Shutters

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