have no one reffing, so things definately get out of hand and are frankly boring as people keep god-modding themselves up and up and up; while never actually paying attention to what they could probably do with what powers they've given themselves).

The concept I had come up with a year or so before that as a mortal champion for a nebulous power relaed to the moon, tides and the ocean. Which I extraplated to emcompass all water in all of its forms which led to the water (or 'flexible') form, the ice (or 'unyeilding') form and the steam (or 'destroying') form.


The class works by allowing members of the class to choose a form that is most suitable for their current situation;
-a two-weapon using water form that focuses on moving around its foes and being encouraging to its allies and dicouraging to its foes (this third last part I've only concreted now)
-a tower (or greatsheild) and mace (or warhammer) using form that has the character absolutely covered in thick slabs of ice that both hamper enemies from moving past them and from attacking easily
-a form that is shrouded in solid steam with a massive two handed blade of steam; something like a barbarians rage, but I'm not going to actually grant any RoW barbarian abilities, since that steals the RoW's barbarian's thunder


Basically the class allows the user to tap into one of the three forms once per encounter for a number of rounds equal to half the ranks in a skill; Diplomacy (Water), Concentration (Ice), Intimidate (Steam).

The effectiveness of these temporarily granted weapons and armour scales via Greater Magic Weapon and Magic Vestment cast on each item of equipment that the character gets; with a Caster Level equal to their character level. Of course if you try to loan these items to someone else they either flow away as water, shatter like broken ice or wisp away like steam, but they reappear with a swift action on the character.
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Catharz
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Re: New PrC: Aquan Champion or "I've finally it figured out"

Post by Catharz »

So is there anything lunar still? Do you follow Tsukiyomi, or what?
'Cause I can imagine an awesome character focusing on the moon, the ocean, and the tides, and which looks absolutely nothing like this.
You'd focus on manipulating fogs, dark/light/shadow spells, SoDs that drown people, Black Tentacles, and so forth. You'd be sneaky, mysterious, and inscrutable neutral.


That said, it's a cool aquan warrior concept. I like the idea of having what basically amounts to a subset of EQ which you form out of water and which you can change the state of as a swift action.

I'd take a look at some of the items in Races of War, the Ice Aegis seems like a good fit for your unyielding shield.
Piercing weapons seems to go with ice, and you might consider making the weapon used a spear.
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Judging__Eagle
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Re: New PrC: Aquan Champion or "I've finally it figured out"

Post by Judging__Eagle »

Well, the original class concept centred around a moon godess; but it never took off initially, then when I remade it the character was an indoctrined (err... press ganged) human who was forced through this churches ranks due to the fact that day and night weren't able to affect his sight and of course the fact that he had solid white eyes.

The DM in this rather loose, description based game was fine with this, and since I never actually had to use any of those powers it wasn't too bad.

As for versions and methods of going about making the Prestige Class, I've got my original idea of just the item powering itself, but it's far too much stuff from an item (although, you hardly need anything except the Bracers that are the source of the character's power).

This week I decided to re-write it as a class that gave Gear and Combat Feats once per encounter for a Duration equal to 1/2 of the Ranks in a skill.

Which is a mechanic that I'm liking and since there are 3 skills (Diplomacy, Concentration and Intimidate) for each of the modes (Water, Ice, Steam) there's a bunch of skills that have to be tied up on a character.

However, I had the three modes three tiers spread across 9 levels with a keystone ability at 10th lvl.

Now, that sounds fine; but you get water mode at lvl 1, ice at 2 and steam at 3; impoved water at 4, imp ice at 5 and imp. steam at 6; and finally greater water at 7, greater ice at 8, greater steam at 9 and some other final ability for all three at lvl 10.

So, you aren't really able to access ice or steam until you've gained more levels and are lvl 12 or 13.

This version of the class granted certain Combat Feats from RoW. As well as some of the special armours like the Rime Hauberk's ability to deal cold damage; which, it should be noted means that you can be doing 3d6 of damage in 3 rounds of use and then up to 21d6 of cold damage by lvl 15.


Now, the slightly newer version has the abilities scale side by side; of course the progression will be a bit wonky since it's really 3 classes that can only be accessed a certain amount of time.

Really, I should make the special modes last.... 1 round per 4 ranks in a class, since they are pretty powerful; and 1 round per 2 ranks will give a character more than enough rounds to finish any fight in any one form.


Anyway, some pre-req's

Skills: 2 Ranks in Profesion: Sailor, Astronomer, Fisher or any other Profession that you can assosiate with 'water' in any way.

... and, now I've gotta go, I'll add more later.
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Judging__Eagle
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Re: New PrC: Aquan Champion or "I've finally it figured out"

Post by Judging__Eagle »

Hokay, time to write some stuff.


Aquan Champion

Oh, look at that. You've cornered me. I wonder if you knew that steam is hotter than fire?

-Dhaikk Whiteyes, Aquan Champion

No one knows where the first Aquan champion came from, or what race they were or even which water-linked Power created them.

One thing is certain though; the flexibility of water in all of it's forms allows for Powers in whom courses command of vast kingdoms of water in any of the Planes to have agents that are able to accomplish many tasks. From infiltrating a rival Power's temple to slaying enemies that threaten to disrupt their domains.

Of course, to join these ranks one needs to not only have belief in their Power, one must also have their own faith returned.

This is usually done at the birth or creation of a future Aquan Champion, leaving them marked with an uncanny appearence. Scales, deep blue skin with a moon white belly, lumiescent eyes, gills, spines and limbs that look like fins are all common signs of one that is destined to live and serve in the name of one of the Powers that commands the very flow of the multiverses waters.

Pre-Requisites:

Feat: Must have the Child of the Endless Waters feat.
Skills: Must have Master* ranks in a Proffession skill that is related to water in some manner (Sailor, Fisherman, Blacksmith, Astronomer, Miller**). Must have 8 ranks in two of the three following skills: Diplomacy, Concentration or Intimidate. Must have 1 Rank in swim
Special: Must have established contact with their chosen Power via either casting the Augury or Commune Spell or hiring someone else cast these spells with you in their presence. Any XP costs are assumed by your character, not the caster and you, instead of the caster, may ask the questions.


*: That is, two ranks. As per the Dungeonomicon.
**:Only millers who operate River-Powered Mills

Hit Dice: D10
Class Skills: Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex)
Intimidate (Cha), Jump (Str), Knowledge (Geography, Nature, Religion and The Planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex),
Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex),
Skills/Level: 6 + Intelligence Bonus
BaB:Good
Saves: Fort: Good, Reflex: Good; Will: Good

Level, Abilities

  1. The many forms of water, Initiate of the Creek [Test of Drowing, Waterfall Meditation, Steam Sauna]
  2. Initiate of the River [Flow like Water, Ice shatters Steel, Steam burns fire]
  3. Initate of the Lake [ ]; Seek the Headwaters
  4. Initiate of the Ocean []
  5. Initiate of the the Eternal Waters [Drown the Unbelievers, Freezing Breath, Super-heated Steam Jet]


Weapon and Armour Proficiency: The Aquan Champion gains no proficiency with armor or weapons.

The many forms of water: At 1st level and every afterwards, an Aquan champion gains abilities that relate to one of the three main forms that water takes. Its liquid form, water; its solid form, ice; and its vaporous form, steam. As the Aquan Champion progresses each of their three forms will gain new abilities.

However, an Aquan Champion may only be in one of their three forms at any time and such may only use the abilities of a form if they are in said form. Changing forms takes 1 minute and an Aquan Champion may remain in any, or no, form for as long as they choose.


Initiate of the Creek:
Test of Drowing (Water): Even a few drops at a time can cause grief; as a standard action an Aquan Champion may cause any single target with a Physiology within Close Range to drown. The target must make a Fortitude save of DC 10 + 1/2 the Aquan Champions HD + The Aquan Champions Charisma Modifier or fall unconsious. They are not reduced to 0 HP as if they had drowned however. (Of course, if the target was alone, it might as well
Waterfall Meditation (Ice): You have Resistance to Cold equal to your ranks in the Concentration skill
Scalding Bath (Steam): You have Resistance to Fire equal to your ranks in the Intimidate skill

Initiate of the River:
Flow like Water (Water):
Ice shatters Steel(Ice):You may use the Shatter spell at will with a range of touch. You may also destroy magical items, but they get to make a fort save equal to a DC of 10 + 1/2 your Hit Dice + Charisma Modifier
Steam burns fire(Steam):

Initate of the Lake:
(Water)
(Ice):
(Steam):


Seek the Headwaters :

Initiate of the Ocean :
(Water)
(Ice):
(Steam):


Initiate of the the Eternal Waters:
Drown the Unbelievers (Water):
Freezing Breath (Ice):
Super-heated Steam Jet(Steam):



----------------------
New Feat:

Child of the Endless Waters [Skill]

Somewhere along your time as a fetus you were touched by a Power that controls water in some form. So, you can swim and not drown; which is helpful, b/c all the other kids in your village will throw rocks at you because you have big old fish eyes, or deep blue scales or something

You are more in tune with water than anyone else you have met. This is a Skill Feat that scales with your ranks in the Swim Skill.

Benefit: Swim is a Class skill for you at all times. You may also take 10 when swimming, even when otherwise threatened or distracted.

4:You gain a swim speed equal to your Swim skill skill check. Rounded down to the nearest 5 feet. If you already have a swim speed this adds to your existing swim speed. You may still drown however.
9:You may attack underwater with no penalties to attack rolls or damage.
14:You can breathe in water. You can still suffocate in a vacum or if buried in earth
19:You may grant your abilities granted by this feat to others. With a maximum of one individual per 5 ranks that you have in the Swim skill.







Now; upon starting this, I realized that I could break the original class down into two 5 level PrCs; one that grants some of the water based abilities; while the other grants combat forms.

I`ve got to fill out the 3rd and 4th lvl water/ice/steam abilities as well. Any ideas anyone?
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Re: New PrC: Aquan Champion or "I've finally it figured out"

Post by Catharz »

The wave pulls away and draws you in as you attack. As you try to escape it comes crashing down.

Here's a possibility: While taking a full defense action, you can make a trip or grapple against anyone attacking (a la vine shield, but with the full defense bit).



Absorbtion and adaptation. Some sort of resistance vs. whatever you were last hit with, for example ('Fool me once, shame on you. Fool me twice--can't fool me again').
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Re: New PrC: Aquan Champion or "I've finally it figured out"

Post by Judging__Eagle »

The waves thing is pretty good, but it's something only water would have.

Also, it seems too much like something for an active defense build, I'm trying to go for active offense and passive defense abilities. Although, I'm going to be giving the 5th lvl water form the equivalent of a Drowned's Drowning Aura; which can be pretty offensive.

Plus, I'm already thinking of giving an effect similar to the Grease spell to the Ice mode at some point. Albeit, one that forces those affected to make a balance check opposed by the AC's concentration check.

I will probably throw in an immunity to crits as a an ability for water; the ability to ignore the hardness of any object for ice; and give steam an inherent miss chance.

I'm just having some trouble arraging the components that I want in the class at appropriate levels as well as determining if they're appropriate at any level at all.
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Re: New PrC: Aquan Champion or "I've finally it figured out"

Post by Catharz »

Judging__Eagle at [unixtime wrote:1170949758[/unixtime]]
Plus, I'm already thinking of giving an effect similar to the Grease spell to the Ice mode at some point. Albeit, one that forces those affected to make a balance check opposed by the AC's concentration check.


You could just make all squares in a burst effect difficult terrain for a certain duration.

As a higher level ability, it could be a constant effect which follows the character, with the option of widening the effect as some sort of action. Have it last for 1 round after he moves.
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Re: New PrC: Aquan Champion or "I've finally it figured out"

Post by Judging__Eagle »

No, I was thinking something that just is always centered on the AC, but doesn't affect them.

So, almost like having an ice rink that follows you as you walk.


Eventually it starts dealing ice damage; or a cone of cold damage.

Whose damage is based on your level; and whose area of effect depends on how much 'time' you're willing to devote to using your effect.

I was thinking that the Freezing Breath and Super-heated Steam Jet.... Steam Jet will do damage in a radius of 10 feet an amount of cold/fire damage (and a fire damage that ignores resistances, but not immunities) as a Swift action. Or a 15 foot cone or a 20 foot line five feet across.

The save for half damage is based on 10 + 1/2 Your HD + Cha modifier.

[for comparison, Cone of Cold is a 60 foot cone and is a standard action]

As a move action you get a 15 foot Radius, or a 20 foot cone or a 30 foot line.

As a standard action you get a 25 foot Radius, or a 40 foot Cone or a 60 foot Line.

As a Full round action you get a 50 foot radius, or a 80 foot cone or a 120 foot line.


This is turning out to be a pretty complex class, but that's partly why I never actually started writing it up until now.

Any thoughts on those breath weapons Catharz? The character won't get them until level 10; by which time Wizards have had Cone of Cold for a whole level.

---------

Edit:

I'm going to make the combat forms (aka Aquan Knight) a lvl 10-15 class.

Maybe I'll make a capstone class for 16-20; the Aquan Destroyer.

Maybe I'll rename it to the Aquan Frigate or Sloop. Since they're similar in meaning.

:lmao:
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Re: New PrC: Aquan Champion or "I've finally it figured out"

Post by Judging__Eagle »

bump, posted the champion class as I've got it done so far.
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Re: New PrC: Aquan Champion or "I've finally it figured out"

Post by Catharz »

You might want to give a duration for the drowning ability. It would also make sense for the target to be sickened or nauseated after the unconsciousness ends, and possibly even if the save is successful (give those with Mettle something to be thankful for).

The steam jet...does it deal level*(1d6+1) damage or level*2d6 damage or PrC level * 1d6 + level damage?
You might avoid making it unresistable, because the Champion can use a cold attack just in case. Yes, I realize that against some evil outsiders you'd be boned. You've still got a number of other tricks against them.
Your call though :)

Ice rink is a cool ability. I'd consider making it entangle enemies that spend a round in it (fortitude negates), and do the slippery thing (reflex negates). I don't know if that would be to powerful...

Oh, and using Diplomacy to disarm traps is awesome. I saw that and immediately thought of the reverse, a 'logic engineer' type class/feat/PrC. It would allow a character to use Disable Device for Diplomacy, Search for Sense Motive, and Craft (traps) for Bluff. Or something like that. Maybe Disable Device for diplo & sense motive, and traps for bluff & intimidate. 'Thought of crafted logic.' Checks would take twice as long as normal or something.

I have no idea how balanced that would be. I've already house-ruled that Intimidate is just a function of Bluff.
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Re: New PrC: Aquan Champion or "I've finally it figured out"

Post by Judging__Eagle »

Hmm, the drowning.

Maybe 1 round per level of the AC class; unconsious is a bit much.

Besides, the AC has to touch the target to get it to work and they get a save that probably won't be that high to save against. I don't know if that's a good enough reason.

Maybe you get exhausted on a failed save; fatigued if you succeed. If you are already exhausted you get auto-killed. So, two failed saves in two rounds; where your attacker is touching you. Which only works on things that breathe.

I'm not sure if giving what is mostly a martial class a Save or Die effect at level 1; but the DC will scale and it does take at least two rounds of the character trying to drown their target.

The Steam burns fire ability is 1d6 per PrC level +1 per hit dice;
so... somewhere along a max of 5d6+10 when you're done with the class to 5d6+20 (or more than +20 if epic).

The cold and steam area of effects that the 5th lvl of the class grants do 1d6 per Hit dice that the character has. Their ranges are smaller than similar spells that wizards get.

As for making the fire attacks unresistable; meh I might let people with fire immunity get away. I'm undecide though.

Thematically and realistically, if I targeted something that was fire with something hotter than it was, it would affect them in a way that they didn't expect. Which is why I called the lvl two ability "Steam Burns Fire" over "Steam Blast" or something else.

These characters are thematically designed to fight and die against the traditional enemies of Water-themed Powers; like fire elementals, efreeti and sometimes fiends. All of which have methods of dealing fire damage (which steam form would protect against) and are resistant or immune to fire damage (which the steam would still punch through).

So, the steam mode allows the character to have defenses against heat, as well as offenses that will still function (although, without any +50% bonus damage that cold would grant).

Also, the cold powers are not able to be achieved unless you were pretty much in Ice mode to begin with. The 1 minute change time sort of dicks a char around unless they can prep before every encounter or know which form will be best overall.

I might leave a caveat that anything that absorb fire damage and turns them into HP is able to absorb the steam-damage.

Yeah, the diplomacy to disarm traps was pretty good; but it came along as part of the initial design process not b/c I intented it to be that way.

I was thinking about linking the Diplomacy skill with the water mode in some very tangible manner, as Concentration and Intimidate are tied to the cold and fire restances of Ice and Steam).

I needed a way to tie water with diplomacy in some meaningful way and I had to look over the abilities to find one that seemed weaker; then throw something that seems appropriate at it.

Actually; I'm going to re-do the 'summon a water creature' ability to be: any creature with a CR equal to your ranks in Diplomacy -2 (or -3 or -5). I'm also going to re-do the Ice granted DR to be DR X/- where X equals your ranks in Concentration.

The funny thing is that although I give the class 6 skill points a level; it really only has 3 + int mod since diplomacy, concentration and intimidate all will have to be maxed to keep this classes power at it's peak. Which isn't too bad since at least one if not two of the skills will probably be of no use to the character (most likely Concentration, but the fact that it grants cold resistance and DR will make people want to keep this skill maxed).

I'm gonna have to change the format so that the sub-abilities are easier to note.

As for the Ice Rink ability; that was part of my initial wording, but such a poor joke would make the class less serious that I want it to be. "Rink of Ice" was my initial title.

I want this class to have a few possible roles, but not all at the same time; but I want all roles able to take on outsiders that this character would be sent to kill or fight on behalf of their patron Power*.

(I'd say Deity, but who rules the Elemental Plane of Water and the Para-elemental Plane of Ice? Also, fiend-lords that control vast oceans would have ACs at their disposal so Power seemed a better word).
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Re: New PrC: Aquan Champion or "I've finally it figured out"

Post by Judging__Eagle »

Well, that`s done so far. What do you think Catharz?

Edit:
Jeebus, I`m an idiot.

I still have to do the flavour texts for the last two initiate ability groups. -_-

Edit again:

Ok, now it`s done.
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Re: New PrCs: The Aquan Champion and The Aquan Knight

Post by Catharz »

Judging__Eagle at [unixtime wrote:1170270415[/unixtime]]
Flow like Water (Water)(Su): Be like water. In a cup, water is the cup. In a bowl, water is the bowl. Also, water cannot be crushed in a dragon's jaws.You are affected as if you have a Freedom of Motion spell cast on you. You can also find and disable traps like the Rogue's Trapfinding ability. However you may use your ranks in Diplomacy instead of ranks in Disable Device to disarm traps.

I think it's "Freedom of Movement." Being able to have this as a constant ability is quite powerful. The Champion, at least at 1st PrC level, will always be in this stance unless they're up against a powerful elemental threat. Which isn't neccesarily a bad thing, I'm just saying.


Judging__Eagle at [unixtime wrote:1170270415[/unixtime]]Dowsing

This is a flavor ability. It should not require more text than all the others combined :P
I'd make it a straight-up low DC Survival check, for which they can sub the current stance skill. Or just have it always work. I know that takes some fun away, but hey.

Judging__Eagle at [unixtime wrote:1170270415[/unixtime]]An Aquan champion attempting to use their Test of Drowning power on a dazed target makes them stunned them on a failed save

You don't need to state this, it can be assumed.

Judging__Eagle at [unixtime wrote:1170270415[/unixtime]]Ice shatters steel(Ice)(Su):Although extremely hard, ice is very brittle, making everything around it brittle as well. As a Standard Action, you may use the
Shatter spell (with a range of touch) at will. You may also destroy magical items, but they get to make a Fortitude save to recude the effect to 1d6 points of damage per level in the Aquan Champion Class; this damage ignores all hardness.

5d6 averages to 17.5 damage. That seems like a pretty good number, it means that you'll probably destroy any magical weapon that makes its saves in two rounds.


Judging__Eagle at [unixtime wrote:1170270415[/unixtime]]Steam burns fire(Steam)(Sp)*: Steam is hotter than any fire; fire creatures rue the day they learn this fact at the hands of a Steam-channeling Aquan Champion. As a standard action an Aquan Champion may fire a blast of steam at any one target with a range of close. This blast is a ranged touch attack that deals 1d6 points of Fire damage per level of the Aquan Champion plus +1 per hit dice of the Aquan Champion. This fire damage ignores any effect that would reduce damage from fire damage, including Resistance or Immunity to fire damage.


I'd change the phrasing a bit: "1d6 points of Fire damage per Aquan Champion level plus +1 per hit die (or + character level, same thing)."

How useful is a 5d6+20 (average 37.5) close-range touch attack going to be at level 20, or a 2d6+7 (average 14) attack at level 7? I'm not saying it won't be useful, just wondering how well you think that scales.

Judging__Eagle at [unixtime wrote:1170270415[/unixtime]]Lake's belly (Water)(Su):You ever try stabbing a lake? There's no weak point. The Aquan Chamption is immune to Critical Hits or Sneak Attacks [edit: not sure if I should include "or any other effects that grant more damage beyond a weapons effects or an attacker's training"]. [I 'might' include power attack immune as well; or limit damage to weapon damage + str only]

Sneak attack and power attack are two radically different ideas. I'd tend to go with immunity to precision-based damage. That's good enough ;)


Judging__Eagle at [unixtime wrote:1170270415[/unixtime]]Glacier Defense(Ice)(Su):It takes an Fiend's lifespan and an obsessed Dwarf's patience to cut down a glacier. The Aquan Champion gains DR X/- where X equals their ranks in the Concentration skill.

This is very similar to the above ability, but it protects against PA damage as well :)

Judging__Eagle at [unixtime wrote:1170270415[/unixtime]]Shifting vapours(Steam)(Su):A house full a hole full, but you cannot gather a bowlful.The Aquan Champion has a 60% miss chance against all attacks that target their person. This increases by 5% every level past 3rd to a max of 70% at level 5.

Wow. That's an impressive miss chance, and apparently can't be negated.


Judging__Eagle at [unixtime wrote:1170270415[/unixtime]]Call the Seas(Water) (Su):The very seas will defend me!The Aquan champion may summon up any Creature of the [Water] or [Aquatic] subtypes as a full round action. The creature summoned must have a CR of the Aquan Champion's ranks in the Diplomacy skill -5. The summoned Creature aids the Aquan Champion as much as they can as long as the Aquan champion does not change forms. The summoned creature and the Aquan Champion can communicate normally even if there is no language that they both share.

I assume that this is limited to one creature at a time?


Judging__Eagle at [unixtime wrote:1170270415[/unixtime]]Drown the World(Water)(Su):Those who would do you harm clutch at their throats, seeking air that they cannot reach. An Aquan Champion emits an Aura of Drowning and suffocation that extends in a 30-foot radius. All breathing creatures within 30 feet of the Aquan champion count as being under water. This drowning aura also accelerates the process of drowning.
Normally a creature can breate for a numbe of rounds equal to it Constitution score before it begins to drown. Within an Aquan Champions drowning aura, a creature can only hold its breath if it can make a DC 10 Constitution check every round. Each round the DC increases by 1. When the character finally fails its Constitution check, it begins to drown. In the first round, it falls unconsious (0 hit points). In the following round, it drops to -1 hit points and is dying. In the third round, if it is in the drowining aura, it drowns.

Isn't this the same as saying "an affected creature begins to drown immediately"?


Judging__Eagle at [unixtime wrote:1170270415[/unixtime]] Freezing Breath (Ice)(Sp): An ice cold wave of air and snow crystals rush from your body, freezing your foes to death Using the table below, the Aquan Champion deals cold damage equal to all targets equal to 1d6 points of cold damage per Hit Dice that they have. Those targeted by the Cone and Line effect may make a Reflex Save for half damage; the Radius allows no save.

Per hit die the chmpion has or the targets have?
And you might want to add in a bit about how visibility is reduced within the area of effect as per Sleet Storm for as long as the Champion mantains it. Same deal with Steam.
The lack of a save could make this a total killer if you just kept it up. I'd suggest some playtesting.
they will spend preparing their power. Shorter amounts of time yield smaller affected areas, while larger amounts of time result in a larger affected area.


Anyway, looks awesome. I'm glad that you managed to get it all fleshed out (so many things end up half-done on these boards). I just wish some other people would give leave comments. I don't have an intuitive grasp of game balance like some here apparently do.
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Re: New PrCs: The Aquan Champion and The Aquan Knight

Post by Judging__Eagle »

Thanks for the notifications on mistakes and other crimes against humanity.

Catharz at [unixtime wrote:1172214288[/unixtime]]
Judging__Eagle at [unixtime wrote:1170270415[/unixtime]]
Flow like Water (Water)(Su): Be like water. In a cup, water is the cup. In a bowl, water is the bowl. Also, water cannot be crushed in a dragon's jaws.You are affected as if you have a Freedom of Motion spell cast on you. You can also find and disable traps like the Rogue's Trapfinding ability. However you may use your ranks in Diplomacy instead of ranks in Disable Device to disarm traps.

I think it's "Freedom of Movement." Being able to have this as a constant ability is quite powerful. The Champion, at least at 1st PrC level, will always be in this stance unless they're up against a powerful elemental threat. Which isn't neccesarily a bad thing, I'm just saying.



Yes, FoM is powerful.

But it's useless unless you're in a situation that you would need to use it.

I think that in 7 levels in one game and 6 levels in an other I've seen anyone grappled a total of 4 times when either our own PCs or enemies were grappling us.

I know it's a powerful effect, but it has a very lmited scope. It's like an ogre, laser precision on one thing, useless for anything else.



Judging__Eagle at [unixtime wrote:1170270415[/unixtime]]Dowsing

This is a flavor ability. It should not require more text than all the others combined :P
I'd make it a straight-up low DC Survival check, for which they can sub the current stance skill. Or just have it always work. I know that takes some fun away, but hey.




Yeah... I should make it do something else.

I was writing it on the fly since I wanted something that Aquan Champions would be known for among all civilizations; telling people where to find water (be it for a fortresses well, a newly establishd farm or when your looking for water in the desert).

Really, it's pure flavour.

I want to keep it random, so a d% rolled by the GM is best here.

Let's make the base Percentage 40%*; plus 5 per level of the AqCh class (max +20); and 20% more if you have your dowsing rod.

(85... (scrach that 80% is still fine) is the max that I want -20 (highest skill ranks most people see or +5 per level of the class) -20 (dowsing rod)



Judging__Eagle at [unixtime wrote:1170270415[/unixtime]]An Aquan champion attempting to use their Test of Drowning power on a dazed target makes them stunned them on a failed save

You don't need to state this, it can be assumed.




okay. ._.



Judging__Eagle at [unixtime wrote:1170270415[/unixtime]]Ice shatters steel(Ice)(Su):Although extremely hard, ice is very brittle, making everything around it brittle as well. As a Standard Action, you may use the
Shatter spell (with a range of touch) at will. You may also destroy magical items, but they get to make a Fortitude save to recude the effect to 1d6 points of damage per level in the Aquan Champion Class; this damage ignores all hardness.

5d6 averages to 17.5 damage. That seems like a pretty good number, it means that you'll probably destroy any magical weapon that makes its saves in two rounds.




Hmm, yeah, I wanted the class to use this ability.

Having people scared when you play grabby-hands with their swords blade is exactly what I want to have happen.

In a pretty much melee-based class, trading out a full attack (which could total up to 4 attacks at this point that each could deal up to +7 if you Blitz or +14 if you PA, +21 on all 4 if you do both) for a standard action has to be worth something, imo.

The 2nd lvl abilities show up after a full BaB PC has got their 2nd attack, so I want them to think about trading out an attack action for something else and that something else has to be noticable enough that you will probably do it.

Also, a lot of players don't break magical items, b/c they want to sell them, so this might be a complete non-ability.

You'd break normal items since you can put them together with a Mending spell and not lose the potential loot-money.



Judging__Eagle at [unixtime wrote:1170270415[/unixtime]]Steam burns fire(Steam)(Sp)*: Steam is hotter than any fire; fire creatures rue the day they learn this fact at the hands of a Steam-channeling Aquan Champion. As a standard action an Aquan Champion may fire a blast of steam at any one target with a range of close. This blast is a ranged touch attack that deals 1d6 points of Fire damage per level of the Aquan Champion plus +1 per hit dice of the Aquan Champion. This fire damage ignores any effect that would reduce damage from fire damage, including Resistance or Immunity to fire damage.


I'd change the phrasing a bit: "1d6 points of Fire damage per Aquan Champion level plus +1 per hit die (or + character level, same thing)."

How useful is a 5d6+20 (average 37.5) close-range touch attack going to be at level 20, or a 2d6+7 (average 14) attack at level 7? I'm not saying it won't be useful, just wondering how well you think that scales.



Well, the damage not scaling is intentional.

Since you get Steam Jet in a few levels; when this ability stops actually scaling.

Hmm, I should just make it deal 1d6/characer level. 7d6 averages at 21 damage. Which will hurt anything with immunities.

Maybe I should increase the range to medium; or, make it a touch attack; since hte other two abilites this level are touch attacks as well.
That deals .... Xd6 per character level; where X equals your levels in the AC class.


Nevermind, that's dumb; you deal 2d6 damage per character level; max of 20d6 at lvl 10.

Seems beefy? It won't be thanks to...

1. It's a touch attack, so you have to be in close, and it's one target only.
2. That means no full attack for you (although this could deal a pile of damage)
3. You can't bring a target to less than half their current HP (round their HP down) and at 1 HP you can't hurt them anymore.

So, sure you 'can' deal 14d6 (at lvl 7) for an avg damage at lvl 7 of 42.
On one target.
That you're in melee with.
That you can't bring to less than 1/2 their current HP. So, think of it like Harm Lite (really lite)

This caps at 20d6 at lvl 10; and does about 60 damage, but you can never kill something with this; you'll need to attack in a different manner or have someone else also attacking with you.

Now, this ability makes you able to be a big threat to enemies, but you won't be able to kill anyone with this ability, ever.



Judging__Eagle at [unixtime wrote:1170270415[/unixtime]]Lake's belly (Water)(Su):You ever try stabbing a lake? There's no weak point. The Aquan Chamption is immune to Critical Hits or Sneak Attacks [edit: not sure if I should include "or any other effects that grant more damage beyond a weapons effects or an attacker's training"]. [I 'might' include power attack immune as well; or limit damage to weapon damage + str only]

Sneak attack and power attack are two radically different ideas. I'd tend to go with immunity to precision-based damage. That's good enough ;)


Yeah, precision damage is good, maybe stunning as well?

I'm just thinking of the Warshaper's ability to shift their organs around; only here your organs are fluids that weapons pass through with no real damage done.


Judging__Eagle at [unixtime wrote:1170270415[/unixtime]]Glacier Defense(Ice)(Su):It takes an Fiend's lifespan and an obsessed Dwarf's patience to cut down a glacier. The Aquan Champion gains DR X/- where X equals their ranks in the Concentration skill.

This is very similar to the above ability, but it protects against PA damage as well :)



Well, it's like a Barbarian's or the Great Fortitude DR.


Judging__Eagle at [unixtime wrote:1170270415[/unixtime]]Shifting vapours(Steam)(Su):A house full a hole full, but you cannot gather a bowlful.The Aquan Champion has a 60% miss chance against all attacks that target their person. This increases by 5% every level past 3rd to a max of 70% at level 5.


Wow. That's an impressive miss chance, and apparently can't be negated.



Well; I'm actually thinking of dropping the HD to a D6 or a D8, to get closer to this character slowly bing more of an outsider or a monster than a fighter or whatever.

The miss chance could be toned down; maybe 30-50%.

Again, a lot of these abilities don't all come into play at the same time; and they definately won't ever come into play in any one combat since it takes 10 rounds of doing nothing to switch forms.


Judging__Eagle at [unixtime wrote:1170270415[/unixtime]]Call the Seas(Water) (Su):The very seas will defend me!The Aquan champion may summon up any Creature of the [Water] or [Aquatic] subtypes as a full round action. The creature summoned must have a CR of the Aquan Champion's ranks in the Diplomacy skill -5. The summoned Creature aids the Aquan Champion as much as they can as long as the Aquan champion does not change forms. The summoned creature and the Aquan Champion can communicate normally even if there is no language that they both share.

I assume that this is limited to one creature at a time?



fvck, yeah, one creature..... or one creature per 10 ranks in Diplomacy? At lvl 17 they'd be able to have 2 40 HD huge water elementals; and every level their current elemental is able to gain 4 HD.

Hmm, that's pretty powerful.


I dunno; anyone else got any advice on having a water elemental pet?

At lvl 9 you get a CR 7 monster of a limited type in one of the three modes; that gains roughly 4 HD everytime you level up. So it can be a real party tank if need be. However it's huge and you probably can't have it with you all of the time unless you're in a large scaled dungeon.



Judging__Eagle at [unixtime wrote:1170270415[/unixtime]]Drown the World(Water)(Su):Those who would do you harm clutch at their throats, seeking air that they cannot reach. An Aquan Champion emits an Aura of Drowning and suffocation that extends in a 30-foot radius. All breathing creatures within 30 feet of the Aquan champion count as being under water. This drowning aura also accelerates the process of drowning.
Normally a creature can breate for a numbe of rounds equal to it Constitution score before it begins to drown. Within an Aquan Champions drowning aura, a creature can only hold its breath if it can make a DC 10 Constitution check every round. Each round the DC increases by 1. When the character finally fails its Constitution check, it begins to drown. In the first round, it falls unconsious (0 hit points). In the following round, it drops to -1 hit points and is dying. In the third round, if it is in the drowining aura, it drowns.

Isn't this the same as saying "an affected creature begins to drown immediately"?



Well, I was actually copying the text out of the Drowned One's special ability description. Also, it keeps people from having to look up what and how Drowning works.

So it's bulky, but it's all there to keep from having to look it up.


Judging__Eagle at [unixtime wrote:1170270415[/unixtime]] Freezing Breath (Ice)(Sp): An ice cold wave of air and snow crystals rush from your body, freezing your foes to death Using the table below, the Aquan Champion deals cold damage equal to all targets equal to 1d6 points of cold damage per Hit Dice that they have. Those targeted by the Cone and Line effect may make a Reflex Save for half damage; the Radius allows no save.

Per hit die the chmpion has or the targets have?
And you might want to add in a bit about how visibility is reduced within the area of effect as per Sleet Storm for as long as the Champion mantains it. Same deal with Steam.
The lack of a save could make this a total killer if you just kept it up. I'd suggest some playtesting.
they will spend preparing their power. Shorter amounts of time yield smaller affected areas, while larger amounts of time result in a larger affected area.



Well, it's a Radius, so you can't move for the more powerful ones or you lose being able to use your weapons.

Also, you can't be too indiscriminate if not you'll catch your party in the effect of the radius. So, when you use the Radius effects, you want it killing or severly damaging everything around you. To either flat out kill them, focus them on you for an other (faster) blast next round; or make them run in terror since you can prolly wipe them out.

It should also be noted that this is a spell-like ability so SR, attacks of opportunity etc. all apply.

Plus, the radius isn't some massive distance, so people can just get out of the widest distance and if yo umove up to them, you'll either have to move far and won't be able to use anything except the 10 radius and in their next round the enemy can fall back to keep shooting arrows/bolts at you. Since it's a full round actin to hit 50 feet around you.



Anyway, looks awesome. I'm glad that you managed to get it all fleshed out (so many things end up half-done on these boards). I just wish some other people would give leave comments. I don't have an intuitive grasp of game balance like some here apparently do.



Right, back to the editing board.
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Catharz
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Re: New PrCs: The Aquan Champion and The Aquan Knight

Post by Catharz »

Judging__Eagle at [unixtime wrote:1172255651[/unixtime]]
Yeah, precision damage is good, maybe stunning as well?

I'm just thinking of the Warshaper's ability to shift their organs around; only here your organs are fluids that weapons pass through with no real damage done.

In that case, you could just give them the Elemental (water) type.
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Re: New PrCs: The Aquan Champion and The Aquan Knight

Post by Judging__Eagle »

Catharz at [unixtime wrote:1172287870[/unixtime]]
Judging__Eagle at [unixtime wrote:1172255651[/unixtime]]
Yeah, precision damage is good, maybe stunning as well?

I'm just thinking of the Warshaper's ability to shift their organs around; only here your organs are fluids that weapons pass through with no real damage done.

In that case, you could just give them the Elemental (water) type.



Hmm, maybe I should...

That was part of the goal, subtle changes that bring about changing a mortal into a Water-based Power's locus
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