My tables will grow more complex and tailored to each champion PrC as we go forward.
Rather than chronologically based on release date, this project will proceed alphabetically.
Shutters
Monday, December 31, 2012
Ahri
Ahri
Hit Die
d6
Requirements
To qualify to become as badass as Ahri, the character must fulfill all of the following criteria.
Skills
Spellcraft 8 ranks, Bluff 2 ranks.
Feats
Any one Metamagic feat.
Special
Must be able to cast vampiric touch, and must have nine tails.
Class Skills
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (foxes and foxy ladies) (Int), Profession (Wis),
Skill Points at Each Level
2 + Int modifier.
Class Features
All of the following are features of the prestige class that represents Ahri and her badassitude.
Weapon and Armor Proficiency
Ahri gains no proficiencies with weapons nor armor.
Spells per Day
When a Ahri gains a new level, the character gains new spells per day as if she had also gained a level in any one arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Ahri to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.
Essence Theft (Su)
Once Ahri has cast nine spells in one encounter or successfully affected nine targets with any number of spells, she gains the ability to steal hit points from each unfortunate target of the next class ability she uses. Each target damaged by said ability heals Ahri a number of hit points equal to her Int or Cha modifier, chosen when the prestige class is acquired. (we could go the percentage route...bleh)
Orb of Deception (Sp)
As a standard action, Ahri throws out a large semi-solid sphere of pleasure so good its painful along a 30' long 10' wide line. Each creature struck that fails a fortitude save takes a number of d6 of some nine-tailed fox appropriate damage (fire? cold because she's a cold hearted bitch?) equal to Ahri's class level (as in levels in the PrC. I believe this is the common language used in this circumstance, and I will use it as such henceforth). At the end of the next creature's turn the sphere returns to Ahri with a 10' wide line that is however long it needs to be in order to reach Ahri's position at the time. Each creature struck along that line that fails a fortitude save takes a number of d6 of force damage equal to Ahri's class level. This ability can be used twice per encounter. The length of the preliminary line increases by 5' for each level in Ahri that the character attains to a maximum of 50' at 5th level.
Foxfire (Sp)
Ahri, as a standard action, summons up three blue fox fires to surround her until the beginning of her next turn or until expended. Each foxfire will automatically target any enemy within 15' of her and shoot out to strike them. This effect can occur outside of her turn. If the target fails a reflex save they take a number of d6 fire damage equal to Ahri's class level. If the same target is struck by another foxfire they will suffer only half damage. This ability can be used twice per encounter.
Charm (Sp)
Ahri can send out an alluring message to convince a target to walk toward her. She chooses a single target within 30' who must make a will save vs. 10 + 1/2 Ahri's HD + her Int or Cha modifier. If the target fails their save they are subject to fire damage equal to her class level and must move their move speed toward her on their turn and do nothing else. If the target succeeds the save, they only suffer the fire damage. This ability can be used once per encounter.
Spirit Rush (Sp)
As a swift action, Ahri can dash half of her move speed three times before the end of three turns. At the end of each dash, she releases three bolts of fire that must target different enemies. If a target enemy fails a reflex save, they suffer 6d6 + her Int or Cha modifier fire damage. This ability can be used once per day.
Hit Die
d6
Requirements
To qualify to become as badass as Ahri, the character must fulfill all of the following criteria.
Skills
Spellcraft 8 ranks, Bluff 2 ranks.
Feats
Any one Metamagic feat.
Special
Must be able to cast vampiric touch, and must have nine tails.
Class Skills
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (foxes and foxy ladies) (Int), Profession (Wis),
Skill Points at Each Level
2 + Int modifier.
Class Features
All of the following are features of the prestige class that represents Ahri and her badassitude.
Weapon and Armor Proficiency
Ahri gains no proficiencies with weapons nor armor.
Spells per Day
When a Ahri gains a new level, the character gains new spells per day as if she had also gained a level in any one arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Ahri to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.
Essence Theft (Su)
Once Ahri has cast nine spells in one encounter or successfully affected nine targets with any number of spells, she gains the ability to steal hit points from each unfortunate target of the next class ability she uses. Each target damaged by said ability heals Ahri a number of hit points equal to her Int or Cha modifier, chosen when the prestige class is acquired. (we could go the percentage route...bleh)
Orb of Deception (Sp)
As a standard action, Ahri throws out a large semi-solid sphere of pleasure so good its painful along a 30' long 10' wide line. Each creature struck that fails a fortitude save takes a number of d6 of some nine-tailed fox appropriate damage (fire? cold because she's a cold hearted bitch?) equal to Ahri's class level (as in levels in the PrC. I believe this is the common language used in this circumstance, and I will use it as such henceforth). At the end of the next creature's turn the sphere returns to Ahri with a 10' wide line that is however long it needs to be in order to reach Ahri's position at the time. Each creature struck along that line that fails a fortitude save takes a number of d6 of force damage equal to Ahri's class level. This ability can be used twice per encounter. The length of the preliminary line increases by 5' for each level in Ahri that the character attains to a maximum of 50' at 5th level.
Foxfire (Sp)
Ahri, as a standard action, summons up three blue fox fires to surround her until the beginning of her next turn or until expended. Each foxfire will automatically target any enemy within 15' of her and shoot out to strike them. This effect can occur outside of her turn. If the target fails a reflex save they take a number of d6 fire damage equal to Ahri's class level. If the same target is struck by another foxfire they will suffer only half damage. This ability can be used twice per encounter.
Charm (Sp)
Ahri can send out an alluring message to convince a target to walk toward her. She chooses a single target within 30' who must make a will save vs. 10 + 1/2 Ahri's HD + her Int or Cha modifier. If the target fails their save they are subject to fire damage equal to her class level and must move their move speed toward her on their turn and do nothing else. If the target succeeds the save, they only suffer the fire damage. This ability can be used once per encounter.
Spirit Rush (Sp)
As a swift action, Ahri can dash half of her move speed three times before the end of three turns. At the end of each dash, she releases three bolts of fire that must target different enemies. If a target enemy fails a reflex save, they suffer 6d6 + her Int or Cha modifier fire damage. This ability can be used once per day.
| LvL | BaB | Fort | Ref | Will | Special | Spells |
|---|---|---|---|---|---|---|
| 1 | +0 | +0 | +2 | +2 | Essence Theft | +1 |
| 2 | +1 | +0 | +3 | +3 | Orb of Deception | +1 |
| 3 | +1 | +1 | +3 | +3 | Foxfiret | +1 |
| 4 | +2 | +1 | +4 | +4 | Charm | +1 |
| 5 | +2 | +1 | +4 | +4 | Spirit Rush | +1 |
Saturday, December 29, 2012
What this Blog intends
With this blog, I intend to write up each League of Legends champion as a viable prestige class for Dungeons and Dragons 3.5 or Pathfinder. Some LoL champs are complex enough to fill out an entire base class (ex: Rengar), however most champions fit into a five level PrC easily.
I do not intend to make money with my work here and therefore all content should not be seen as a threat to the interests of Wizards of the Coast, nor Paizo, nor their affiliates.
I do not intend to make money with my work here and therefore all content should not be seen as a threat to the interests of Wizards of the Coast, nor Paizo, nor their affiliates.
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