rater202
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Post by rater202 on May 15, 2013 8:15:19 GMT -5
Maybe making the ressurecións overlap? something like, "If you already posses Resurrección you do not gain a second one, however this class and the class that gave you the first one stack for determining duration, and any abilities from this class that are tied to Ressureción are applied in the original." or something like that
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rater202
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Post by rater202 on May 15, 2013 20:14:38 GMT -5
I have Modified Jäger to Include rules for leveling past 5. basically there damage bonus increases, and at even levels they get an extra Hollow power.
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Post by Offspring243 on May 15, 2013 22:01:25 GMT -5
Yeah, so here is my updated version. Any input is welcome. I'm bad with wording so if anything can be said a little smoother and clearer, let me know.
Stern Ritter Entry Requirements Feats: Distinctive Bow, Seele Schneider Proficiency Class Features: Vollstandig Class Feature(Complete Holy Form) Special: Level 12+
Table: Stern Ritter Hit Dice: As Base Class
Level Benefits 1st: Complete Reishi Dominance, Star Cross 2nd:Bowmaster, Bonus Feat 3rd: Blut Specialist 4th: Bowmaster, Bonus Feat 5th: Star Knight
Class Skills: As Base Class Skill Points: As Base Class Weapon and Armour proficiency: The Stern Ritter gain no new weapon or armour proficiency. Class Features
Complete Reishi Dominance: The Stern Ritter’s Max Spirit Charge increases by 2 every level of Stern Ritter.
Star Cross: The Stern Ritter has gained further understanding of of his bow and it’s powers. You gain 2 Bow Attributes.
Bowmaster: The Stern Ritter’s bow damage increases by one step, the range increases by 15 feet, and it ignores 5% of an enemy's concealment and/or fortification each time this ability is obtained.
Bonus Feat: At second and fourth level, the Stern Ritter may select a bonus feat.
Blut Specialist: Once a Stern Ritter reaches level three he gains a greater grasp on his ability to flow Reishi through their blood vessel. They’re attack and defense power ascends from inhuman to monstrous. When using Blut: Vene or Blut: Arterie the Stern Ritter counts as being twice their level, rounded down, and each spirit charge spent on Blut counts as 2.
Star Knight: At 5th level, a Stern Ritter is capable of maintaining the duration of his Vollstandig for a much greater period of time than most Quincy, due to the sheer power of his Reiatsu. The duration the Stern Ritter can spend in Vollstandig is doubled.
Like various others within the Vandenreich, all members of the Stern Ritter carry on their person a round, unnamed device that is roughly the size of a person's palm and has the Vandenreich insignia etched into its surface. When activated, this device is capable of stealing a single currently released Bankai(or equivalent) in the immediate vicinity. The medallion's owner can then proceed to use the stolen Bankai's power at will, even after the original owner of the ability has died. However, they are unable to exploit this power fully. If the Quincy takes 3 consecutive rounds studying an opponent's Bankai(or equivalent), she may make a Medallion Attack against the target as a full round action. This attack is a 30ft ranged attack using their highest base attack bonus. If this attack hits and then the victim must make will save (dc 10 + Stern Ritter level + wisdom modifier) or have their ability stolen instantly. The Stern Ritter can do nothing during these three rounds other than study their victim. If he is interrupted, he must begin studying their victim again. The Stern Ritter must make the Medallion Attack within the encounter he finishes studying his target. If they do not they must study their target again at a later encounter. Once an ability is stolen the orginal owner of the ability loses access to this ability, having it stripped from them. The Stern Ritter can then manifest the ability as a member of their class of the half the Stern Ritter's ECL.
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Post by blackestofmages on May 15, 2013 22:07:50 GMT -5
sounds good.
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Post by Offspring243 on May 16, 2013 14:27:42 GMT -5
Woot! I made a playable PrC and it didn't take forever. Awesome.
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rater202
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Post by rater202 on May 17, 2013 13:08:55 GMT -5
He is my Bount/shinigami class, which means that these guys are Human/Shinigami/Shinigami hybrids. weird huh.
Substitute Shinigami(Bount) No fancy description this time, seems pretty self explanatory. Prerequisites Level: Seven plus Class features: Doll, Doll Form, Bount Defense. Skills: Knowledge(Soul Society) 10+ Feats: Spiritual tradition(Shinigami) Special: Must have somehow awakened the Shinigami powers locked within your soul Hit Dice: D8 Soul Slaying Doll: The first change that a Bount Notices when becoming a Substitute is an alteration in the Behavior and Appearance of their doll, this is because the Bount’s newly developed Zanpakuto Spirit has merged with their Doll, meaning that for all intents and purposes the doll is the Bount’s Zanpakuto. Any spirit Killed by the Bounts Doll is purified,and purifiying souls and performing Konso now Benifets the Bount as Eating Souls does. Mechanically the Doll Gains The Summon type, and one other type of the Bount’s choice. The bounts Doll takes the place of the Summon ability, and any summon type abilities the Bount has that modify the summon ability instead modify the doll. the Second type must be one that makes logical sense for the Doll. A Doll made of Lava should not be able to use Ice type abilities without a Good reason, Consult your GM. At First level the Doll Possess the Use Reiatsu ability, and one other shikai ability of The Bounts Choice. If the Bount somehow has more than one doll, than the abilities are shared between them but each doll using the same ability counts as the same instance of that power( 8 dolls using Flame blade, for example, would cost 16 SEP, if the Bount is not at least level 16, he can not have 8 dolls using the ability.) Bount Who have Dolls that take the form of Weapons may take the Weapon type Instead., with weapon of heaven replacing Use reiatsu as the required ability. Kido: The Bount Gains The Ability to Use Kido. the Bounts caster level is Equal to their Bount level, and their spells known is equivalent to an Expert Shinigami of a level equal to their Substitute level. they may learn spells of any level that an Expert of their Substitute level level may learn. Evolving Doll: at levels 2 and 4, the bount’s doll learns two additional shikai abilities. Bount’s Bankai: At level three, the Bount gains an ability that is similar to a Shinigami's bankai. This released state costs twenty SEP to activate. while in this state the bounts doll doubles it’s current and total HP, and gains a plus 4 bonus to one of the following ability scores: Strength, dexterity, or constitution. All of the bounts shikai abilities are doubled, excluding those from feats. this state lasts for 2 rounds per Bount level, after which both the Bount and the doll are exhausted. If the Bount's total level is less than twelve, they do not gain this class feature until they have reached such a level. Shunpo: the Bount may use shunpo as an expert shinigami of half their level. True Bankai: The Bount's quasi bankai is now effectively the same as a soul reapers. The Bount gains a single bankai ability. this ability can only be used when using Bount's Bankai. Levels beyond 5: at level six and every level their after, the Bount gains a single shikai ability. at levels divisible by four the Bount gains a Bankai ability instead. Doc: docs.google.com/document/d/1ALiImf6_VfOHgVYHfcUyx-DfMn30q3e2yuk9OV1wfyU/edit
so I figured that a soul eating monster leaving its body might not be the best idea, so I scraped that and replaced it with a Kido progression. I also figured that sense the Bount with this class are more shinigami than human, that they should get a bankai, I did however tweak it a little. it is a bit more powerful, but it dose not strengthen the Bount directly, and has a more severe effect when you come out of it. also, the Bount can't extend it like shinigami can.
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Post by blackestofmages on May 17, 2013 16:18:45 GMT -5
I'd drop the limit that you can't have this and esser - afterall, shinigami/hollow hybrids are the most common form of hybrid out there if we're making it so everything can be hybridized, then everything should be able to be hybridized with each other there's no point mentioning Konso in rules - note how the cleric class doesn't outline the character is capable of performing religious ceremonies and the like? it's not something that needs mechanics, so mentioning it takes up space Kido: I like the concept, but the execution is somewhat skewed - the bount will, at best, have 6 spells but if they choose to take this class at level 15+, they immediately gain access to 6th level spells. I'd put in some form of progression, maybe the same as a kido shinigami for each level in this class starting from level 1 - it helps avoid the above problem, and ends up (if the character chooses to focus on this class rather than a variable one) ends up with a higher spell level and a useable number of spells . especially since 6th level magic is apparently as useful as shinigami traits with reduced normal power (the other classes loose access to some class features whilst in the shinigami form) - which is preeeety bad maths by anyones standards bount bankai: It really dosen't need to be better than the shinigami's version of bankai, because the bounto do get something to make up for the lack of a release - their rate of ability growth triples past third level, meaning they already get goodies - no need to give them a better version of shinigaminess as well. Also, it's perfectly possible for the bounto to hide (or use his kido access to turn invisible) and have the doll do all the work - especially with bount defence, meaning the effective hp is doubled - furthermore if the bounto is merged/using a weapon dolly. also, needs the min level 12 note - no way is a substitute shinigami getting a bankai earlier than a real one true bankai: should note that the bankai ability only works in bankai. I know it's common sense, but the amount of people who'll try to dodge that is shocking other than that, I like it
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rater202
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Post by rater202 on May 17, 2013 16:43:33 GMT -5
Okay I dropped the mutually exclusive bit. And re Worded Soul Slaying Doll to remove the Konso Mechanics, Instead it says that purifying and soul burials sustain the Substitute as well as eating souls does. Bount's Bankai has Been nerfed Slightly, and now has a Clause added to it so that you don't get it till your total level reaches 12.
My intent was that you Could not learn Spells of a Level that an Expert Could not learn if They were not of a level equal to the bounts substitute level, so a Bount at level 15 who took this class at 15 would have 1 first level kido, just like a first level Expert, he would however have the level 15 Caster level. Basically what I did for Jäger with it's negations. the class feature has been reworded to clarify.
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rater202
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Post by rater202 on May 17, 2013 17:05:45 GMT -5
Oh, and my reason for Excluding Esser; this class makes it so that instead of eating souls you are sending them on the absorbing their energy and spirit particles, as the Doll is now a Zanpakuto, any souls Killed will be Purified so that they are now longer made of Hollow particles, and it is not hollow energy. Since Esser need to Eat Hollows to enter the Class, and must continue to do so to maintain their powers... after a month after taking this Substitute levels they would lose most of their class features. So they would have some d12 A doll with a few Hollow powers, and Possibly Mettle. I do not believe in giving players the ability to accidentally cripple themselves.
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Post by blackestofmages on May 18, 2013 9:47:53 GMT -5
gotcha about kido - just before it didn't specify substitue level but effective, which could be taken either way.
also, since right now there's nothing to stop the character from eating souls, I don't see why taking both this and Esser would cripple them?
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rater202
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Post by rater202 on May 18, 2013 10:22:21 GMT -5
Because I wasn't thinking clearly when I said that
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Post by blackestofmages on May 19, 2013 8:43:41 GMT -5
so, attempt at rejigging an old PrC and stopping people from having gate at level 13... (and the option to make one spell of their choice which can do anything, which is probably worse) I present... the kido corps specialist Kido Corps Specialists Entry Requirements:Feats: Kido Focus, Kido Artist Skills: Spellcraft 13+, Knowledge (soul society) 10+ Special: able to cast kido spells of at least 3rd level Special: Must be of either shinigami warrior, expert, or spellcaster base class. Hit Dice: as base class Level | special | Bonus Spells | 1 | Hankai, Kido Sense | 1 | 2 | Metakido Focus | 2 | 3 | Kido Penetration, Spell Resistance | 1 | 4 | Metakido Focus | 2 | 5 | Kido Perfection, Endless Knowledge | 1 |
Spellcasting: The shinigami learns additional spells at each level of this class, as shown on table 1:1 kido corps specialist. Hankai: The shinigami has learnt the art of nullifying an enemies spiritual power by perfectly matching it with his own, causing both to dissipate. As an immediate action, when the shinigami is targeted by an attack that cost SEP to use, or a spell of any kind, he may pay any amount of SEP to attempt to negate it. If the amount of SEP spent equals or exceeds that of the targeted action, any spiritual part of the attack is negated, however any non spiritual part (eg: a melee attack) continues as normal. In addition, when using Hanki but before paying SEP, the shinigami may make either a spellcraft or knowledge test (relevant to the caster) with a DC of 10 + caster's hit dice. If successful, the shinigami is aware of the ammount of SEP spent on the action. If used against an attack that effects multiple creatures, then only the portion that hit the shinigami is negated. The rest of the attack functions as normal. The shinigami must be aware of an attack to attempt to negate it Kido Sense: The Kido Corps Specialist can use detect magic at will, using his caster level. Metakido Focus: The Kido corps specialist gains one metakido feat of her choice. In addition, she can select a single metakido feat she possesses – it's cost is reduced by 2 SEP, to a minimum of 0. Kido Penetration: The shinigami adds her kido corps specialist class level to her caster level and/or effective SEP cost when attempting to overcome spell resistance, to dispell any kido or to resist having her kido dispelled. This does not increase caster level for anything else. Spell Resistance: The kido shinigami has learnt how to resist enemy magic. She gains spell resistance equal to 10 + character level. Kido Perfection: The Kido specialist reduces the base cost of every kido spell they cast by 2 SEP. Endless Knowledge: The shinigami has earned access to the full library of the Kido Corps, and has thus enriched himself with the knowledge of every kido spell ever known. The shinigami may cast any kido spell of a level they are capable of casting spells from. A spell cast this way cannot be modified with Metakido or any zanpakuto abilities, and must be used with the full incantation. This restriction does not apply to spells the shinigami knew from other sources
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rater202
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Post by rater202 on May 19, 2013 9:39:20 GMT -5
Nice. I presume that they will continue to learn new spells the normal way?
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Post by blackestofmages on May 19, 2013 17:33:36 GMT -5
aye - the final ability just adds some versatility
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rater202
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Post by rater202 on May 23, 2013 11:37:37 GMT -5
This is a PRC for my Zanpakuto Spirit Class. the Base class, PRC, and some feats unique to the base class can be found Here docs.google.com/document/d/1JVJkbbVhD7D3wK7AF_1qoezd90sju73ogjooAZGDHWY/edit
Master Zanpakuto Some Zanpakuto Spirits are more powerful than others. Maybe they are or were the Zanpakuto of Captains, maybe they have been remodeled by Captain Kurotsuchi, or maybe they are just that good. PrerequisitesLevel: 11+ when you take your first level. Feats: weapon focus(Zanpakuto) Class Features: Type mastery Hit dice: D8 Dominant Type Shikai: The Zanpakuto Spirit Gains two Shikai abilities, these abilities must be of their Dominant type, and one of them may ignore normal level restrictions. otherwise they function like abilities gained from normal progression Dense Spiritual pressure: Your SPE increases by one, to a maximum of 3 Additional Favored Ability: at levels two and four, the Zanpakuto spirit may choose an additional favored ability. this ability does not benefit from the improvements to the Favored ability class feature, and must meet all of the qualifications thereof. At level four, the spirit may select an ability of it’s secondary type, if it so wishes. Bankai Mastery: The zanpakuto spirit has perfected techniques that allow it to more easily draw on it’s true power. the duration of your bankai is doubled. when spending sep to increase the duration, 1 SEP gives two rounds. Improved Bankai: the Strength of your Bankai Improves. gain a single bankai ability.
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