Shutters

Tuesday, June 25, 2013

Cho'Gath

Cho'Gath
The Terror of the Void

Hit Die
d10 

Requirements
To qualify to become the ever expanding monster from beyond that is Cho'Gath, the character must fulfill all of the following criteria.

Skills
Knowledge (The Void) 8 ranks.

Spells
The ability to cast spells of the 2nd level.  Divine or Arcane, it doesn't matter to this guy as long as it helps him get a snack. 

Special
Must have an insatiable appetite and come from the space between space.  Somehow those two things sound related.

Class Skills
Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Swim (Str). 

Skill Points at Each Level
2 + Int modifier.

Class Features
All of the following are features of the prestige class that represents Cho'Gath and    .

Weapon and Armor Proficiency
Cho'Gath gains no proficiencies with weapons nor armor.

Carnivore (Ex)
Whenever Cho'Gath kills a creature (brings it to 0 or less hp) of half of his HD or more, he heals his level in hp and regains a level one spell slot.  Said spell slots can be saved and stacked together to allow him to cast higher level spells.  The saved spell slots are lost upon a night's rest.   Maybe 1/2 a spell slot?

Rupture (Sp)
As a standard action, Cho'Gath sends his alien spikes into the ground to damage targets from underneath, targeting a 15' square within 50'.  The eruption of spikes occurs at the end of the next player's or creature's turn.  Enemies within the area must make a reflex saving throw vs. DC 10 + 1/2 Cho'Gath's HD + his highest mental attribute modifier, or suffer twice his class level in d6 piercing damage and be knocked prone.  Targets who succeed on their saving throw are not knocked prone and take only half damage.  All targets, regardless of their saving throw outcome are slowed until the end of their next turn. 1/encounter

Feral Scream (Sp)
As scary as a tiny alien is, his roar is still deafening regardless of his current size.  As a standard action, Cho'Gath screams a 15' cone and enemies within suffer his class levels in d6 sonic damage and become silenced (until the end of their next turn) unless they make a Will save vs. DC 10 + 1/2 Cho'Gath's HD + his highest mental attribute modifier.  Targets who succeed in their Will save take half of the damage and are not silenced. 1/encounter

Vorpal Spikes (Su)
Each of Cho'Gath's basic attacks (iterative attacks) hit extra enemies adjacent to the target.  The damage done to these extra targets is equal to his highest mental attribute modifier.  The number of extra targets affected is equal to two plus one additional target for each size category Cho'Gath has above medium.

Feast (Ex)
As a standard action, Cho'Gath takes a big ol bite out of a single target and if they are slain in the process, then he increases in size.  For each three creatures slain in this manner, Cho'Gath increases in size by one category to a maximum of two increases (medium to large to huge or large to huge to gargantuan... which would be annoying in a dungeon crawl to say the least).  This effect lasts until a week has passed or until he is knocked unconscious, whereupon he needs to eat, and slay, three to six more creatures.  Eating and slaying a creature before the week has passed will refresh the cooldown and allow Cho'Gath to remain enlarged for another week.  Cho'Gath can use this ability once per day.

Cho'Gath's increase in size is a major benefit in 3.5 and Pathfinder, however in LoL, it's only so handy.  



Cho'Gath
LvL BaB Fort Ref Will Special
1 +1 +2 +0 +2 Carnivore
2 +2 +3 +0 +3 Rupture
3 +3 +3 +1 +3 Feral Scream
4 +4 +4 +1 +4 Vorpal Spikes
5 +5 +4 +1 +4 Feast

Friday, May 10, 2013

Cassiopeia

Cassiopeia
The Serpent's Embrace

Hit Die
d6

Requirements
To qualify to be the most seductively dangerous of squirmy legged women, the character must fulfill all of the following criteria.

Skills
Spellcraft 8 ranks, Knowledge (Arcana) 8 ranks.


Feats
Quicken Spell metamagic feat.

Special
Must be able to cast 3rd level arcane spells spontaneously, and have been cursed by kissing a snakey blade.

Class Skills
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Listen (Wis), Profession (Wis), and Spellcraft (Int) and Spot (Wis).

Skill Points at Each Level
4 + Int modifier.

Class Features
All of the following are features of the prestige class that fulfills the sizzling sexiness of Cassiopeia.

Weapon and Armor Proficiency
Cassiopeia gains no proficiencies with weapons nor armor.

Spells per Day 
When a Cassiopeia gains a new level, the character gains new spells per day as if she had also gained a level in any one arcane spell-casting 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 Cassiopeia to the level of whatever other arcane spellcasting class the character previously had, then determines spells per day and caster level accordingly.

Deadly Cadence (Su)
As Cassiopeia casts spells her subsequent spells cast on consecutive rounds cost less and less spell levels. The following round after a turn in which she cast a spell, Cassiopeia can spend one less spell level to cast one of her known spells.  In LoL, this effect would stack, but this ability is already going to cry 'broken' for many players, so no stacking, even though it would be cool.

Noxious Blast (Sp)
Once per encounter, as a standard action, Cassiopeia targets a 10' x 10' area within 30' that will erupt with damaging poison to any targets standing within it at the start of the 2nd creature's turn after Cassiopeia's.  Affected enemies must make a Fort save vs. DC 10 + 1/2 Cassiopeia's HD + Cassiopeia's Cha modifier or suffer her HD in d6 poison damage, 1/2 of the damage is applied immediately and the other half ticks at the start of Cassiopeia's next turn.  Targets that successfully save take half of the total damage over the same amount of time (so a 1/4 immediately and another 1/4 at the start of Cassiopeia's next turn).  The poison damage can be affected by anti-poison effects; a Delay Poison cast in time will negate the second tick of damage.

If Cassiopeia successfully harms an enemy with Noxious Blast, she gains 5' of movement speed per class level until the end of her next turn.  At fourth level she can use this ability twice per encounter.

Miasma (Sp)
Within 30' Cassiopeia chooses a 10' x 10' area to glaze with a sizzling poison cloud. The cloud grows to a 15' x 15' area at the start of her next turn and to a 20' x 20' area at the start of her second turn after using this ability.  The cloud dissipates at the end of the round (when initiative hits 0) on that same second following turn.  Any enemy to step into the cloud or start its turn within must make a Reflex save vs. DC 10 + 1/2 her HD + her Charisma modifier or suffer d6s of ongoing poison damage equal to her class levels for three turns (ticking at the beginning of each of their turns, not Cass') that also slows the target for its duration.  A successful save halves the damage and negates the slowing effect.  She can use this ability once per encounter.

Twin Fang (Sp)
With a ranged touch attack Cassiopeia throws two of her infinite fangs into a single target as a standard action.  The fangs deal twice her class level + her Cha modifier in d6 poison damage.  This ability can only be used once per encounter, but if she successfully hits a poisoned (it must be taking ongoing damage from one of her class abilities or  target the ability can be used again. 

Petrifying Gaze (Sp) 
As a standard action Cassiopeia releases her not-quite-a-gaze attack to all enemies inside a 15' cone.  Targets must make a Fort save vs. DC 10 + 1/2 Cassiopeia's HD + Cassiopeia's Cha modifier or suffer twice her class level in d6 + her Cha modifier poison damage and become stunned until the end of their next turn.  Targets that successfully save take half damage and are only slowed until the end of their next turn.  Cassiopeia can use this ability once per day.


Cassiopeia
LvL BaB Fort Ref Will Special Spells
1 +0 +0 +0 +2 Deadly Cadence +1
2 +1 +0 +0 +3 Noxious Cloud +1
3 +1 +1 +1 +3 Miasma +1
4 +2 +1 +1 +4 Twin Fang +1
5 +2 +1 +1 +4 Petrifying Gaze +1

Thursday, May 9, 2013

Caitlyn

After my child's month long birthday party with her various grandparents, here is the next installment:


Caitlyn
The Sheriff of Piltover

Hit Die
d10 

Requirements
To qualify to become the law keeper - not peacekeeper - that is Caitlyn, the character must fulfill all of the following criteria:

Base Attack Bonus
+6

Feats
Point Blank Shot and Far Shot.

Special
Must have acquired a two handed gun and a snarky attitude.

Class Skills
Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (law) (Int), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Spot (Wis), and Survival (Wis). 

Skill Points at Each Level
4 + Int modifier.

Class Features
All of the following are features of the prestige class that represents Caitlyn and her snipery.

Weapon and Armor Proficiency
Caitlyn gains proficiency with any one two handed gun of the player's choosing but no proficiencies with armor.

Headshot (Ex)
Every eighth ranged attack that Caitlyn makes causes extra weapon damage (multiplied on criticals) in the amount of twice her class levels.  At 3rd level, every seventh ranged attack will apply the extra damage instead of every eighth.  At 5th level, every sixth ranged attack will apply the extra damage instead of every seventh. 

Piltover Peacemaker (Ex)
As a standard action, Caitlyn can fire a 60' line attack (10' wide) that applies extra weapon damage but each target struck by the attack reduces the damage applied to the next target by five.  The initial damage of the attack is 5d6 of physical damage in addition to her ranged attack damage.  Targets within the area of effect must make a reflex save vs. DC 10 + 1/2 Caitlyn's HD + her Dexterity modifier or suffer the damage.   The extra dice of damage increase by 1 at 3rd level, 4th level, and 5th level, for a total of 8d6 at 5th level.

Caitlyn can use this ability once per combat at 2nd level and twice at 4th level.

Yordle Snap Trap (Ex)
Caitlyn can set a trap, as a standard action, that lasts until sprung that will immobilize, damage, and reveal the target foolish enough to step onto the large and obvious hunk of metal.  Well, it does have a cupcake in it.  The trap takes up a 5' square and whatever enemy steps in that square must make a reflex save vs. DC 10 + 1/2 Caitlyn's HD + her Intelligence, Wisdom, or Charisma (chosen at 3rd level and cannot be changed) modifier or suffer the following effects:  the target is immobilized until the end of their next turn, their position is instantly revealed to Caitlyn and her allies, they cannot benefit from concealment until they are free from the immobilization, and they take Caitlyn's class levels in d6 bleeding damage for three turns at the beginning of said turns.  The bleeding effect does not end prematurely if a magical healing spell or effect is applied to the target.

Caitlyn has only enough parts to build three traps per encounter.

90 Caliber Net (Ex)
As a swift action, Caitlyn fires a net at a target or a square of her choice and launches herself in the opposite direction 15'.  The shot is so powerful that she can fly through walls... In order to hit a target enemy, Caitlyn must make a ranged touch attack.  If successful the target takes 1/2 her class level in d6 damage and becomes slowed.

Ace in the Hole (Su)
Dear god, I hope you don't flash behind your buddies when she starts targetting you only to see them flash to cover your now vacant position... good times.  As a full round action, Caitlyn focuses her aim on a single target that she can see.  A glowing targeting reticule appears above her target's head, but not until the beginning of her next turn does she fire.  During that time other enemies can get in the way of her shot and take the damage, but nothing, I mean nothing else blocks the shot.  It must be the biggest caliber bullet known to Piltover, because it tears through walls of earth and tree trunks without losing a mote of energy.  Anyway, the attack does quadruple her ranged weapon damage and has no chance of missing unless blocked by another enemy.  Caitlyn can use this ability once per day, otherwise the stress on her gun will detrimentally affect its accuracy.



Caitlyn
LvL BaB Fort Ref Will Special
1 +1 +0 +2 +0 Headshot
2 +2 +0 +3 +0 Piltover Peacemaker
3 +3 +1 +3 +1 Yordle Snap Trap
4 +4 +1 +4 +1 90 Caliber Net
5 +5 +1 +4 +1 Ace in the Hole

Wednesday, March 13, 2013

Champion Mashups

Can you guess them all?
(authors note: Quinn was the most recent champ release as this post was written)

Trumble - A troll piloting a yordle piloting a mech.
Amunu - A sad mummy riding an undead yeti, maybe a wendigo, ooooooooooh.
Jaylistar - Minotaur with a gunhammer, nuttin better
Zedjuani - An assassin atop a great beast, or the other way around
Cho'zix - A gigantic true damage monster suddenly appears, eats your ADC and then flies away.
Brandie - Double the fiery flavor, and now served with a flaming bear.
Maolise - Stop thowing explody shit at me.
Ashen - Fires arrow, teleports in and uses taunt to make sure it hits.
Blitzcryze - Mo mana, mo mana, mo mana.
Daren - Too Much True Damage!
Syndraven - Spends the entire fight juggling black balls.
Miss Mundo, Dr. Fortune, Miss Fundo, Dr. Mortune, Mr. Dundo - The possibilities!
Fiorianna - Brings 'em in to carve 'em up.
Singalio - Now you have no choice but to sit in his poison trail.
Hecamus or Ramarim - Speeeeeeeeeed!
Swarma - Forever alone and unplayed, but quite tasty in pita bread.
Anivithus - That is one egg that no one will go near, so it's probably going to successfully hatch.
Soralux - When she ulti heals her team she also fires lasers to each of them.
Kog'rath - The siege tank of LoL.
Viviviktor - In soviet Russia, machine runs you.
WuBlanc - Who do I attack?!
Leoniana or Dianeona - The sun and the moon working together? Fuck it, I'm out.
Malphiopiea - Kaboom! You're knocked up and turned to stone, enjoy the poison.
Vladikaiser - Massive shielding, massive healing; a match made in heaven... or Eastern Europe.
Fizztheon - Man drop shark lift.
Shaquinn - If the clone turns into her bird, that mark is never coming off.
Sionami - Does it hurt to hit people, just heal yourself and hit harder.
Teemerdinger - Hidden turrets.  Hidden turrets everywhere.
Corkistana - More guns, more explosive escapes, more cute.
Luludyr - Lalala, punching creep, oh shit enemy team, OVERSIZED TURTLE STANCE!
Veigasus - Just leave him alone in lane, his Q won't hurt later.
Jaxin Zhao - The ultimate melee machine, now with accelerated empowered lifesteal.
Rengas - Suddenly, from the bush, barrels and a drunken fat catman.
Master Olaf - When he ults, there truly is nothing you can do to stop him.
Warzahar - Double suppression for double the fun.
Jarvana IV - Don't get trapped in a mountain with a firebreathing dragon.
Caitch - Piercing shots with that range? Come on.
Twisted Jannilean - All the global buffs with triple explosive knock-up whirlwinds.
Fiddleturne - Surprise!  Stay here and party in my ring of death.  No really, stay.
Nidalee Sin - A sexy blind cat lady that knows Kung Fu. Wataa.
                  - This secretive dude refused to merge with anyone.
Ahrigana - Stealing your HPs like a boss.
Akalon - Get off me. Stop it. Get off! Aha, here come my friends. Shit, where'd he/she go?
Graverus - This shooter will hunt you down.
Tryndabear - You can keep trying, but I refuse to die. 
Zingplank - Kog'rath may be the siege tank, but this guy drops tactical nukes wherever he wants.
Skaresh - Drop the box and drag them through each side.
Evelennen - Why am I getting electrocuted?  Why am I dead?  Oh.
Urgotilus -Stand where I tell you.
Poppyne - Enjoy the wall, you two are gonna be friends.
Sivirina - Imagine if all those blades coming off her ult ricocheted as well.
Syra - Everyone's favorite face rolling support, complete with an ult that would ruin any team fight.
Yorickayle - Two unkillable AoE melee machines?  Two?!
Rivenekton - Stop. Stun. ning. Me.
Tareal - A truly nice guy.  Some would say outrageously nice.

Monday, March 11, 2013

Rengar

Here is an example, a rough draft if you will, of a champion that could not possibly be crammed into a 5 level PrC:

Rengar
The Pridestalker

A full base class, based on the barbarian

d12 HD
skills 4 + int per level, make sure he has Stealth on the list
Full BAB
Barbarian save bonuses

Level 1

Ferocity: Certain class abilities grant a stacking amount of Fury to Rengar, who can contain a maximum of five fury.  Fury points remain attributed to Rengar until spent on Ferocious Maneuvers, which are advanced versions of three of Rengars abilities.  As soon as Rengar gains five fury, he may, as a free action, perform a single Furious Maneuver at the cost of two of that ability's uses per day.    This ability is to represent the silent rage of a predator, the perfect state of focus.  All distractions from the goal are easily delt with, curtly at best and viciously decisive at worst.  Some sort of competence bonus to rolls, all of them.  The timing of the ability is a free action in order to be scary.  To go from normal Rengar to Total Fury Mode Ultra Rage in the beat of a heart needs to be shocking. 

Bolas: Rengar can throw heavy corded bolas to entangle enemies to slow their escape.  He never runs out of these, he must excrete them constantly, maybe something about his carnivorous diet.  The ranged attack is handled through a throwing method and uses his Str mod to attack with and deal damage with.  The bolas only do 1d3 damage and add half of his str mod.  The target is entangled if struck until they break free (as a standard action) with a Str check or escape artist check vs. DC 10 + half Rengar's Rengar level + his Str mod.  The only problem is that he can only excrete so many of these things per day, something equal to say his Con mod.  Grants 1 fury per use.  These should also be cuttable with small Slashing weapons. 

Furious Maneuver Chuck: The bolas do something.  Something amazing.  Like full damage and the freedom DC is increased by Rengar's levels in Rengar.

Level 2

Roar: As a swift action, Rengar roars like a liger, basically my favorite animal, in order to bolster his defenses through determination and courage.  He gains 1/~ DR and resist cold, elec, fire, and acid 2 until the start of his next turn.  The bonuses increase by 1 DR and 2 Resist for every three Rengar levels that Rengar obtains after level 2 (a total of 7~ DR and 14 resist at level 20).  This ability can be used a number of times per day equal to Rengar's Con modifier.  Each use grants one fury.  Not many uses and short duration should keep the nice buff in check.

Furious Maneuver Roar: Gain HP equal to 25% of Rengar's max hit point total.

Level 3

Savagery: Add extra damage to an attack equal to <  > as a free action.  This ability can be used a number of times per day equal to Rengar's Str modifier.  Each use grants one fury.

Furious Maneuver Savage:  Rengar can use his Ferocity to enact a free primary attack at full BAB and with extra flat damage equal to his levels in Rengar.  This attack can be used at any time.  It can only be used once per Ferocity, pointless to say possibly.  If can be used only on people within range.  This could theoretically allow him to make an unseen predator charge attack from the brush, follow up with a standard action attack (could be vital strike), and then make a free attack using Furious Maneuver Savage.  I think that's awesome as long as there is a rule about Unseen Predator not stacking with any pounce like effect.  Rengar can take pounce effects on his normal charges made as a full round action or otherwise, but not with Unseen Predator.

Level 4

Trophy Collection: As Rengar travels, he ties the souls of his prey into his own via ritualized trophy making.  Using his neck slot, Rengar can begin to build a trophy necklace to signify his dominance.  Each trophy he adds to his necklace must be a reminder of the battles he has won, these items must be physical and be able to weather his adventures, usually a bone.  Each trophy he adds to his necklace gives him a bonus to...

Level 5

Upgrage to bolas:  Bolas now do 1d4 damage.  Can be thrown 10 more feet.  Can be used Con mod + 2 times per day.

Level 6

Upgrade to Roar: Roar deals damage to foes adjacent to Rengar in the amount of his Con Mod.  They get a Will save  to negate the damage, as they refuse to be cowed by his display of lionmanliness.  The DC is 10 + half his Rengar levels + his Con mod.

Level 7

Upgrade to Savagery: Can be used more times a day.  Grants attack speed?

Level 8

Ultimate: Instantly hide, as per Hide in Plain sight rules, for up to 3 rounds with a +20 badass scary fucker bonus. Gain two fury from the next ability used instead of just one.   Ultimate can be used once a day.

Level 9

Trophy Collection:  Uh, the bonus gets better.

Level 10

Upgrade to Bolas: now do 1d6 damage plus his full str.

Level 11

Upgrade to Roar: the damage goes up to 1d6 + con mod. Range is 10'.  Can be used more times per day.

Level 12

Unseen Predator:  Rengar can make a charge attack as a move action as long as he exits full concealment, full cover, invisibility, stealth (as part of the attack) in order to reach his target.  He must expose himself suddenly, like a furry flasher, he comes at you without warning.  He receives a bonus to his stealth checks equal to half his level.  Can only leap his normal movement speed not double as part of this maneuver. 

Level 13

Upgrade to Savagery: Can be used significantly more times per day.

Level 14

Trophy Collection:

Level 15

Upgrade to Bolas: more range. immediate action in response to someone distancing themselves from him. Can be used more times per day.

Level 16

Upgrade to Roar: damage goes up to 2d6 + con mod.  DC goes up by Str mod as well.

Level 17

Upgrade to Savagery:

Level 18

Upgrade to Ultimate:  Gain movement speed.  While Rengar has five unspent fury in his 'pool' he benefits from...something....

Level 19

Trophy Collection:

Level 20

Upgrade to Unseen Predator:  He now adds his full Rengar levels to all of his stealth checks.  And cannot be revealed by any magical means....  Otherwise, Rengar can charge up to twice his movement speed in this manner now.

Uses per day should kinda reflect the cooldown timers on Rengar in LoL. Duh

Saturday, March 2, 2013

Brand

Brand
The Burning Vengeance

Hit Die
d6

Requirements
To qualify to be the most angry of elementals, the character must fulfill all of the following criteria.

Skills
Spellcraft 8 ranks, Knowledge (Arcana) 8 ranks.


Feats
Elemental Admixture metamagic feat or Searing Spell metamagic feat.

Special
Must be able to cast 3rd level arcane spells, and be surprised that he is on fire all of the time.

Class Skills
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), and Spellcraft (Int) and Spot (Wis).

Skill Points at Each Level
4 + Int modifier.

Class Features
All of the following are features of the prestige class that fulfills the eleMENTAL nature of Brand.

Weapon and Armor Proficiency
Brand gains no proficiencies with weapons nor armor.

Spells per Day 
When a Brand gains a new level, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Brand to the level of whatever other arcane spellcasting class the character previously had, then determines spells per day and caster level accordingly.

Blaze (Su)
Brand's damaging fire spells set his target's ablaze.  Targets that are ablaze suffer fire damage at the beginning of their next two turns equal to Brand's Int modifier + his class levels. 

Sear (Sp)
As a standard action Brand makes a ranged touch attack against a single target within 30'.  If successful the target takes fire damage equal to Brand's class levels in d6s and if the target is ablaze it is stunned until the end of its next turn.  This ability counts as a spell and will set the target ablaze, but cannot cause the stunning effect on its own.  Brand can use Sear once per combat at 2nd level and twice at 4th level.

Pillar of Flame (Sp)
Within 30' Brand chooses a 15' x 15' area to ignite with a 20' tall column of flame as a standard action.  At the end of the following creature's turn in the initiative order, the designated area blows up and all enemies within must make a Ref save vs. DC 10 + 1/2 Brand's HD + his Int modifier or suffer Brand's Int modifier + d6s equal to his class levels as fire damage.  Targets that are ablaze before the pillar causes damage to them take an extra amount of fire damage equal to a quarter of the Pillar's damage total.  This ability causes the blaze effect and Brand can use it once per encounter at 3rd level and twice at 5th level.

Conflagration (Sp)
With a single ranged touch attack Brand can deal explosive damage to his enemies near the target. As a standard action he chooses a target within 30' and makes his ranged touch attack roll.  If successful the target takes Brand's class levels in d6 fire damage.  If the target is ablaze the conflagration spreads to all enemies within 15' who suffer the same amount of fire damage dice unless they make a Ref save vs. DC 10 + 1/2 Brand's HD + Brand's Int modifier.  This ability causes the blaze effect initially and when it spreads.  Brand can use Conflagration twice per encounter.

The three core Brand damage abilities will cause 5d6 fire damage plus the random extra bits on average.  However, this does not scale well in late game and powergamers will be quite uninterested in this class.  So I suggest that Brand (and many of the other casters that I outline in this project) could have their class effects cause d6 damage equal to half of their HD, or half of their total caster levels (those levels that granted them more spells, which would include all of the weird classes that grant partial casting abilities like Pally, Ranger and Bard).

Pyroclasm (Sp) 
As a standard action Brand releases his most fearsome blast at a single target.  Said target must make a Ref save vs. DC 10 + 1/2 Brand's HD + his Int modifier or suffer fire damage equal to half of Brand's total caster levels.  The ability will bounce to other enemies within 15' and can affect a single target a total of three times (a target could take 30d6 fire damage when Brand is level 20).  Each time a target is struck, it is allowed another Ref saving throw.  The damage is consistent throughout the effect, it does not diminish like chain lightning.  Brand can use this ability once per day. 


Brand
LvL BaB Fort Ref Will Special Spells
1 +0 +0 +0 +2 Blaze +1
2 +1 +0 +0 +3 Sear +1
3 +1 +1 +1 +3 Pillar of Flame +1
4 +2 +1 +1 +4 Conflagration +1
5 +2 +1 +1 +4 Pyroclasm +1

A Note on Caster Damage

Below is an excerpt from my Brand PrC:

The three core Brand damage abilities will cause 5d6 fire damage plus the random extra bits on average.  However, this does not scale well in late game and powergamers will be quite uninterested in this class.  So I suggest that Brand (and many of the other casters that I outline in this project) could have their class effects cause d6 damage equal to half of their HD, or half of their total caster levels (those levels that granted them more spells, which would include all of the weird classes that grant partial casting abilities like Pally, Ranger and Bard).

I thought it should be made clear that this is a concern of mine for all casters. 

Friday, February 22, 2013

Blitzcrank

Blitzcrank
The Great Steam Golem

Hit Die
d10 

Requirements
To qualify to become an arcanosteam golem of most excellent design, the character must fulfill all of the following criteria.

Skills
Craft (Steamtech) 8 ranks.

Spells
The ability to cast spells of the 2nd level.  Divine or Arcane, it doesn't matter to this guy as long as he has loads of 'mana.'

Special
Must be a boxing fool or created for waste reclamation.  

Class Skills
Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Swim (Str). 

Skill Points at Each Level
2 + Int modifier.

Class Features
All of the following are features of the prestige class that represents Blitzcrank and all of his charged metal.

Weapon and Armor Proficiency
Blitzcrank gains no proficiencies with weapons nor armor.

Mana Barrier (Ex)
Blitzcrank protects himself when he is brought below a quarter of his health, he gains temporary hit points equal to the total number of spell levels he has mastered.  This includes spell levels he has expended for the day.  This effect can only occur once per encounter.

Rocket Grab (Ex)
Blitzcrank can use a standard action to make a ranged touch attack against a target within twenty feet. If successful he pulls them adjacent to himself and applies damage equal to his normal weapon damage (this includes strength modifiers, enhancement bonuses, and all other bonuses and penalties applied to his melee damage at the time of the grab) plus his Intelligence modifier as electricity damage.  He can use this ability once per encounter at second level and twice per encounter at fourth level.

Overdrive (Su)
As a move action, Blitzcrank overclocks his processing power, gaining one extra attack per round at his highest attack bonus as well as doubling his land movement speed.  Blitzcrank can use this ability a number of times per encounter equal to half of his class levels.

Powerfist (Sp)
Blitzcrank redirects his kinetic chargers into his fists in order to knock his enemies off of their feet with a powerful punch.  As a swift action he declares his next attack to be a Powerfist which, if it successfully hits, deals double damage and dazes his target until the end of their next turn.  They can resist the dazing effect with a Fort save vs. DC 10 + 1/2 Blitzcrank's HD + his Int modifier.  Blitzcrank can use this ability a number of times per encounter equal to half of his class levels.

Static Field (Sp)
At the beginning of every second turn Blitzcrank takes, he fires a lightning bolt at a random enemy within 15' that does 3d6 + his Int modifier electricity damage if they fail a Ref save vs. DC 10 + 1/2 Blitzcrank's HD + his Int modifier.  The randomness will need to be determined on the fly using methods chosen by your awesome GM... or I can suggest some things, but why bother insulting everyone's intelligence?

Static Field also grants Blitzcrank the ability to, twice per encounter, fire a massive burst of electricity that targets enemies within 20' dealing twice his class levels in d6 electricity damage.  Enemies that fail a Will save vs. DC 10 + 1/2 Blitzcranks HD + his Int modifier take the damage and are silenced until the end of their next turn.  Enemies that successfully save only suffer half of the electricity damage and are not silenced.



Blitzcrank
LvL BaB Fort Ref Will Special
1 +1 +2 +0 +2 Mana Barrier
2 +2 +3 +0 +3 Rocket Grab
3 +3 +3 +1 +3 Overdrive
4 +4 +4 +1 +4 Powerfist
5 +5 +4 +1 +4 Static Field

Thursday, February 14, 2013

Silly Teams

An ongoing project

These teams have great cohesiveness, but only theoretical effectiveness:

Team Skeleton: Fiddlesticks, Reaper Hecarim, Karthis, Singed, Thresh,

Team Redhead: Miss Fortune, Foxfire Ahri, Leopard Nid, Katarina, Gragas, Ironscale Shyvana,

Team I'm on Fire!: Foxfire Ahri, Brand, Volcanic Wukong, Firefang Warwick, Scorched Earth Zerath, Wildfire Zyra

Team Counterelement:  Cryocore Brand, Phoenix Anivia, Frostfire Annie,

Team Pentakill: Yorick, Morde, Sona, Olaf,

Team Western or Desperado: Safari Caitlyn, Cowboy Alistar, Desperada Cassiopea, Bandito Fiddlesticks, Outback Rene, High Noon TF,

Team Ninja: Akali, Shen, Zed, Rammus, Kennan,

Team Monster: Cho'gath, Kog'maw, Kha'zix, Skarner, Trundle, Warwick, Galio,

Team Elemental: Malphite, Maokai, Nocturne, Xerath,  Brand,

Team Doubles: Nunu, Sejuani, Lulu, Orianna, Swain, Janna, Heimerdinger,

Team Summon: Yorick, Syndra, Malzahar, Elise, Annie,

Team Tech: Viktor, Heimerdinger, Corki, Rumble, Urgot, Vi, Ziggs

Team Undead (not skeletons): Sion, Mordekaiser, Amumu,

Team Plate: Mordekaiser, Taric, Leona, Volleybear,  Jarvan, Hecarim,

Team Bombshell:  MF, Bunny Riven, Janna, Tango Eve, French Maid Nid,

Team Frost: Cryocore Brand, Anivia, Ashe, Nautilis, Sejuani,

Team Lightning: Ryze, Kennen, Ezereal, Volleybear, Blitzcrank,

Team Acid: Kog, Singed, Vlad?, Urgot,

Team Arcane: Xerath,

Team Reach: Thresh, Blitz, Naut, Amumu,

Team Toss: Singed, Volleybear, Thresh, Orianna

Team Impregnate: Cho, Xin, Malp, Jarvin, Lulu, Nami,

Team Guns: Cait, MF, Gankplank, Graves, Jayce, Tristana

Team Pools: Nasus, Malz, Karth, Morgana, Singed, Swain, Trundle, Anivia, Cass,

Team Trap: Teemo, Cait, Nid, Zyra, Shaco,

Team Poison: Cass, Teemo, Twitch, Gankplank, Fizz, Elise, Shaco,

Team Punch: Vi, Ali, Volleybear, Lee Sin, Udyr,

Team Blood: Vlad, Talon, Dr. Mundo, Darius,

Team Blades: Karma, Irelia, Talon, Katarina, Akali,

Team Good: Kayle, Leona, Taric, Lux, Jayce,

Team Hammer: Jax, Jayce, Morde, Poppy, Trundle, Wukong,

Team Axe: Sion, Yorick, Darius, Dr. Mundo, Hecarim, Nasus, Olaf,

Team Spear: Xin, Jarvan, Nid, Pantheon,

Team Taunt: Rammus, Ahri, Shen, Galio

Team Speed: Rammus, MF, Hecarim, Mundo, Janna, Master Yi, Singed, Teemo

Team Anywhere: Shen, Gankplank, Ashe, Ezreal, Draven,

Team Weirdweapon: Draven, Diana,

Team Shadow: Noct, Zed,

Team thisitemwasbuiltjustforme: Rengar, Viktor, Blitz (manamune),

Team Birdies: Fid, Swain, Janna, Kayle (wings),

Team Light: Lux, Leona, LeBlanc,

Team Suit Up: Gragas Esq., Debonair Jayce, Mafia Graves, Mafia MF, Gentleman Cho' Gath, Almost Prom King Amumu, Corporate Mundo, Prestigious Le Blanc, Tango TF, Gangster Twitch,

Ashe

Ashe
The Frost Archer

Hit Die
d10 

Requirements
To qualify to become the reluctant princess of chilling beauty and freezing death, the character must fulfill all of the following criteria:

Base Attack Bonus
+6

Feats
Point Blank Shot and Far Shot.

Special
Must have white hair.  

Class Skills
Climb (Str), Craft (Int), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis), and Swim (Str). 

Skill Points at Each Level
2 + Int modifier.

Class Features
All of the following are features of the prestige class that represents Ashe and her intense beauty... er, I mean deadliness.

Weapon and Armor Proficiency
Ashe gains proficiency with any one two handed bow of the player's choosing but no proficiencies with armor.

Focus (Ex)
Ashe builds up the ability to critical hit throughout a combat.  Her critical range increases by 1 at the end of each turn in which she does not successfully land a critical hit.  The maximum amount her critical range can be increased by is limited to her class level.  I know this is broken as far as the 3.5 ruleset is concerned, but IMHO crits are too exciting to nerf into the ground. 

Frost Shot (Su)
Enemies struck by Ashe lose 5' per class level from their movement speeds until the end of their next turn. I may include a mechanic to reflect the mana cost that Ashe experiences in LoL. Something like she can only fire a number of Frost Shots per encounter equal to her class level. 

Volley (Sp)
As a standard action Ashe fires a 30' cone of freezing arrows.  She applies her normal arrow damage plus her Dex mod and her class level to all enemies in the cone's area of effect who fail a reflex save vs. a DC of 10 + 1/2 her HD + her Dex mod.  Those who fail their saves also lose 5' per class level from their movement speeds until the end of their next turn. She can use this ability once per encounter at level three and twice per encounter at level five.

Hawkshot (Su and Sp)
Ashe is quite adept at finding valuables when she scavenges bodies.  Each creature that she brings to negative hit points grants her extra gold pieces equal to her HD multiplied by 10...once she searches the body.

She can also summon a hawk to grant Ashe and her allies within 30' a bird's eye view of the terrain around them.  For one round per class level Ashe and her party can look down upon the area within two hundred feet per class level around them as a standard action.  Within the same standard action an ally can zoom in on a particular area as if he or she were perched above it at 15' of height.  Ashe can use this ability twice per day.

Enchanted Crystal Arrow (Sp)
Once per day, Ashe can loose a large freezing arrow that will deal tremendous damage, stun the target and slow enemies around the impact site.  She makes a ranged attack roll, gains a bonus  (+ class level)  to hit the target if they are within 50' and a smaller bonus (+1/2 class level) if they are within 100' of herself.  She gains no bonus to hit a target beyond 100' and may suffer long range penalties.  Targets struck take twice her class level in d6 cold damage + normal arrow damage and must make a Fortitude saving throw vs. a DC of 10 + 1/2 Ashe's HD + her Dex modifier.  If they fail they are stunned for one to three turns depending on how far away they are from Ashe: one turn if they are within 50' of Ashe, two turns if they are within 100', and three turns if they are beyond 100'.

Enemies within 10' of the target suffer half the cold damage, no arrow damage, and are affected by Frost Shot.  She can use this ability once per day.



Ashe
LvL BaB Fort Ref Will Special
1 +1 +0 +2 +0 Focus
2 +2 +0 +3 +0 Frost Shot
3 +3 +1 +3 +1 Volley
4 +4 +1 +4 +1 Hawkshot
5 +5 +1 +4 +1 Enchanted Crystal Arrow

Thursday, January 10, 2013

Annie

Annie
The Dark Child

Hit Die
d6

Requirements
To qualify to be the creepiest kid ever, Annie, the character must fulfill all of the following criteria.

Skills
Spellcraft 8 ranks, Knowledge (Arcana) 8 ranks.


Feats
Empower Spell feat.

Special
Must be able to cast 3rd level arcane spells, and own a cute teddy bear.

Class Skills
Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Knowledge (arcana) (Int), Knowledge (Noxus) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level
4 + Int modifier.

Class Features
All of the following are features of the prestige class that fulfills the creepy deadliness of Annie.

Weapon and Armor Proficiency
Annie gains no proficiencies with weapons nor armor.

Spells per Day 
When a Annie 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 Annie to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.

Pyromania (Su)
Every fifth fire spell that Annie casts in a single encounter will stun any enemy targets that it affects until the end of their next turn.  They can make a fort save vs. DC 10 + 1/2 Annie's HD + her Int modifier (or Cha but all other saves from this class will then be based on Cha as well, including extra damage found in Incinerate, Molten Shield and Summon Tibbers) to avoid the stunning effect, but this save is only for the stunning effect, not any effects of the spell originally cast.

Disintegrate (Sp)
As a swift action, Annie deems her next spell as a disintegrator.  If an enemy with HD two less than Annie's or more is slain by the disintegrator spell, she does not expend the spell slot or memorized spell.  Annie can use this ability once per encounter at 2nd level and twice per encounter at 4th level.

Incinerate (Sp)
Annie, as a standard action, releases a cone of fire 30' long.  Targets within the area of effect (incl. allies) must make a reflex save vs. DC 10+ 1/2 Annie's HD + Annie's Int modifier.  Those who fail suffer fire damage in the amount of twice Annie's class level + her Int modifier, those who successfully save take half damage. She can use this ability once per encounter. This ability can be designated as a disintegrator.

Molten Shield (Sp)
Annie summons a field of superheated air to protect her as a swift action. She gains DR /~ equal to her class level and spell resistance equal to her HD + 5 + her Int modifier for 2 (3?) turns. In addition, all enemies that attack her suffer fire damage equal to her Int modifier for each attack made.  She can use this ability once per encounter. 

Summon Tibbers (Sp) 
As a standard action, Annie calls forth her shadow bear, Tibbers, into a 10' x 10' square within 50'.  Those within 10' of the bear upon his summoning suffer fire damage in the amount of thrice her class level + her Int modifier unless they succeed a reflex save vs. DC 10 + 1/2 Annie's HD + her Int modifier in which case they only take half damage.  Annie can use this ability once per day and the ability can be a disintegrator.  Tibbers sticks around for 5 turns and functions like a summon monster spell.  Now to work on stats for the Shadow Bear... an Infernal Dire Bear?


Annie
LvL BaB Fort Ref Will Special Spells
1 +0 +0 +0 +2 Pyromania +1
2 +1 +0 +0 +3 Disintegrate +1
3 +1 +1 +1 +3 Incinerate +1
4 +2 +1 +1 +4 Molten Shield +1
5 +2 +1 +1 +4 Summon Tibbers +1

Sunday, January 6, 2013

Anivia

Anivia
The Cryophoenix

My first inclination here is to suggest that Anivia can be replicated by a batch of spells already present in the systems (3.5 and Pathfinder).  But I want to do her justice.  Until I decide that there is a more interesting way to represent Anivia, I will be skipping her.  

Saturday, January 5, 2013

Amumu

Amumu
The Sad Mummy

Hit Die
d10 

Requirements
To qualify to become an unstoppably depressing mummy, the character must fulfill all of the following criteria.

Skills
Craft (linens) 8 ranks.

Feats
Toughness and Diehard.

Special
Must be undead and emo.  

Class Skills
Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Spot (Wis), and Swim (Str). 

Skill Points at Each Level
2 + Int modifier.

Class Features
All of the following are features of the prestige class that represents Amumu and his infinite sadness.

Weapon and Armor Proficiency
Amumu gains no proficiencies with weapons nor armor.

The Comfort of Sadness (Ex)
Amumu gains an amount of DR/~ equal to his class level.  (tantrum's passive in LoL)

Cursed Touch (Ex)
Enemies struck by Amumu in melee combat suffer a -1 to their saves vs. spells and spell like abilities until the end of their next turn.  This penalty increases to -2 at 3rd level and -3 at 5th level.

Bandage Toss (Su)
As a standard action Amumu tosses out a taught strap of his wrappings to capture an enemy target.  If Amumu succeeds with a ranged touch attack within 30', he pulls himself to the target (possibly suffering attacks of opportunity), applies damage as if he hit with a melee attack, and stuns the target until the end of the target's next turn.  Amumu can use this ability once at 2nd level and twice at 4th level per encounter. 

Despair (Sp)
Amumu can turn on an aura of despair by sobbing upon those near him.  On their turn, each enemy within 10' of Amumu must make a fort save vs. DC 10 + 1/2 Amumu's HD + his Cha modifier or take cold damage equal to Amumu's Cha modifier + the enemy's own HD (health percentage damage proxy?).  He can keep the aura running for a number of turns equal to his class level; these turns need not be consecutive.

Tantrum (Sp)
Once per combat, Amumu can unleash a layer of his wrappings along with his inherent misery to all enemies adjacent to him as a standard action.  Enemies who fail a reflex save vs. DC 10 + 1/2 Amumu's HD + his Cha modifier suffer Amumu's class levels in d6 negative energy damage.  Every third attack that Amumu suffers will refresh the use of this ability.

Curse of the Sad Mummy (Sp) 
Once per day, Amumu can surprise all enemies within 20' with a pure moment of his utter lack of hope.  As a standard action, Amumu entangles and damages foes who fail a will save vs. DC 10 + 1/2 Amumu's HD + his Cha modifier.  The damage is equal to twice his class level as necrotic and the entanglement lasts until the end of Amumu's next turn.  Those who succeed on their save are not entangled and only suffer half damage.


Amumu
LvL BaB Fort Ref Will Special
1 +1 +2 +0 +0 The Comfort of Sadness, Cursed Touch
2 +2 +3 +0 +0 Bandage Toss
3 +3 +3 +1 +1 Despair
4 +4 +4 +1 +1 Tantrum
5 +5 +4 +1 +1 Curse of the Sad Mummy

Thursday, January 3, 2013

Alistar

Alistar
The Minotaur

Hit Die
d10 

Requirements
To qualify to become an original beast like Alistar, the character must fulfill all of the following criteria.

Base Attack Bonus
+6

Skills
Heal 8 ranks.

Feats
Toughness or Improved Bull Rush.

Special
Must be able to lay on hands and be of a rather large, horny, cloven hooved stature. 

Class Skills
Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Spot (Wis), and Swim (Str). 

Skill Points at Each Level
2 + Int modifier.

Class Features
All of the following are features of the prestige class that represents Alistar and his stompiness.

Weapon and Armor Proficiency
Alistar is proficient with his fists, horns, and hooves. I think he wears a speedo.

Like a Sir
Alistar retains his abilities to cast paladin spells and use lay on hands.   As he progresses in levels as Alistar, he adds them to those of his paladin levels to determine his spells per day and the lay on hands formula. 

Trample (Ex)
Each time Alistar casts a spell he gains the ability to step through enemy squares and an aura of damage that inflicts 1 point of damage per class level to adjacent enemies (should this be elemental? maybe). This effect lasts until the end of his next turn. 

Pulverize (Su)
As a standard action, Alistar pounds the ground damaging enemies and knocking them up in the air and on their asses (prone).  All enemies within 10' must make a fort save vs. a DC of 10 + 1/2 Alistar's HD + his Str modifier.  Those who fail take twice his class level in d6 physical damage (can be resisted with DR) and are knocked prone, while those who succeed only take half damage and are remain standing. Alistar can use this ability once per encounter at 2st level and twice at 4th.

Headbutt (Su)
As a full round action Alistar can charge a target, make an attack and then make a bull rush attempt with double the strength bonus.  If the target is knocked back, they are immobilized until the end of their turn.  Alistar can use this ability once per encounter at 3rd level and twice at 5th.

Triumphant Roar (Sp)
Alistar can use his lay on hands ability as an aoe effect, but only to heal himself and allies, not to damage undead.  He need only spend points from his lay on hands hit point pool to heal himself, half of the amount spent on himself heals all allies within 10' of Alistar.  This ability can be used once per encounter, however, he can use the ability again when an enemy dies that has hit dice equal to or more than Alistar. 

Unbreakable Will (Ex) 
Once per day, Alistar can summon his cowmanliness and shrug off almost any attack.  As a swift action he removes any condition he currently suffers, and until the end of his second turn after this ability was used: gains extra melee damage in the amount of twice his class level and takes half damage from all sources.

Alistar
LvL BaB Fort Ref Will Special
1 +1 +2 +0 +0 Like a Sir, Trample
2 +2 +3 +0 +0 Pulverize
3 +3 +3 +1 +1 Headbutt
4 +4 +4 +1 +1 Triumphant Roar
5 +5 +4 +1 +1 Unbreakable Will

Wednesday, January 2, 2013

Akali



Akali  
The Fist of Shadow

Hit Die
d8

Requirements
To qualify to become a ninja like Akali, the character must fulfill all of the following criteria.

Skills
Hide 6 ranks,  Move Silently 6 ranks.

Feats
Dodge or Silent Spell.

Special
Must be able to cast 2nd level spells, arcane or divine. Must have been trained in martial arts from the time that she could make a fist.

Class Skills
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (ninjitsu) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex). 

Skill Points at Each Level
6 + Int modifier.

Class Features
All of the following are features of the prestige class that represents Akali and her Ninja buff.

Weapon and Armor Proficiency
Akali gains proficiency with one exotic weapon, the kama, but no proficiency with armor.

Twin Disciplines (Ex)
Discipline of Force:  Each beneficial spell effect on Akali earns her a +1 ninja bonus to her weapon damage rolls.  This bonus stacks with itself and other bonuses to damage. The effect lasts as long as she has spell effects running on her, however the value changes based on the number of buffs currently in effect.

Discipline of Might:  For each base attack bonus that Akali has, she can heal a hit point when she casts an offensive spell.  Yes, regardless of if it has an effect on the intended target(s).

Mark of the Assassin (Su)
As a free action, Akali can designate her next attack that is made within 15' to inflict a Mark of the Assassin upon the target of the attack if successful.  Akali's next attack against the target will apply it's damage again as if she hit it a second time with the same damage roll.  This would allow for DR to apply to the extra damage.  She can only use this power once per encounter at 1st level, twice at 3rd, and thrice at 5th level.  Precision damage is not applied to the secondary damage.

Crescent Slash (Ex)
Before making the attack roll, Akali can choose to have one of her attacks affect all adjacent enemies.  Compare the attack roll's result to each target's AC; each target that is successfully struck takes extra damage equal to the same attribute modifier chosen to adjust Twilight Shroud's save DC.  Precision damage does not apply to the extra targets and she can use this ability once per encounter at level 3 and then twice per encounter at level 5.

Twilight Shroud (Sp)
As a standard action, Akali can throw down a 10' radius smoke cloud within 30' of her space.  The cloud remains for three turns.  If she steps inside the smoke cloud she gains DR 1/~ and spell resistance 10 + 1/2 her HD and she can make a hide skill check as a free action once per turn.

Enemies lose 10' of movement speed until the end of their turn upon entering the smoke cloud if they fail a fort save, DC is 10 + 1/2 Akali's HD + her Int, Wis or Cha modifier (chosen at 3rd level and unmodifiable).  Enemies who begin their turn within the smoke cloud must make a fort save as well or suffer the ill effects.  She can use this ability once per encounter.

Shadow Dance (Su) 
Akali can, as a full round action (standard to make it more attractive?), teleport up to 30' into melee range of a target (allowing for reach) and make an attack.  The attack deals a number of extra d6 damage dice equal to the highest spell level that she can cast.  She can perform the Shadow Dance three times per encounter.  If she slays or helps to slay a creature equal to or above her HD, she can perform Shadow Dance an extra time during an encounter.


Akali
LvL BaB Fort Ref Will Special
1 +0 +0 +2 +2 Twin Disciplines
2 +1 +0 +3 +3 Mark of the Assassin
3 +2 +1 +3 +3 Crescent Slash
4 +3 +1 +4 +4 Twilight Shroud
5 +3 +1 +4 +4 Shadow Dance