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  1. #1
    Community Member Quanefel's Avatar
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    Default Convert your own Prestige Class into DDO

    Since the Dev's have already announced what Prestige Classes they have planned in the next few mods, I thought it would be interesting if we as players took a favorite Prestige Class not already listed by the Dev's and convert it over to DDO.

    So that is the challenge. Pick one, convert it over and post that Prestige Class you want as though a Dev would post its breakdown with the ones they have already posted before. After posting your converted Prestige Class, anyone can go back to that post of theirs to update or modify it if ideas are offered that might make any Prestige Class you post work better.

    I will be and have been working on the one I'd like in-game. Bladesinger Prestige Class for Elves. So bare in mind, it does not have to be just for a class. It can also be a race Prestige class as well, if you want.

    Mine will be added once I get it converted. A hint, it is not so easy. But try at least to post one the best you can and let others help you individually make it a better conversion.
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  2. #2
    Community Member Quanefel's Avatar
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    Default Elven Bladesinger

    Bladesingers are elves who blend elven song and dance, arcane magic and sword-play into a haunting art form. The Bladesingers lithe movements and subtle tactics seem beautiful, yet expose their deadly proficiency.

    Bladesingers by their nature are champions of the elven way of life and gaurdians of the elven communities. As such must avoid causing harm to any elf even in the most extreme cases. Their armor, weapons and clothing must always reflect their elven heritage at all times. They must remain at all times, bastions of all things elven. A shining example of what it means to be an elf.

    Although many races have their own version of Bladesingers, it takes an elf or half-elves long life span to become a true Elven Bladesinger. Any of the lesser races would die of old age before they could reach the mastery of Elven Bladesinger that a true elf or half-elf could. Elves also avoid teaching Elven Bladesinger to the lesser races because of this.

    Bladesong comes not from the sound from their singing as they fight but from the beautiful sound of their chosen weapon in the hands of a Bladesinger as it flys through the air to strike at their enemy. *Side note - When in any bladesong stance/song it appears if there are either floating notes around them or each swing would make a distinct sound as they attack*

    Elf: Bladesinger

    Elven Bladesinger I (4 AP)
    Prereqs: Level 6 Elf or Half-Elf, BAB of at least +5, must possess Combat Expertise, and any one of the following: Combat Casting, Dodge, or Weapon Focus(Slashing or Peircing), must be able to cast Arcane Spells of 1st Level, Arcane Fluidity I, Elven Arcanum I, Fighter Amor Mastery I,

    Special Penalty: If a Bladesinger uses Medium or Heavy armor, they do not gain the benefits of Bladesong Style, Lesser Spellsong, Song of Celerity or Song of Fury. They must also use either a Longsword or Rapier in one hand(nothing in the other) to make use of any of the Bladesinger abilities or they break from use of Combat Expertise. Spell-casting will not cause a bladesinger from breaking from the bladesinger abilities activated.

    A Bladesinger suffers the normal arcane spell failure change in casting spells while armor, until they recieve Greater Spellsong.

    Benefit:
    While using Combat Expertise, the penalty to hit is reduced by 1 to bring total penalty to a -4. They are given a +15 bonus to SP, all spells cast are given a DC bonus of +1, A +1 bonus to hit and damage while using either a Longsword or Rapier, a +1 bonus to Tumble, Jump, Perform(If Bard) and Balance.

    Elven Bladesinger I: Bladesong Style (1 AP)
    While using Combat Expertise and wielding only a Longsword or Rapier in one hand (Nothing in the other), the Bladesinger gains an additional Dodge AC bonus equal to half their total level or half their Intelligence Modifier.

    Elven Bladesinger I: Lesser Spellsong (2 AP)
    While using Combat Expertise and wielding only a Longsword or Rapier in one hand (Nothing in the other), the Bladesinger recieves a (take 10) or a +20 bonus to all Concentration checks.


    Elven Bladesinger II (2 AP)
    Prereqs: Level 12 Elf or Half-Elf, Bladesinger I, Feat: Quicken, Arcane Fluidity II, Elven Arcanum II, Elven Melee Attack I, Elven Dexterity I, Racial Toughness I, Feat: Imp Crit Slashing or Peircing,

    Benefit:
    While using Combat Expertise, the penalty to hit is reduced by 1 to bring total penalty to a -3. They are given a +15 bonus to SP, all spells cast are given an additional DC bonus of +1, an additional +1 bonus to hit and damage while using a rapier, a +1 bonus to Crit range with either a Longsword or Rapier, and additional a +1 bonus to Tumble, Jump, Perform(If Bard) and Balance.

    Elven Bladesinger II: Song of Celerity (1 AP)
    While using Combat Expertise and wielding only a Longsword or Rapier in one hand (Nothing in the other), the Bladesinger may cast spells as though possessing the Quicken Feat or if a bladesinger possesses the Quicken Feat the additional spell cost is reduced by half.

    Elven Bladesinger II: Arcane Strike (2 AP)
    Once per rest a Bladesinger may cast Arcane Strike on self only. Once cast, it will last 30seconds per arcane level they possess. It will add +1 to hit and 1d4 weapon damage per arcane level they possess. It will cost 10 SP per use with additional costs of +10 SP per arcane level the Bladesinger possesses.


    Elven Bladesinger III (2 AP)
    Prereqs: Level 18 Elf or Half-Elf, Bladesinger II, Arcane Fluidity III, Elven Arcanum III, Elven Melee Attack II, Elven Dexterity II, Elven Melee Damage I, Weapon Mastery I: Longsword or Rapier, Racial Toughness II, Feat: Power Critical,

    Benefit:
    While using Combat Expertise, the penalty to hit is reduced by 1 to bring total penalty to a -2. They are given a +15 bonus to SP, all spells cast are given an additional DC bonus of +1, an additional +1 bonus to hit or damage while using either a Longsword or Rapier, a +1 crit mulitpier for using either a Longsword or Rapier, an additional a +1 bonus to Tumble, Jump, Perform(If Bard) and Balance.

    Elven Bladesinger III: Greater Spellsong (1 AP)
    While using Combat Expertise and wielding only a Longsword or Rapier in one hand (Nothing in the other), the Bladesinger may ignore Arcane Spell Failure when wearing light armor.

    Elven Bladesinger III: Song of Fury (2 AP)
    While using Combat Expertise and wielding only a Longsword or Rapier in one hand (Nothing in the other), the Bladesinger is given a free melee attack or given a +10% melee alcarity bonus that stacks with haste, Fighter Speed Boost, etc.


    *This is incomplete for now, filling it in as I attempt to covert it.*
    Last edited by Quanefel; 03-22-2009 at 10:27 PM.
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  3. #3
    Community Member Turial's Avatar
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    Default Not really a PRC but would be neat to see

    Caster: Warmage

    Warmage I
    Prereqs: Wizard or Sorcerer level 6, Feat: Combat Casting, One of Elemental Manipulation II, Lineage of Elements I and Lineage of Deadly Elements I or Energy Manipulation II, Lineage of Energy I, and Lineage of Deadly Energy I

    Benefit:
    Minor Warmage Edge - Whenever a warmage casts a spell that deals hit point damage, he adds his Intelligence bonus (up to a maximum of +5) to the amount of damage delt. Spells not of the Evocation School suffer a -1 penalty to their difficulty check.

    Armored Mage - Due to a warmage's specialized training they are adept at casting spells when otherwise encoumbered. Reduces the ASF of the warmage by 10%.

    Warmage Improved Metamagics I:
    Prereqs: Warmage I and any of Feat: Empower Spell, Maximize Spell, or Quicken Spell

    Benafit:
    Warmages are skilled in the ways of arcane battle. Warmages with this enchancement use 1 less spell point when using the empower, maximize, and quicken feats (this enhancement can not reduce the cost of metamagics below 1 spell point).

    Warmage II
    Prereqs: Wizard or Sorcerer level 12, Feat: Spell Focus Evocation, One of Elemental Manipulation IV, Lineage of Elements III and Lineage of Deadly Elements II or Energy Manipulation IV, Lineage of Energy III, and Lineage of Deadly Energy II

    Benefit:
    Warmage Edge - Whenever a warmage casts a spell that deals hit point damage, he adds his Intelligence bonus (up to a maximum of +10) to the amount of damage delt. Spells not of the Evocation School suffer a -2 penalty to their difficulty check.

    Armored Mage - Due to a warmage's specialized training they are adept at casting spells when otherwise encoumbered. Reduces the ASF of the warmage by and additional 10%, for a total benafit of -20% ASF.

    Warmage Improved Metamagics II:
    Prereqs: Warmage II, Warmage Improved Metamagics I, and any two of Feat: Empower Spell, Maximize Spell, or Quicken Spell

    Benafit:
    Warmages are skilled in the ways of arcane battle. Warmages with this enchancement use 2 less spell point when using the empower, maximize, and quicken feats (this enhancement can not reduce the cost of metamagics below 1 spell point).

    Warmage III
    Prereqs: Wizard or Sorcerer level 18, Feat: Greater Spell Focus Evocation, One of Elemental Manipulation X, Lineage of Elements Yand Lineage of Deadly Elements Z or Energy Manipulation X, Lineage of Energy Y, and Lineage of Deadly Energy Z

    Benefit:

    Major Warmage Edge - Whenever a warmage casts a spell that deals hit point damage, he adds his Intelligence bonus to the amount of damage delt. Spells not of the Evocation School suffer a -3 penalty to their difficulty check.

    Warmage Improved Metamagics III:
    Prereqs: Warmage II, Warmage Improved Metamagics II, and Feat: Empower Spell, Maximize Spell, and Quicken Spell

    Benafit:
    Warmages are skilled in the ways of arcane battle. Warmages with this enchancement use 3 less spell point when using the empower, maximize, and quicken feats (this enhancement can not reduce the cost of metamagics below 1 spell point).

    Warmage Superior Edge:
    Prereqs: Warmage III

    Benafit:
    Whenever a warmage casts a spell that deals hit point damage, he adds his Intelligence bonus + 1d4 + 1 to the amount of damage delt. Spells not of the Evocation School suffer a -4 penalty to their difficulty check.


    Yeah the whole thing is overpowered but its fun.
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  4. #4
    Community Member Baahb3's Avatar
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    Default Master Specialist

    This is a wonderful thread! One of my favorite things to do for my players in PnP is to convert old kits and specialty priests into 3.5 prestige classes.

    I realize that this would take quite a bit of programming and because of this, this is a very unlikely proposition of a PrE but the best thing about PnP is the diversity you can have within the same class. You could have 20 levels of wizard on 20 different characters and have 20 completely different wizards each with their own strengths and weaknesses. I also think that wizards get kind of the short end of the stick compared to sorcerers in DDO so I would personally make this only available to wizards.

    Master Specialist

    This class is taken from the Complete Mage Accessory

    Master Specialist I (4 AP)

    Requirements: Level 6 Wizard, Any Spell Focus Feat, Wizard Concentration I, Wizard Energy of the Scholar II

    You start down your path of school mastery. When you choose this enhancement you must choose a school of magic in which you have a spell focus feat for.
    Benefit: You gain the ability to prepare one additional spell of 3rd level or less. This spell must be a spell from the school chosen as your specialist school.



    Minor School Esoterica: (1 AP) Requires Master Specialist I

    Your training in your specialty school has given you insight into the workings of that type of magic. You gain the ability listed for your specialty school.

    Abjuration: Gain a +2 bonus to all your dispel magic attempts.

    Conjuration: Any summon monster spell cast causes the monster to appear with +20 to his maximum hit points.

    Divination: Your divination spells cost -1 sp to cast.

    Enchantment: Your charm spells are tougher to break out of, add 2D6 seconds to the time between saving throws for the affected creature. (5D6+12 total)

    Evocation: Gain a +3 bonus to your concentration skill

    Illusion: Any illusion spell that has a save against it gains +1 to its DC

    Necromancy: Your False Life spell now has a maximum of 10 +1 per caster level (no limit)

    Transmutation: Your transmutation spells are harder to dispel than others. Your transmutation spells gain +2 to resist dispel attempts.



    Master Specialist II (2 AP)

    Requirements: Wizard Level 12, Greater Spell Focus, Wizard Concentration II, Wizard Energy of the Scholar III

    Your studies into your specialty school has progressed beyond the norm, allowing you greater understanding of how that type of magic works.

    Benefit: Gain +1 caster level for spells of your specialty school. This can take you beyond the normal limits of the spell. (Ex. Fireball is normally capped out at 10D6, this ability will allow you to have an 11D6 Fireball.)


    Moderate School Esoterica: (1 AP) Requires Master Specialist II

    Abjuration: For spells that have partial effects for successful fortitude or will saves the Master Specialist instead suffers no adverse affects on a successful save.

    Conjuration: Your summon monsters are much tougher than normal gaining moderate fortification when they are summoned.

    Divination: You gain the Improved Uncanny dodge ability usable twice per rest.

    Enchantment: You must fail 2 consecutive will saves to be affected by an
    Enchantment spell or ability.

    Evocation: Whenever you cast a spell with an energy type you gain resistance 40 for 30 seconds to that energy type.

    Necromancy: You must fail 2 consecutive fortitude saves to be affected by a Necromancy spell or ability.

    Transmutation: You must fail 2 consecutive fortitude saves to be affected by a Transmutation spell or ability.



    Master Specialist III (2 AP)

    Requirements: Wizard Level 18, Wizard Concentration III, Wizard Energy of the Scholar IV, Superior Spell Focus (They would have to add this feat, you would gain +1 more to the DC’s for that spell school)

    Your studies into your specialty school are now complete. You live and breathe your chosen type of magic, making you an authority on the subject.

    Benefit: You may prepare one more spell of any one level between levels 4 and 9. You gain another +1 to your caster level for your chosen school, of a total of +2. This allows you to go above the normal maximums of the spell. (Ex. Fireball is normally capped at 10d6, you are now able to cast Fireballs at 12d6)


    Major School Esoteric (1 AP) Requires Master Specialist III

    Abjuration: You can cast spells that are personal in range (i.e. Shield) on others. Spells that are normally centered on you, you can center them on another (i.e. Globe of Invulnerability).

    Conjuration: Your summon monster spells now have a cool down of 30 seconds allowing you to summon another creature quicker and have a second one ‘on the board’.

    Divination: You gain the evasion ability.

    Enchantment: Creatures must make 2 consecutive will saves to resist your enchantment and mind-affecting spells.

    Evocation: On any instantaneous duration spell (i.e. fireball, cone of cold), any creature that fails the save takes half again as much damage as the original spell. (Ex. On a 100 damage fireball a successful save would cause the normal 50 points of damage, on a failed save the creature would take 150 points of damage instead of the normal 100)

    Illusion: Gain -3 sp to all of your illusion spell costs. You no longer need material components to cast illusion spells.

    Necromancy: When you cast a spell from the Necromancy school you gain immunity to ability damage, ability drain, energy drain and negative level attacks for 30 seconds.

    Transmutation: Creatures must make 2 consecutive fortitude saves to resist your Transmutation spells.
    Luck is what happens when preparation meets opportunity. -Seneca the Elder
    Iryklaunavan, Karaskkesir, Desideratum, Gregorii
    Ubique Eo, Invenio me esse ducem hominium.

  5. #5
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    Default

    Red Dragon Disciple I:
    Prereq Sorc6 / Bard6
    2AP:
    Gains +1 natural armor. A 2d8 fire damage breath attack with 20 second cooldown.

    Blue Dragon Disciple I:
    Prereq Sorc6 / Bard6
    2AP:
    Gains +1 natural armor. A 2d8 lightning damage breath attack with 20 second cooldown.

    Green Dragon Disciple I:
    Prereq Sorc6 / Bard6
    2AP:
    Gains +1 natural armor. A 2d8 acid damage breath attack with 20 second cooldown.

    White Dragon Disciple I:
    Prereq Sorc6 / Bard6
    2AP:
    Gains +1 natural armor. A 2d8 cold damage breath attack with 20 second cooldown.

    Dragon Disciple II:
    Prereq Sorc12 / Bard 12, any Dragon Disciple I
    4AP:
    Natural armor bonus increases to +2. Breath attack damage goes up to 4d8.

    Dragon Disciple III:
    Prereq Sorc18 / Bard 18, Dragon Disciple II
    6AP:
    Natural armor bonus increases to +4. Breath attack damage goes up to 6d8.

    Dragon's Ability Scores I:
    Prereq any Dragon Disciple I
    2AP:
    Gain +2 Str

    Dragon's Ability Scores II:
    Prereq Dragon's Ability Scores I, Dragon Disciple II
    4AP:
    Gain +2 Str, +2 Con

    Dragon's Ability Scores III:
    Prereq Dragon's Ability Scores II, Dragon Disciple III
    6AP:
    Gain +2Cha, +2Int

    Dragon Apotheosis:
    Prereq Dragon's Ability Scores III, Dragon Disciple III
    4AP:
    Gains immunity to paralysis, sleep, and the energy type used by his breath weapon.
    Last edited by Spectralist; 01-04-2009 at 01:26 AM.
    • NEW – Tip #52 no longer mistakenly says that the Jump skill reduces falling damage. The appropriate skill is, in fact, tumble.

  6. #6
    Community Member Baahb3's Avatar
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    Default

    About the Bladesinger, everytime you cast a spell you come out of Combat Expertise. Having to re-enter the stance over and over again could get annoying.
    Luck is what happens when preparation meets opportunity. -Seneca the Elder
    Iryklaunavan, Karaskkesir, Desideratum, Gregorii
    Ubique Eo, Invenio me esse ducem hominium.

  7. #7
    Community Member Quanefel's Avatar
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    Default

    Quote Originally Posted by Baahb3 View Post
    About the Bladesinger, everytime you cast a spell you come out of Combat Expertise. Having to re-enter the stance over and over again could get annoying.
    I know, that is why I am thinking Combat Expertise will have a secondary icon to use for the base of all the Bladesinger "songs" much like all the Pally icons that work off Smite Evil are given a separate Icon. Once rank I is reached then all the Spellsongs will be within the improved Combat Expertise icon remake.
    Proud Leader of the Shadowhand.

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  8. #8
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    Default

    I just wanna see that swashbuckler thingy from whatever book it was in.

  9. #9
    Community Member Baahb3's Avatar
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    Default Duelist

    Duelist

    This class comes from the DMG.

    Duelist I (4 AP)

    You are a fighter that believes the best way to protect yourself is to not get hit in the first place. You use your nimbleness to make precise attacks with light weapons and leave your enemies swinging at empty air. **This PrE could be fun for just about any class if they want to qualify for it so I will leave the class required for it generic for now.**

    Requirements: Class Level 6, Dodge, Mobility, Weapon Finesse

    Benefit: When not wearing a shield or armor you gain +2 bonus to your reflex saves and +4 to your AC while tumbling (this stacks with the mobility feat for a +8 total dodge bonus to AC while tumbling)

    Canny Defense (1 AP) Requires Duelist I
    Benefit: While not wearing armor or using a shield you gain an insight bonus to AC equal to your Intelligence Modifier


    Duelist II (2 AP)

    Requirements: Class Level 12, Duelist I, Spring Attack

    Benefit: When not wearing a shield or armor you gain the ability to deliver a precise strike against your opponent dealing +1D6 damage. This does not work on creatures that are normally immune to critical hits such as constructs and undead. You gain the Deflect Arrows Feat for free.

    Elaborate Parry I (1 AP) Requires Duelist II

    Benefit: While in the Defensive Fighting stance or the Combat Expertise stance you gain an additional +2 dodge bonus to AC.


    Duelist III (2 AP)

    Requirements: Class Level 18, Duelist III, Whirlwind Attack

    Benefit: When not wearing a shield or armor your ability to deliver a precise strike to opponents increases to +2D6. You gain an additional +2 bonus to your reflex save. Your Whirlwind Attack now has a cool down of just 7 sec.

    Elaborate Parry II (2 AP) Requires Elaborate Parry I
    Benefit: While in the Defensive Fighting stance or the Combat Expertise stance you gain an additional +5 dodge bonus to AC. (This overrides the +2 bonus from Elaborate Parry I)

    **I tried to tame this down some for DDO, the PrC is tough to handle in PnP let alone online.**
    Luck is what happens when preparation meets opportunity. -Seneca the Elder
    Iryklaunavan, Karaskkesir, Desideratum, Gregorii
    Ubique Eo, Invenio me esse ducem hominium.

  10. #10
    Community Member bandyman1's Avatar
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    Default

    The Muffin Taunter

    Requirments: Warforged, or any race on an account that contains both access to 32 point builds, and 4.2 million plat on at least one character.

    Muffin Taunter I:
    Prereq Character level 6
    2 AP:
    Gains +2 bonus to will saves vs insanity caused by the dreaded illogical points and counterpoints attack used by Muffin and his cohorts. Gains a +4 bonus to Uberness skill.

    Muffin Taunter II
    Prereqs Character level 12, Muffin Taunter I
    4 AP:
    Gains an additional +2 to will saves vs insanity caused by the dreaded illogical points and counterpoints attack used by Muffin and his cohorts. Gains an additional +2 bonus to Uberness skill.

    Muffin Taunt I
    Prereqs Muffin Taunter II, at least 4 raid items, and at least 500k plat
    2 AP:
    Calling on your innate uberness, you summon 4 powergaming, min/maxed warforged barbarians. They will not attack or even move, but their mere presence causes Muffin or his cohorts to make a DC 30 will save, or leave the instance in a boiling fit of anger because the warforged had the audacity to show up in " his " game.

    Muffin Taunter III
    Prereqs Character level 18, Muffin Taunter II
    4 AP:
    Gains complete immunity to the dreaded illogical points and counterpoints attack used by Muffin and his cohorts. Uberness skill checks are automatically passed, and in addition you gain a +10 to your Coolness skill.

    Muffin Taunt II
    Prereqs Muffin Taunter III, Muffin Taunt I, at least 4 double shard tier III GS items, and at least 2 million plat
    AP: 4
    Calling on your innate uberness, you summon a wave of pure-zerg, power-gaming fury to blast your foe. Muffin or his cohorts must make a DC 40 will save, or flee that particular game server forever.


    Last edited by bandyman1; 01-04-2009 at 03:14 AM.
    THE SEXY of ARGONNESSEN ~
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  11. #11
    Community Member Quanefel's Avatar
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    Default

    So far, so good. I hope I can see more people willing to convert their favorite Prestige Class over to DDO.
    Proud Leader of the Shadowhand.

    A is A. -John Galt

  12. #12
    Founder Aesop's Avatar
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    Default Pious Templar

    Paladin Pious Templar I
    Prereqs: Level 6 Paladin, any Paladin Faith I enhancement, Paladin Exalted Smite I, and any one of the following: Weapon Focus: Slashing (if Paladin Faith enhancement is tied to Lord of Blades or Sovereign Host), Weapon Focus: Ranged (if Paladin Faith enhancement is tied to Silver Flame), or Weapon Focus: Piercing (if Paladin Faith enhancement is tied to Vulkoor).

    Benefit: Dedicated to the defense of the Faith the Pious Templar becomes a beacon of Holy Might. This prestige enhancement grants you 1 additional Smite Evil attempt, +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using the Faiths chosen Weapon, and increases characters Spell Points by 20, Improves the Characters Passive Damage Reduction by 2/- and improves their Blocking Damage Reduction by an additional 2. Paladins of the Silver Flame may make Ranged Smiting Attacks.


    Paladin Pious Templar II
    Prereqs: Level 12 Paladin, Pious Templar I, Paladin Exalted Smite II, and any of: Paladin Rally I, Paladin Divine Righteousness I, Paladin Toughness II

    Benefit: Dedicated to the defense of the Faith the Pious Templar becomes a beacon of Holy Might. This prestige enhancement grants you 1 additional Smite Evil attempt, +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using the Faiths chosen Weapon, and increases characters Spell Points by 20, Improves the Characters Passive Damage Reduction to 3/- and improves their Blocking Damage Reduction by an additional 2. Paladins of the Silver Flame may make Ranged Smiting Attacks. Additionally the Pious Templar now gains the effect of Mettle.

    Paladin Pious Templar II: Mettle
    A Pious Templar's special blessing allows her to shrug off Magical effects that would otherwise harm her. If a Pious Templar makes a Will or Fortitude saving throw that would normally reduce teh spell's effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will Partial", "Fortitude Half" or similar entries can be negated through this ability.



    Paladin Pious Templar III
    Prereqs: Level 18 Paladin, Pious Templar II, Paladin Exalted Smite III, and any Paladin Faith II enhancement.

    Benefit: Dedicated to the defense of the Faith the Pious Templar becomes a beacon of Holy Might. This prestige enhancement grants you 1 additional Smite Evil attempt, +1 Critical Multiplier Bonus when using the Faiths chosen Weapon, and increases characters Spell Points by 20, Improves the Characters Passive Damage Reduction to 4/- and improves their Blocking Damage Reduction by an additional 2. Paladins of the Silver Flame may make Ranged Smiting Attacks.


    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  13. #13

    Default

    Champion of the Undying Host
    (DDO adaptation of Champion of Corellon Larethian.)
    Edit: Paladin PrE for Elves. (Only because of how the PrE system seems to be working out.)

    Champion of the Undying Host I
    Prerequisites: Elf level 6, Good Alignment, Dodge, Combat Expertise, Choice of Elven Melee Attack I or Follower of the Undying Court.
    Cost: 4 AP
    Benefit: Your combat skills have improved and you have learned special techniques for making use of heavier armors than favored by most elves.
    • Blessing of the Undying Host: You gain the benefits of Improved Recovery +20%
    • Superior Defense I: You learn special techniques for making the best use of an elf’s natural agility while wearing restrictive armor. The maximum Dexterity bonus for any medium or heavy armor you wear (including mithral versions) is increased by 1.
    • Virtual Feat: Mobilty: Your training has given you the benefits of the mobility feat.


    Champion of the Undying Host II
    Prerequisites: Elf level 12, Champion of the Undying Host I, Choice of Elven Melee Attack II or Follower of the Undying Court
    Cost: 2 AP
    Benefit:
    • Elegant Strike: You apply your Dexterity bonus as a bonus on damage rolls (in addition to any Strength bonus you may have) with any of the following weapons: longsword, rapier, or scimitar. Targets immune to sneak attacks or extra damage from critical hits are immune to your elegant strike.
    • Superior Defense II: The Max DEX bonus from Superior Defense is increased to 2.
    • Virtual Feat: Spring Attack: Your training has given you the benefits of the Spring Attack feat.


    Champion of the Undying Host III
    Prerequisites: Elf level 18, Champion of the Undying Host II, Choice of Elven Melee Attack II and Elven Melee Damage II or Undying Call
    Cost: 2 AP
    Benefit:
    • Wrath of the Undying Host: You gain a +2 sacred bonus
      on attack rolls and deal an extra 2d6 points of damage with Longswords, Rapiers and Scimitars. The Weapon is also considered Good Aligned for the purposes of overcoming Damage Reduction.
    • Superior Defense III: The Max DEX bonus from Superior Defense is increased to 3.
    • Virtual Feat: Whirlwind Attack: Your training has given you the benefits of the Whirlwind Attack feat.
    Last edited by QuantumFX; 03-25-2009 at 12:19 AM.
    Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
    • NEW - Fix the flipping non-proficiency penalties for wildshape!
    • Redo the Favor rewards so there is a reason to do max favor again.
    • Redoing the drop rates of tomes in generic and raid loot tables.
    • Task Lynnabel with updating the remaining legacy named loot to not suck.
    • Tiering the Runearms so that artificers aren’t screwed out of the advantages of Cannith Crafting in Epic levels on their signature item.
    • Finishing the enhancement tree passes (including racial PrE’s) before rolling out yet another DDOStore™ Enhancement Tree.

  14. #14
    Community Member Silverjade's Avatar
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    Quote Originally Posted by QuantumFX View Post
    Champion of the Undying Host
    (DDO adaptation of Champion of Corellon Larethian.)
    Fighter PrE for Elves

    Champion of the Undying Host I
    Prerequisites: Elf level 6, Good Alignment, Dodge, Combat Expertise, Choice of Elven Melee Attack I or Follower of the Undying Court.
    Cost: 4 AP
    Benefit: Your combat skills have improved and you have learned special techniques for making use of heavier armors than favored by most elves.
    • Blessing of the Undying Host: You gain the benefits of Improved Recovery +20%
    • Superior Defense I: You learn special techniques for making the best use of an elf’s natural agility while wearing restrictive armor. The maximum Dexterity bonus for any medium or heavy armor you wear (including mithral versions) is increased by 1.
    • Virtual Feat: Mobilty: Your training has given you the benefits of the mobility feat.


    Champion of the Undying Host II
    Prerequisites: Elf level 12, Champion of the Undying Host I, Choice of Elven Melee Attack II or Follower of the Undying Court
    Cost: 2 AP
    Benefit:
    • Elegant Strike: You apply your Dexterity bonus as a bonus on damage rolls (in addition to any Strength bonus you may have) with any of the following weapons: longsword, rapier, or scimitar. Targets immune to sneak attacks or extra damage from critical hits are immune to your elegant strike.
    • Superior Defense II: The Max DEX bonus from Superior Defense is increased to 2.
    • Virtual Feat: Spring Attack: Your training has given you the benefits of the Spring Attack feat.


    Champion of the Undying Host III
    Prerequisites: Elf level 18, Champion of the Undying Host II, Choice of Elven Melee Attack II and Elven Melee Damage II or Undying Call
    Cost: 2 AP
    Benefit:
    • Wrath of the Undying Host: You gain a +2 sacred bonus
      on attack rolls and deal an extra 2d6 points of damage with Longswords, Rapiers and Scimitars. The Weapon is also considered Good Aligned for the purposes of overcoming Damage Reduction.
    • Superior Defense III: The Max DEX bonus from Superior Defense is increased to 3.
    • Virtual Feat: Whirlwind Attack: Your training has given you the benefits of the Whirlwind Attack feat.
    I like this part from whirlwind how about cleave instand?.
    The Undying Court khyber server Liily16rng Starrina 16sor Black,blacker,blackest and cold beyond frozen things.Where is between when there is naught to life but fragile dragons' wings?
    <----lol rerolled long ago.

  15. #15

    Default

    Quote Originally Posted by Silverjade View Post
    I like this part from whirlwind how about cleave instand?.
    Because it doesn't match the PrC it's trying to emulate. The PrC gives you bonus feats that must have Dodge or Combat Expertise as a Prereq. Now with all the Feat slots you've managed to save...
    Last edited by QuantumFX; 01-09-2009 at 01:29 PM.
    Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
    • NEW - Fix the flipping non-proficiency penalties for wildshape!
    • Redo the Favor rewards so there is a reason to do max favor again.
    • Redoing the drop rates of tomes in generic and raid loot tables.
    • Task Lynnabel with updating the remaining legacy named loot to not suck.
    • Tiering the Runearms so that artificers aren’t screwed out of the advantages of Cannith Crafting in Epic levels on their signature item.
    • Finishing the enhancement tree passes (including racial PrE’s) before rolling out yet another DDOStore™ Enhancement Tree.

  16. #16
    Community Member Quanefel's Avatar
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    Quote Originally Posted by QuantumFX View Post
    Because it doesn't match the PrC it's trying to emulate. The PrC gives you bonus feats that must have Dodge or Combat Expertise as a Prereq. Now with all the Feat slots you've managed to save...
    Not that bad of a PrE really. Good work.
    Proud Leader of the Shadowhand.

    A is A. -John Galt

  17. #17

    Default Eldritch Knight Prestige Enhancements

    Eldritch Knight I (1 Action Point)
    Class Prerequisites:
    Barbarian Level 1 -AND- Fighter Level 1
    -OR-
    Fighter Level 2
    -OR-
    Paladin Level 1 -AND- Fighter Level 1
    -OR-
    Ranger Level 1 -AND- Fighter Level 1

    -AND-

    Bard Level 7 -OR- Sorcerer Level 6 -OR- Wizard Level 5

    Enhancement Result:
    -4 HP (yes, that is a minus)

    Explanation:
    The extra Fighter Level is necessary to allow the Bonus Feat an Eldritch Knight receives for taking the PrE. However, the Hit Points need to be adjusted down to d6. Also the Eldritch Knight Saves progression follows that of a Fighter. The Eldritch Knight I Enhancement is not really appealing but it is a necessary sacrifice to proceed through the PrE line. Due to this lack of appeal, the AP cost is only 1.

    Eldritch Knight Martial Power I (1 Action Point)
    Must have Eldritch Knight I PrE
    Class Prerequisites:
    Bard 9 -OR- Sorcerer 7 -OR- Wizard 7

    Enhancement Result:
    +1 to Base Attack Bonus
    +4 HP for Sorcerers and Wizards only

    Eldritch Knight Martial Power II (2 Action Points)
    Must have Eldritch Knight I PrE
    Class Prerequisites:
    Bard 13 -OR- Sorcerer 9 -OR- Wizard 9

    Enhancement Result:
    +1 to Base Attack Bonus (total of +2 to Base Attack Bonus)
    +4 HP for Sorcerers and Wizards only (total of +8 HP)

    Eldritch Knight Martial Power III (3 Action Points)
    Must have Eldritch Knight I PrE
    Class Prerequisites:
    Bard 17 -OR- Sorcerer 11 -OR- Wizard 11

    Enhancement Result:
    +1 to Base Attack Bonus (total of +3 to Base Attack Bonus)
    +4 HP for Sorcerers and Wizards only (total of +12 HP)

    Eldritch Knight Martial Power IV (4 Action Points)
    Must have Eldritch Knight I PrE
    Class Prerequisites:
    Sorcerer 13 -OR- Wizard 13

    Enhancement Result:
    +1 to Base Attack Bonus (total of +4 to Base Attack Bonus)
    +4 HP (total of +16 HP)

    Eldritch Knight Arcane Power I (1 Action Point)
    Must have Eldritch Knight I PrE
    Class Prerequisites:
    Fighter 3 -Or- Paladin 3 -OR- Ranger 3

    Enhancement Result:
    +95 SP
    +2 to Spell DC
    +2 Caster Levels for the purpose of calculating Spell Duration
    +2 Levels to Caster Level Check for Scrolls, etc.
    -8 HP for Fighter 3 or Paladin 3 or -4 HP for Ranger 3

    Eldritch Knight Arcane Power II (2 Action Points)
    Must have Eldritch Knight I PrE
    Class Prerequisites:
    Fighter 5 -Or- Paladin 5 -OR- Ranger 5

    Enhancement Result:
    +120 SP (total of 215 SP)
    +2 to Spell DC (total of +4 to Spell DC)
    +2 Caster Levels for the purpose of calculating Spell Duration (total of +4 Caster Levels)
    +2 Levels to Caster Level Check for Scrolls, etc. (total of +4 Levels to Caster Level Check)
    -8 HP for Fighter 5 or Paladin 5 (total of -16 HP) or -4 HP for Ranger 5 (total of -8 HP)

    Eldritch Knight Arcane Power III (3 Action Points)
    Must have Eldritch Knight I PrE
    Class Prerequisites:
    Fighter 7 -Or- Paladin 7 -OR- Ranger 7

    Enhancement Result:
    +145 SP (total of 360 SP)
    +2 to Spell DC (total of +6 to Spell DC)
    +2 Caster Levels for the purpose of calculating Spell Duration (total of +6 Caster Levels)
    +2 Levels to Caster Level Check for Scrolls, etc. (total of +6 Levels to Caster Level Check)
    -8 HP for Fighter 7 or Paladin 7 (total of -24 HP) or -4 HP for Ranger 7 (total of -12 HP)

    Eldritch Knight Arcane Power IV (4 Action Points)
    Must have Eldritch Knight I PrE
    Class Prerequisites:
    Fighter 9 -Or- Paladin 9 -OR- Ranger 9

    Enhancement Result:
    +170 SP (total of 530 SP)
    +2 to Spell DC (total of +8 to Spell DC)
    +2 Caster Levels for the purpose of calculating Spell Duration (total of +8 Caster Levels)
    +2 Levels to Caster Level Check for Scrolls, etc. (total of +8 Levels to Caster Level Check)
    -8 HP for Fighter 9 or Paladin 9 (total of -32 HP) or -4 HP for Ranger 9 (total of -16 HP)


    This is a work in progress... I am going to think about it some more and come back later and make some slight changes. I feel that those following the Martial Arts path (i.e. those taking more Fighter, Paladin, or Ranger Levels) will be compensated for not getting to cast higher level Spells by the Feats that they will gain. Eldritch Knights are supposed to "study Martial and Arcane Arts to an equal degree." Therefore the AP Cost progression may channel people in that direction but they are not limited to doing so. However, once they reach the fourth level of Martial or Arcane Power Enhancement, they will need to follow the other path for additional Eldritch Knight Prestige Class benefits.
    Last edited by Omega2K; 01-13-2009 at 10:30 PM. Reason: Added additional Spell Duration for Eldritch Knight Arcane Power Enhancements
    -Omega2K

    "Adventure is not outside; it is within."

  18. #18
    Community Member moorewr's Avatar
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    I'm hung up on Mystic Theurge -- about the only way it could be viable would be an arcane line that gave you divine-spell-like 'use-per-rest' abilities, and vice versa.

    addendum: that said, what cleric wouldn't contemplate specing enhancements to get wall of fire, and what fleshling arcane wouldn't consider a path to healing spells? not sure how you could balance the PrE considering benefits like that.
    Last edited by moorewr; 01-11-2009 at 12:40 PM.
    <|| “Lasciate ogni speranza, voi ch’entrate.” ||>
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  19. #19
    Community Member Quanefel's Avatar
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    Quote Originally Posted by moorewr View Post
    I'm hung up on Mystic Theurge -- about the only way it could be viable would be an arcane line that gave you divine-spell-like 'use-per-rest' abilities, and vice versa.

    addendum: that said, what cleric wouldn't contemplate specing enhancements to get wall of fire, and what fleshling arcane wouldn't consider a path to healing spells? not sure how you could balance the PrE considering benefits like that.
    I looked this up and it looks like it might be possible.

    It requires the character to be able to cast 2nd level divine and 2nd level arcane spells. Easy enough.

    Now a rough draft would be:

    Mystic Theurge I:

    +2 to divine and arcane number of spells per day. Meaning you get extra spells slots as though you were 2 levels higher in each of the two classes you used to qualify in.

    Mystic Theurge II:

    +3 to divine and arcane number of spells per day. As above.

    Mystic Theurge III:

    +4 to divine and arcane number of spells per day. As above.


    Now normally there would be 10 levels to this prestige class. Yet to not make it to overpowering and to fit better I reduced the + amount per tier of this PrE. It could be worked up higher to give more or changed around. I can look at this better later to get a proper balance. Nothing else really for this prestige class that I could find but I am sure more could be added to fill it out.
    Proud Leader of the Shadowhand.

    A is A. -John Galt

  20. #20
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    Quote Originally Posted by bandyman1 View Post
    The Muffin Taunter

    Requirments: Warforged, or any race on an account that contains both access to 32 point builds, and 4.2 million plat on at least one character.
    You have to be a Warforged Monk or a Warforged Paladin/Sorcerer.

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