Horizon Walker & Knight of the Way Prestige Classes

Originally posted by jesterjeff:

I’ve thought about playing a Horizon walker for a Play by Post DS game but the planar abilities seem a bit off for the setting so here’s a bit of a tweak for ya’ll.

HORIZON WALKER
Hit Die: d8.
Requirements
To qualify to become a horizon walker, a character must fulfill all the following criteria.
Skills: Knowledge (geography) 8 ranks.
Feats: Endurance.
Special: Favored Terrain class feature.
Class Skills
The horizon walker’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Speak Language (none), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
<br />Table: The Horizon Walker <br />Level BABFortRef Will Special <br />1st +1+2+0+0Terrain mastery <br />2nd+2+3+0+0Terrain mastery <br />3rd+3+3+1+1Terrain mastery <br />4th+4+4+1+1Terrain mastery <br />5th+5+4+1+1Terrain mastery
Class Features
All of the following are features of the horizon walker prestige class.
Weapon and Armor Proficiency: Horizon walkers gain no proficiency with any weapon or armor.
Terrain Mastery: At each level, the Horizon Walker adds a new terrain environment to their repertoire from those given below. Terrain mastery gives a horizon walker a bonus on checks involving a skill useful in that terrain, or some other appropriate benefit. A horizon walker also knows how to fight dangerous creatures typically found in that terrain, gaining a +1 insight bonus on attack rolls and damage rolls against creatures with that terrain mentioned in the Environment entry of their descriptions. The horizon walker only gains the bonus if the creature description specifically lists the terrain type.
Horizon walkers take their terrain mastery with them wherever they go. They retain their terrain mastery bonuses on skill checks, attack rolls, and damage rolls whether they’re actually in the relevant terrain or not.

Terrain Mastery Benefits and Terrain Options:
Aquatic: You gain a +4 competence bonus on Swim checks, or a +10-foot bonus to your swim speed if you have one. You gain a +1 insight bonus on attack and damage rolls against aquatic creatures.
Desert: You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.- thisis classified as the Sandy Wastes, Stony Barrens, Rocky Badlands, Boulder fields, Salt Flats and Obsidian Wastes
Forest: You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.
Hills: You gain a +4 competence bonus on Listen checks. You gain a +1 insight bonus on attack and damage rolls against hills creatures.
Swamp: You have a +4 competence bonus on Move Silently checks. You gain a +1 insight bonus on attack and damage rolls against marsh creatures. This includes the Mud Flats.
Mountains: You gain a +4 competence bonus on Climb checks, or a +10- foot bonus to your climb speed if you have one. You gain a +1 insight bonus on attack and damage rolls against mountain creatures. This includes the Jagged Cliffs.
Plains: You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.
Silt Seas: You have 60-foot blindsight, or 120-foot blindsight if you already had blindsight from another source. You gain a +1 insight bonus on attack and damage rolls against silt creatures.

Originally posted by zombiegleemax:

Nice :smiley: That’s basically what I did to them for my homebrew campaign (without the Favored Terrain and Silt Seas bits, of course).

Originally posted by jesterjeff:

to follow up here’s a few slightly modified DM PrCs

KNIGHT OF THE WAY
Hit Die: d6.
Requirements
To qualify to become an Knight of the Way, a character must fulfill all the following criteria.
Weapon Proficiency: Must be proficient with all martial weapons.
Powers: Able to manifest 3rd-level powers.
Class Skills
The knight of the way’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (psionics) (Int), Knowledge (nobility and royalty) (Int), Ride (Dex), Sense Motive (Wis), and Psicraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Table: The Knight of the Way<br />Level BAB Fort Ref Will Special<br />1st +1 +2 +0 +0 Bonus feat<br />2nd +2 +3 +0 +0 +1 manifester level<br />3rd +3 +3 +1 +1 +1 manifester level<br />4th +4 +4 +1 +1 +1 manifester level<br />5th +5 +4 +1 +1 +1 manifester level<br />6th +6 +5 +2 +2 +1 manifester level<br />7th +7 +5 +2 +2 +1 manifester level<br />8th +8 +6 +2 +2 +1 manifester level<br />9th +9 +6 +3 +3 +1 manifester level<br />10th +10 +7 +3 +3 +1 manifester level
Class Features
All of the following are features of the knight of the way prestige class.
Weapon and Armor Proficiency: Knights of the way gain no proficiency with any weapon or armor.
Bonus Feat: At 1st level, a knight of the way may choose a bonus feat from the list of feats available to fighters. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats, including levels of fighter for the Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization feats.

Powers Known: Beginning at 2nd level, a knight gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of knight to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became a knight, he must decide to which class he adds the new level of knight for the purpose of determining power points per day, powers known, and manifester level.
If the character did not belong to a manifesting class before taking this prestige class, he does not gain manifesting levels.

Originally posted by zombiegleemax:

Unfortunately the Knight of the Way is extremely weak when compared with this guy. Let’s go through the list.

Hit Dice

  • A Knight of the Way gets d6 + Con mod hit points per level.
  • A Slayer (or Illithd Slayer, as seen in the XPH) gets d8 + Con mod hit points per level.

Requirements

  • A character can qualify for the Knight of the Way PrC as a 6th-level character at the earliest.
  • A character can qualify for the Slayer PrC as a 4th-level character at the earliest.
    That’s two (count em, two!) levels of difference.

Skills

  • A Knight of the Way gets 2 + Int mod skill points per level, and 10 class skills to spend 'em on. However, some of these are extraneous.
  • A Slayer gets 4 + Int mod skill points per level, and 8 class skills to spend 'em on. However, some key skills are missing from the list.
    Overall, the Slayer is still a bit stronger here.

Feats

  • A Knight of the Way gets one bonus feat at 1st level.
  • A Slayer doesn’t.
    The difference is obvious. Knight wins out here.

Manifesting

  • A Knight of the Way gets 9/10ths manifesting progression.
  • A Slayer also gets 9/10ths manifesting progression.
    No difference here.

Special

  • A Knight of the Way gets no special class abilities. That’s right, none.
  • A Slayer receives powerful class abilities related to dealing with enemy manifesters, especially telepaths, and psionic creatures.
    Again, the difference is obvious: Slayer wins by a longshot.

Overall, the Slayer gets more hp, more skill points, and special abilities which come into play in the average Dark Sun campaign very, very often. Perhaps most importantly, the Slayer gets all of his abilities much earlier.

Originally posted by jesterjeff:

yeah, I agree. this was the strict conversion of eldritch knight into psionics.
I was thinking about a full 10 manifester levels and adding 3 or 4 feats.

Table: The Knight of the Way<br />Level BAB Fort Ref Will Special<br />1st +1 +2 +0 +0 +1 manifester level, Bonus Feat<br />2nd +2 +3 +0 +0 +1 manifester level<br />3rd +3 +3 +1 +1 +1 manifester level<br />4th +4 +4 +1 +1 +1 manifester level, Bonus Feat<br />5th +5 +4 +1 +1 +1 manifester level<br />6th +6 +5 +2 +2 +1 manifester level<br />7th +7 +5 +2 +2 +1 manifester level, Bonus Feat<br />8th +8 +6 +2 +2 +1 manifester level<br />9th +9 +6 +3 +3 +1 manifester level<br />10th +10 +7 +3 +3 +1 manifester level, Bonus Feat
Class Features
All of the following are features of the knight of the way prestige class.
Weapon and Armor Proficiency: Knights of the way gain no proficiency with any weapon or armor.
Bonus Feat: At 1st, 4th, 7th and 10th levels, a knight of the way may choose a bonus feat from the list of feats available to fighters. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats, including levels of fighter for the Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization feats.

Powers Known: Beginning at 2nd level, a knight gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of knight to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became a knight, he must decide to which class he adds the new level of knight for the purpose of determining power points per day, powers known, and manifester level.
If the character did not belong to a manifesting class before taking this prestige class, he does not gain manifesting levels.

Originally posted by zombiegleemax:

[quote]yeah, I agree. this was the strict conversion of eldritch knight into psionics.
I was thinking about a full 10 manifester levels and adding 3 or 4 feats.[/quote]
This version’s a lot better. Then again, almost anything’s better than the bland, boring Eldritch Knight

No offense to you jesterjeff

Originally posted by ruhl-than_sage:

The illithid Slayer should not be used as a benchmark for creating PrC. It is in fact the single most over powered PrC I have ever seen. The only reason I don’t care? They have to hunt illithids

Originally posted by jesterjeff:

well if aram wants power, how’s this?

KNIGHT OF THE WAY
Hit Die: d6.
Requirements
To qualify to become an Knight of the Way, a character must fulfill all the following criteria.
Weapon Proficiency: Must be proficient with all martial weapons.
Powers: Able to manifest 3rd-level powers.
Class Skills
The knight of the way’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (psionics) (Int), Knowledge (nobility and royalty) (Int), Ride (Dex), Sense Motive (Wis), and Psicraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Table: The Knight of the Way<br />Level BAB Fort Ref Will Special<br />1st +1 +2 +0 +0 Bonus Feat, Split Discipline, Eager student<br />2nd +2 +3 +0 +0 +1 manifester level<br />3rd +3 +3 +1 +1 +1 manifester level<br />4th +4 +4 +1 +1 +1 manifester level, Bonus Feat<br />5th +5 +4 +1 +1 +1 manifester level, Split Discipline<br />6th +6 +5 +2 +2 +1 manifester level<br />7th +7 +5 +2 +2 +1 manifester level, Bonus Feat<br />8th +8 +6 +2 +2 +1 manifester level<br />9th +9 +6 +3 +3 +1 manifester level<br />10th +10 +7 +3 +3 +1 manifester level, Bonus Feat
Class Features
All of the following are features of the knight of the way prestige class.
Weapon and Armor Proficiency: Knights of the way gain no proficiency with any weapon or armor.
Bonus Feat: At 1st, 4th, 7th and 10th levels, a knight of the way may choose a bonus feat from the list of feats available to fighters. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats, including levels of fighter for the Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization feats.

Split Discipline: The Knight of the Way is of a rare mentality, blending mental studies with martial skill. At 1st level and again at 5th, the Knight of the Way adds a discipline of his choice to his pool of potential powers known. Likewise he may add the discipline skills as class skills. For any skill already a class skill he may add a +2 insight bonus to those skills.

Eager Student: Whenever a Knight of the Way levels (the character not just in the PrC), he may replace any power known from the psion/wilder list with any power of equal or lesser level from any discipline he has acess to; i.e. a 1st level fighter/5th level psion/3rd level knight gains a level and adds it to fighter. He may then replace any powers known from the psion/wilder list with any from his 2 disciplines.

Powers Known: Beginning at 2nd level, a knight gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of knight to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became a knight, he must decide to which class he adds the new level of knight for the purpose of determining power points per day, powers known, and manifester level.
If the character did not belong to a manifesting class before taking this prestige class, he does not gain manifesting levels.

Originally posted by zombiegleemax:

Khaine. Khaine wants power :wink: I love it btw

Originally posted by ruhl-than_sage:

I should note, that despite my urging you not to reference the Illithid Slayer as a benchmark; I do agree that the Eldritch Knight is bland and boring (and just slightly on the weak side as well).

I think you guys need a better concept for this Knight of the Way. What is his/her place in the world of Athas? Why does he/she seek to combine psionics and warcraft? And how does this class differ from a Pyschic Warrior?

I know its just a tossed out idea, but why the hell would a PrC that splits their attention between warcraft and psionics gain acesses to multiple disciplines and bonus powers on other lists that they wouldn’t normally have access too?

Originally posted by methvezem:

Perhaps you could take a look at the sensei kit from the Will and the Way for some ideas of how the martial aspect and psionic aspect can be blended together.

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