Shutters

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