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[a]Knight of the Wind; A Very Windy PrC
Topic Started: Tue Mar 28, 2017 9:31 pm (623 Views)
Windy
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Who Am I? Windy, Knight of the Wind

Is this character active, at least a few weeks, and unlikely to be removed in the future? Yes

Do I have at least 150 Gold on this account? Yes once I put a shop order through.

Why should you accept this custom PrC? This PrC will help me get back into Windy and his story while also helping Windy attain the power he needs to take the next step on his journey.

Knight of the Wind

Custom PrC: Windy

The Knight of the Wind has dedicated himself to the path of speed. A Knight of the Wind will prefer rushing his enemies and bewildering them with their raw speed and reflexes, but when overpowered and outmatched, they choose to run. Whether it's running away or running through their enemies, the speeds they can obtain are truly breathtaking.

The abilities of this PrC are all non-magical.

Prerequisites:

  • Adept Athletics
  • Adept Acrobatics
  • None of these abilities can be used while wearing medium or heavier armor


Training Costs
Level OneLevel TwoLevel ThreeLevel FourLevel Five
Buying45
Selling35

Buying30
Selling25
Buying30
Selling25
Buying60
Selling50
Buying60
Selling50


Level One


  • Running Wild: At the first level of being a Knight of the Wind, the Knight learns how to run like the wind. Grants a constant Non-Magical Haste Buff similar to the Haste Spell.

  • Mach Cone: Twice a fight a Knight of the Wind can form a cone of wind in front of them as they run. The Mach Cone disturbs the path of projectiles but does not stop them and if it comes into contact with an enemy it delivers mild concussive force.
    The Mach Cone is only in effect while the Knight is moving, stopping his movements or if an enemy comes into physical contact with the Mach Cone end the effects of Mach Cone. Mach Cone will always disappear at the end of the turn it is used.


Level Two


  • Step it Up: The Knight becomes more agile and acrobatic as if under the effects of Cat's Grace. This ability can be activated twice a day and lasts for three posts per use.


Level Three


  • Ready... Go!: The Knight of the Wind can freely run at the speed of sound as long as he is out of combat and has no weapons drawn. The Knight of the wind can be attacked while maintaining this ability but he can't attack until one post after this ability ends. All wounds sustained while using this ability increased severely, small slashes can turn into blades cutting you to the bone. Upon receiving a hit the Knight of the Wind slows down drastically. It is also much harder to dodge surprise attacks at this speed.


Level Four


  • Sonic Boom: For only a second the Knight can break the sound barrier in combat, sending a shockwave at a radius of ten feet. The Shockwave can blow debris and objects away, while people will take moderate concussive damage and be knocked down. This can be activated twice per battle and causes mild fatigue.

  • Speed Break: Once a Fight the Knight of the Wind can Empower his ability Running Wild, increase the speed by half. This makes the Non-Magical Haste Buff as strong as it's Empowered Magical counterpart. This ability lasts for three posts.


Level Five


  • Light Speed Dash: The Knight breaks through all of the limitations that keep him from attaining true speed, at a terrible cost to his body. The Knight first dashes away from his opponent to gain distance to a max of sixty feet. The Knight then runs back towards his foe(s) at speeds that surpass sound by many times, but instead of hitting his foe he runs past them. Along the Knight's path debris and other objects are trailing behind in his path and strike all enemies within thirty feet of the intended target(s) with a storm of debris that inflicts heavy damage. The Knight of the Wind continues running for a short distance, just enough to exit the debris field and make it to safety.

    This ability can't be used in small areas, the Knight needs at least sixty feet of running room with few obstacles to stop his mad dash.

    Using this ability strains the muscles and bones in the knight's legs, removing the effects of Running Wild until he receives medical attention or rests. The Endurance feat can help the Knight of the Wind keep on fighting in a fatigued state, otherwise the Knight finds it much harder to fight after using Light Speed Dash.
Edited by Ozan, Sat Jul 1, 2017 7:24 pm.
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Zolero Rossen
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I don't think traits should be requirements for PrCs. This looks like a martial PrC, so make it incompatible with other martial PrCs.

Running: Are you thinking of this as on a par with the spell Haste?

Mach Cone: What does "coming into physical contact with the Mach Cone" mean? I was under the impression it starts immediately in front of the Knight and extends out in front of them wherever they move.

Step it Up could be given a longer duration if you'd like. One post, twice a day is pretty scarce.

Light Speed Dash should have the restriction that it can only be used in a place with an obstacle-free sixty-foot run-up (No rooms and no twisty alleys). It should also give some indication as to where the Knight ends up after the ability is used. Finally, I think it should be adjusted so that the ability's use makes it "very difficult to physically fight" afterwards, rather than either impossible without the endurance feat or not particularly problematic with it.
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Windy
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clarified a few things.

Added in that if the Enemy comes into physical contact with the Mach Cone that it ends and delivers mild concussive force, that should clear up that misunderstanding.

Modified the rest as mostly suggested.

As the entire point of Light Speed Dash is to uproot debris and the like, I put in it can only be used in places that have a few obstacles, as the obstacles may very well be torn out of the ground and be used as debris.

Clarified Running Wild as working the same as the haste spell, but is non-magical.
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Zolero Rossen
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Two other things: Ready... Go! should say that any attack that hits the Knight of the Wind forces them to slow down (as well as, possibly, that attacks are difficult to dodge at that speed).

Speed Break might need some kind of limiter outside of combat. Possibly also a bit more clarification as to what kind of thing it slows; for example, as currently put, it could be used to dispel the aftereffects of Light Speed Dash, which I don't think is the intended effect.
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Windy
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okay, edited a bit.


It is no longer Slowing and Snaring effects, it's Snaring and Binding and has had it's over all use upped to 3 a topic so as such it no longer conflicts with the other abilities and honestly I think it fits the class better.

Added that it's harder to dodge surprise attacks in Ready... Go! and that taking a hit while running at the speed of sound forcibly slows the Knight of the Wind.
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Aeyliea
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Level 1:

Running Wild: Fine.

Mach Cone: This is fine.

Level 2: This is fine as is, but seems a little weak.

Level 3:

This seems fine, though using mild/moderate/major descriptors is better rather than greatly or the like.

Level 4: Sonic Boom: Fine

Speed Break: This is fine, but is definately weak for a level 4 ability.

Level 5: This is fine as written, though it needs some damage clarification. It also seems rather weak for an apex ability, unless the damage it is dealing is major or heavy.
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Windy
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Eh, Modified Speed Break to increase natural speed for a few rounds, makes more sense as there are very few snaring abilities in Imythess

the level 2 is kinda weak but I wasn't sure if I could just make it a 2nd passive as I thought that might be to strong.

gave my Apex ability a heavy damage modifier.
Edited by Windy, Sun Jun 11, 2017 10:24 pm.
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Windy
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Who Am I? Windy, Knight of the Wind

Is this character active, at least a few weeks, and unlikely to be removed in the future? Yes

Do I have at least 150 Gold on this account? Yes once I put a shop order through.

Why should you accept this custom PrC? This PrC will help me get back into Windy and his story while also helping Windy attain the power he needs to take the next step on his journey.

Knight of the Wind


Custom PrC: Windy

The Knight of the Wind has dedicated himself to the path of speed. A Knight of the Wind will prefer rushing his enemies and bewildering them with their raw speed and reflexes, but when overpowered and outmatched, they choose to run. Whether it's running away or running through their enemies, the speeds they can obtain are truly breathtaking.

The abilities of this PrC are all non-magical.


Prerequisites - Adept Athletics, Adept Acrobatics. None of these abilities can be used while wearing medium or heavier armor.

<This is wear the pricing table will go>

Level One

Running Wild - At the first level of being a Knight of the Wind, the Knight learns how to run like the wind. Grants a constant Non-Magical Haste Buff similar to the Haste Spell.

Mach Cone - Twice a fight a Knight of the Wind can form a cone of wind in front of them as they run. The Mach Cone disturbs the path of projectiles but does not stop them and if it comes into contact with an enemy it delivers mild concussive force.
The Mach Cone is only in effect while the Knight is moving, stopping his movements or if an enemy comes into physical contact with the Mach Cone end the effects of Mach Cone. Mach Cone will always disappear at the end of the turn it is used.



Level Two

Step it Up - The Knight becomes more agile and acrobatic as if under the effects of Cat's Grace. This can be used twice per combat.

Level Three

Ready... Go! - The Knight of the Wind can freely run at the speed of sound as long as he is out of combat and has no weapons drawn. The Knight of the wind can be attacked while maintaining this ability but he can't attack until one post after this ability ends. All wounds sustained while using this ability increased severely, small slashes can turn into blades cutting you to the bone. Upon receiving a hit the Knight of the Wind slows down drastically. It is also much harder to dodge surprise attacks at this speed.


Level Four

Sonic Boom - For only a second the Knight can break the sound barrier in combat, sending a shockwave at a radius of twenty feet. The Shockwave can blow debris and objects away, while people will take moderate concussive damage and be knocked down. This can be activated twice per battle and causes mild fatigue.

Speed Break - Allows the Knight to increase their speed moderately. This ability stacks with Running Wild. This ability lasts for three posts and can be used once a fight.

Level Five

Light Speed Dash - The Knight breaks through all of the limitations that keep him from attaining true speed, at a terrible cost to his body. The Knight first dashes away from his opponent to gain distance to a max of sixty feet. The Knight then runs back towards his foe(s) at speeds that surpass sound by many times, but instead of hitting his foe he runs past them. Along the Knight's path debris and other objects are trailing behind in his path and strike all enemies within thirty feet of the intended target(s) with a storm of debris that inflicts major damage. The Knight of the Wind continues running for a short distance, just enough to exit the debris field and make it to safety.

This ability can't be used in small areas, the Knight needs at least sixty feet of running room with few obstacles to stop his mad dash.

Using this ability strains the muscles and bones in the knight's legs, removing the effects of Running Wild until he receives medical attention or rests. The Endurance feat can help the Knight of the Wind keep on fighting in a fatigued state, otherwise the Knight finds it much harder to fight after using Light Speed Dash.
Edited by Windy, Sat Jul 1, 2017 7:24 pm.
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Aeyliea
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Ok, first the nitpicking:

Level 1: Fine

Level 2: Still weak, but making it latent would probably mean thiswould have to be a martial PrC, since latent buff stacking? Its probably fine as is.

Level 3: Also fine.

Level 4: Also Fine, some comments in the next section.

Level 5: Also fine, same as above.

Onto more nitpicking.

Please format this request so it is in the standarized format. This also includes changing descriptors from severely, 'by haf', etc into the slight, moderate, major, extreme format for buffs, damage, etc.

Examples: Speed Break: Allows the Knight to increase their speed moderately. This ability stacks with Running Wild.

Standardizing these descriptors makes it easier to quantify them without actually quantifying them :D

Definately get this cPrC into the proper format. Once this is done, I will price this.
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Windy
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Forgot to post in here.

I believe the 2 abilities that needed proper formatting are now formatted.
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Windy
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Edited since Aey still thought the Cat's Grace temporary power up is to weak.

Now it's a 2nd passive and this is a Martial PrC that can't be taken with other Martial PrCs do to stacking Passives.
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¤Ozan[Adm]
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At this power level, the PrC doesn't need to be martial.

Step it Up - change from twice per day to twice per combat. We no longer use per-day things.

Sonic Boom - ten feet is tiny, increase to 20 feet.

Otherwise looks great. Needs prices. Let me know when you're ready for pricing.
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¤Ozan[Adm]
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Proposed prices:

45
30
30
60
60
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¤Ozan[Adm]
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Congratulations! Your custom Prestige Class has been accepted. A staff member will post a copy of the final PrC in the Accepted Custom PrCs forum so you and anyone else can start buying levels.
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