Shutters

Thursday, August 28, 2014

Draven

Draven
The Glorious Executioner

Hit Die
d8 

Requirements
To qualify to become the narcissistic show-stopper that is Draven, the character must fulfill all of the following criteria:

Base Attack Bonus
+6

Feats
Close-Quarters Thrower

Special
Must have a brother with the most broken ult in the game.

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

Skill Points at Each Level
4 + Int modifier.

Class Features
All of the following are features of the prestige class that represents Draven and his bounciness.

Weapon and Armor Proficiency
Draven gains no proficiency with weapons nor armor.

League of Draven (Ex)
Draven is a famously charming dude, so his loyal fanbase send him cash to aid him on his adventures.  For every week he's spent away from a town (or larger) and for every day he's spent in a town (or larger) he earns ten gold pieces per class level.  He can claim the amount from the mail system for whatever universe he's spread his glory.

or

Each time he catches a spinning axe during combat or kills an enemy, he gains a gold piece per class level.  It just appears in his pockets.  After a long fight, he may need to review his encumbrance.

Spinning Axe (Ex)
At 2nd level, Draven can spin one of his axes as a swift action.  Before the end of his next turn, the next ranged attack he makes with the spinning axe will cause extra damage and bounce back toward him.  If he successfully hits his target, the attack deals extra damage equal to his class level.  Also, the axe will land in one of the eight squares (roll a d8) around Draven and if he moves to that square during his next turn, he will catch the axe and it will remain spinning.  Draven can only use this ability twice per combat.

Blood Rush (Ex)
At 3rd level, as a swift action, Draven can activate Blood Rush to move quickly about the battlefield (which will help him catch axes) and toss out even more axes.  He gains a bonus 5' movement speed per class level and an extra attack.  This extra attack must be used as part of the swift action and can include a Spinning Axe.  Blood Rush is useable only once per encounter, however each time he catches a Spinning Axe, he can use Blood Rush again but only during the following round.

Stand Aside (Ex)
At 4th level, Draven can use a standard action to throw both of his axes in a wide line to disrupt his opponents.  The axes return automatically and he catches them at the end of the standard action. Enemies in the line must make a reflex save (DC = 10 + 1/2 Draven's HD + his dexterity modifier) or be shunted 5' perpendicularly away from the line and suffer Draven's thrown weapon damage plus an extra 5d6 precision damage.  Enemies who save successfully take half damage and are not moved.  Stand Aside can be used once per encounter.

Whirling Death (Su)
For the final glorius feat, Draven can huck his axes so far across the battlefield it will boggle minds. As a standard action, Draven releases his axes in a 10' wide line and projects them as far as he likes across the battlefield.  The axes will carve through and damage enemies with HD equal to or weaker than three less than Draven's HD.  The initial damage for Whirling Death is Draven's HD in d6 slashing damage.  As each enemy is struck, the damage to the next enemy is reduced by 5.
Upon hitting an enemy with HD equal to or higher than two less than Draven's own HD, the axes begin to return to him causing more damage to enemies on the way back.  The damage is reset to its initial value (Draven's HD in d6s) upon the return.  Draven can will the axes to return before hitting a strong opponent at anytime.  Whirling Death can only be used once per day.


Draven
LvL BaB Fort Ref Will Special
1 +1 +0 +2 +0 League of Draven
2 +2 +0 +3 +0 Spinning Axe
3 +3 +1 +3 +1 Blood Rush
4 +4 +1 +4 +1 Stand Aside
5 +5 +1 +4 +1 Whirling Death

Monday, August 25, 2014

Dr. Mundo

Dr. Mundo
The Madman of Zaun.

Hit Die
d12

Requirements
To qualify to become - Mundo too strong for you! - the character must fulfill all of the following criteria:

Base Attack Bonus
+6

Feats
Sliding Axe Throw or Throw Anything.

Special
Have an infinite supply of huge chipped axes already dripping with blood. 

Class Skills
Climb (Str), Craft (alchemy)(Int), Intimidate (Cha), Jump (Str), and Knowledge (arcana)(Int).

Skill Points at Each Level
2 + Int modifier.

Class Features
All of the following are features of the prestige class that represents Dr. Mundo's mindless wanderings. 

Weapon and Armor Proficiency
Dr. Mundo gains no proficiency with weapons, nor heavy armor.

Adrenaline Rush (Ex)
Dr. Mundo gains fast healing 1 at 1st level and fast healing 2 at 5th level.

Infected Cleaver (Ex)
At 2nd level, as a standard action Dr. Mundo makes a ranged attack with his bloody axe against a single target.  It costs him twice his class level in hp to use this ability, however if he successfully lands the throw, he heals for half the health cost.  Infected Cleaver causes the target's movement speeds to be reduced by 15' and adds the target's HD to Dr. Mundo's normal thrown weapon damage.  Dr. Mundo can use this ability once per combat at 2nd level and twice at 4th level.

Burning Agony (Sp)
At 3rd level, Dr. Mundo can turn on a burning aura as a swift action.  It burns enemies adjacent to Dr. Mundo, if they fail a reflex save (DC = 10 + 1/2 Dr. Mundo's HD + his Con modifier), for twice his class level in fire damage + one of his mental attribute modifiers.  At the end of each round that he had the aura on, Dr. Mundo takes his class level in damage.  He can turn off the aura as a free action.

Masochism (Su)
At 4th level, Dr. Mundo can harm himself to cause more damage with his melee attacks. As a swift action, Mundo takes twice his class level in damage and increases his melee damage by the same amount until the end of his next turn.  Dr. Mundo can use this ability twice per encounter.

Sadism (Sp)
At 5th level, Dr. Mundo can activate a chemically enriched rage as a swift action. For the next three turns he has fast healing equal to his HD and a 15' move speed increase.  The fast healing effect of Sadism does not stack with Adrenaline Rush's fast healing.  Dr. Mundo can use this ability once per day.

Dr. Mundo
LvLBaBFortRefWillSpecial
1+1+2+0+2Adrenaline Rush
2+2+3+0+3Infected Cleaver
3+3+3+1+3Burning Agony
4+4+4+1+4Masochism
5+5+4+1+4Sadism

Diana

Diana
Scorn of the Moon

Hit Die
d10

Requirements
To qualify to become the champion of the moon, exiled by her own people, the character must fulfill all of the following criteria:

Base Attack 
+6

Weapon Proficiency
Character must be proficient with the khopesh, but wield it in the wrong direction. 

Skills
Knowledge (religion) 5 ranks, Survival 2 ranks.

Class Skills
Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Spot (Wis), and Survival (Wis).

Skill Points at Each Level
2 + Int modifier.

Class Features
All of the following are features of the prestige class that represents Diana and her bitter struggle against the Solari.

Weapon and Armor Proficiency
Diana gains no proficiency with weapons, nor armor.

Moonsilver Blade (Ex)
Every third successful melee attack, Diana inflicts cold damage to her target and enemies who are adjacent to herself and the target.  The cold damage is equal to a mental stat modifier of her choice in addition to her class level.  At 4th level, she gains an extra attack at her full attack bonus during a full attack.

Crescent Strike (Ex)
At 2nd level, a standard action, Diana unleashes the power of the moon to strike down enemies in a crescent shape. Here comes the fun part, the shape of her Q.  Diana selects a 10' x 10' square within 20' of herself as the target area of effect.  She must then choose a contiguous path of single 5' squares from herself to the target area: these squares will be part of Crescent Strike's area of effect.  Any enemies within the area must make a Reflex save (DC = 10 + 1/2 Diana's HD + the same mental attribute modifier chosen for Moonsilver Blade) or suffer 1d6 points of cold damage per Diana's HD and are affected by the Moonlight debuff (see Lunar Rush).  Enemies who successfully save take half damage.  Diana can use this ability once per encounter at 2nd level and twice per encounter at 4th level.

Pale Cascade (Ex)
At 3rd level, as a move action, Diana summons three orbs to shield her and to cause harm to those enemies foolish enough to get close.  She gains temporary hit points equal to her class level plus the same mental stat modifier chosen for Moonsilver Blade's force damage.  If an enemy starts its turn adjacent to Diana, it suffers force damage equal to the same mental stat modifier chosen for Moonsilver Blade's force damage.  If Diana moves adjacent to an enemy, that enemy suffers the same damage as well.  However, each enemy can only be affected by Pale Cascade once per use and she can affect only a total of three enemies.  If, before the end of her next turn, she is able to damage three enemies with Pale Cascade, she gains the same number of temporary hit points she gained during the activation of Pale Cascade.  Diana can use this ability once per encounter at 3rd level and twice at 5th level.

Moonfall (Ex)
At 4th level, as an immediate action, Diana can cause enemies to collapse in toward her.  Enemies within 15' of Diana must make a Fortitude save (DC = 10 + 1/2 Diana's HD + the same mental attribute modifier chosen for Moonsilver Blade); those who fail are dragged adjacent to her.  Diana can use this ability once per encounter.

Lunar Rush (Sp)
At 5th level, as a standard action, Diana can teleport to an enemy within 20' and cut them down.  As part of the same standard action, Diana can teleport to another enemy within 20' if they have the Moonlight debuff. After that, the ability cannot be used until the next day.  For each teleport, Diana rolls to hit with a melee attack, if successful she causes her melee attack damage and 1d6 points of cold damage equal to twice her class level to her target. The cold damage is not multiplied by critical strikes.  At the end of the final rush Diana chooses a square to land in adjacent to her target.


Diana
LvLBaBFortRefWillSpecial
1+1+0+0+2Moonsilver Blade
2+2+0+0+3Crescent Strike
3+3+1+1+3Pale Cascade
4+4+1+1+4Moonfall
5+5+1+1+4Lunar Rush

Friday, August 22, 2014

Darius

Darius
The Hand of Noxus

Hit Die
d10

Requirements
To qualify to become the bloodletting beast, the character must fulfill all of the following criteria:

Base Attack Bonus
+6
Feats
Bloody Assault

Special
Must have received the most broken ult known in the game.

Class Skills
Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Knowledge (Nobility)(Int), Profession (Wis), and Spot (Wis).

Skill Points at Each Level
2 + Int modifier.

Class Features
All of the following are features of the prestige class that represents Darius and his nasty Noxian might.

Weapon and Armor Proficiency
Darius gains no proficiency with weapons, but learns how to wear heavy armor.

Hemorrhage (Ex)
As Darius improves in his blood letting, his use of the Bloody Assault feat improves in three ways.  Bloody Assault's penalty to attack rolls is decreased by his class level.  At 3rd level, a heal check cannot stop the bleeding and the damage die increases from 1d4 to 1d6.  At 5th level, the damage die increases from 1d6 to 1d8.

Darius gains 1' of move speed for each enemy currently Hemorrhaging.

Decimate (Ex)
Once per encounter, Darius can create a wide reaching whirlwind effect as a standard action.  Darius rolls to attack once and applies the result to each enemy's AC within 10' of him.  Enemies struck within 5' of Darius suffer normal weapon damage, however Darius can apply double his strength modifier to the damage dealt to enemies struck between 5' and 10.'  This attack automatically applies Hemorrhage to successfully struck enemies.  Darius can use this ability twice per encounter once he reaches 4th level.

Crippling Strike (Ex)
At 3rd level, as a swift action, Darius can increase the ferocity of a single attack.  The next melee attack that Darius successfully lands before the end of his following turn doubles his strength modifier when determining damage and slows the target to half its movement speed until the end of its next turn.  This attack automatically applies Hemorrhage to successfully struck enemies.  Darius can use this once per encounter at 3rd level and twice per encounter at 5th level. 

Apprehend (Ex)
At 4th level, as a standard action, Darius can drag multiple enemies back toward him.  Each enemy within a 15' cone must make a Fortitude save (DC = 10 + 1/2 Darius' HD + his Strength modifer) or be pulled to adjacent squares around Darius.

Noxian Guillotine (Sp)
At 5th level, as a standard action Darius can leap to a target up to 10' away and make a melee attack.  If successful, he inflicts his weapon damage which penetrates all damage reduction.  If the target is suffering from a bleeding effect then the melee attack is automatically confirmed as a critical hit.

Darius can use Noxian Guillotine once per day, however, if he successfully slays or knocks unconscious a target while using Noxian Guillotine, he regains the use of the ability until the end of the encounter.  He can continue to regain the use of this ability during one encounter per day as long as he slays or knocks unconscious his target. 



Darius
LvLBaBFortRefWillSpecial
1+1+2+0+0Hemorrhage
2+2+3+0+0Decimate
3+3+3+1+1Crippling Strike
4+4+4+1+1Apprehend
5+5+4+1+1Noxian Guillotine

Thursday, August 21, 2014

Corki



Corki
The Daring Bombadier

Hit Die
d8

Requirements
To qualify to become the loopy Screaming Yipsnake, the character must fulfill all of the following criteria:

Base Attack Bonus
+6

Feats
Point Blank Shot and Dodge.

Special
Must have acquired a rickety helicopter... or maybe just a gun will do.

Class Skills
Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Knowledge (engineering) (Int), Listen (Wis), Profession (Wis), Spot (Wis).

Skill Points at Each Level
4 + Int modifier.

Class Features
All of the following are features of the prestige class that represents Corki and his Red Baroness, no wait, Red Baron-ness.  Maybe he has a little yordle lady on the side and her nickname is the Red Baroness.

Weapon and Armor Proficiency
Corki gains no proficiency with weapons nor armor.

Hextech Shrapnel Shells (Ex)
Corki's basic attacks gain a bonus to damage equal to his class level.  This bonus damage ignores DR.

Phosphorous Bomb (Sp)
Corki can fire a blinding bomb within 45' as a standard action a number of times per day equal to his class levels.  Enemies within the 15' radius area cannot benefit from concealment until the end of their next turn and take a number of d6 fire damage equal to twice Corki's class levels unless they make a reflex save vs. DC 10 + 1/2 Corki's HD + a mental stat modifier of his choice.  If a target successfully saves they suffer only half damage and are not affected by the concealment debuff.

Valkyrie (Ex)
As a full round action, Corki can blast off from one square and land in another up to 30' away.  He does not provoke attacks of opportunity while moving in this fashion.  The 10' wide line created by his path will inflict enemies with fire damage until the end of Corki's second turn.  If enemies start their turn within the line and fail a Reflex save (DC 10+1/2 Corki's HD + the same mental stat modifier chosen for Phosphorous Bomb), the area deals 1d6 points of fire damage per Corki's class level.

Gatling Gun (Ex)
Corki can spool up his Gatling Gun as a move action.  Once per turn for three turns, Corki can damage enemies in a 15' cone as a free action.  Enemies who fail a Reflex save (DC 10+1/2 Corki's HD + the same mental stat modifier chosen for Phosphorous Bomb) suffer a -1 penalty to their AC until the end of their next turn and an amount of physical damage equal to Corki's Dexterity modifier.  The penalty to AC can stack with itself and the duration refreshes with each application.  Enemies who successfully save vs. Gatling Gun cone suffer no damage nor AC penalty.

Missile Barrage (Sp)
Three times per encounter, Corki can, as a standard action, fire explosive missiles at his enemies.  He must hit a single target enemy with a ranged attack, if successful the target suffers 1d6 points of fire damage per Corki's HD and enemies adjacent to the enemy suffer equal damage unless they succeed at a Reflex save (DC 10+1/2 Corki's HD + the same mental stat modifier chosen for Phosphorous Bomb).  The third missile he fires in one encounter is called The Big One.  It's damage upon a successful attack inflicts 1d8 points of fire damage per Corki's HD and the splash damage can hit enemies within 10' of the main target (they'll need to make a Reflex save as per the other missiles). 



Corki
LvLBaBFortRefWillSpecial
1+1+0+2+0Hextech Shrapnel Shells
2+2+0+3+0Phosphorous Bomb
3+3+1+3+1Valkyrie
4+4+1+4+1Gatling Gun
5+5+1+4+1Missile Barrage

Wednesday, August 20, 2014

PrC damage normalization


The basic principles behind the potency of damage in most games, both video and tabletop, are as follows:

1. Healers don't do as much damage as blasters/stabbers.
2. Tanks don't do as much damage as blasters/stabbers.
3. AoE must do less damage than single target effects
4. The classes that do the most burst damage must be squishy.

So truly the basic idea is the more you specialize in damage, the less you can survive and the less tools you have in your utility belt other than damage output.  Fine by me, although I do enjoy a tanky mage from time to time. We can all think of classes and champions that break the dps=squishy rule; however, what we need for this project is a set of damage tiers to accomplish two things:

1. To maintain a reliable correlation between damage output in LoL and damage output in Pathfinder.
2. To maintain a feasible damage output ratio among all PrCs, which is to say that their damage output is balanced by their utility and/or defensive potency.
3. To create a set of terms that will quickly indicate the amount of damage an ability puts out.

So, let's work with the following as descriptions for class ability damage and their resultant values:

1.  Tiny: add a fixed bonus (2-5) flat damage in Pathfinder math.
2.  Small: add the PC's stat modifier as flat damage (2-6)
3.  Poor: add class levels as flat damage (1-10)
4.  Nominal: add hit dice as flat damage (6-20)
5.  Medium: ability causes a fixed number of d6s (2-5d6) of damage
6.  Large: ability causes class level in d6s (1-10d6)
7.  Great: ability causes double class level in d6s (2-20d6)
8.  Destructive: ability causes hit dice in d6s (6-20d6)
9.  Colossal: ability causes hit dice in d8s
10.  Awesome: ability causes hit dice in d10s

Level 10 averages for the latter half of the list:
6: 17.5
7: 35
8: 35, but the damage potential reaches its peak sooner than damage tier 7
9: 45
10: 55, this should only be reserved for Nunu's ult.