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Daijaga Chosen of Luck

Gender:  Joined: 17 Dec 2003 |
Posted: Sat Nov 13, 2004 9:36 pm Post subject: D&D Prestige Classes |
This is a prestige class I desgined for a new player of mine and your fellow board member, Judgement Sevens. Hes into capoeira, which is kind of like a dance, and kind of like a fight, and kinda not like either. Anywho, here the class I designed for him, having read up on some capoeira. Fellow DMs or PCs please provide your own input.
Note: I do feel the class is slightly overpowered, but I've made the decision to accept this to allow JS to have the range and diversity of the actual capoeira fighting style. Enjoy.
Capoerista
A master of the beat, a mestre of the game, every step a fluid dance in the juego de capoeira. The Caoperista flows into and out of the rhythm of battle with well practiced ease, and he may hope one day that future capoeristas call him Mestre’.
A warrior in the style of capoeria sees what he does as a dance, part of a greater spiritual rhythm that he feels he must master. Monks, fighters, and rogues all naturally gravitate toward this class, the mobility and take downs offer a new range of combat for these melee oriented adventurers. Bards may find the style’s emphasis on music and beats very appealing. Paladins and rangers commonly find this class to be too outlandish for their specific tastes. Wizards, Clerics, and Sorcers are ill suited to the class, but the additional mobilty bonuses could appeal to the acrobatic spell caster.
Capoeristas are usually to be found in the company of other capoeristas, forming a band of fighters that play and spar one another in a ‘Roda’.
Hid Dice: d8
Requirements
To become a capoerista, a character must fullfill the following requirements:
Alignment: Any nonlawful.
Base Attack Bonus: +3
Feats: Dodge, Mobiltiy
Skills: Tumble 8 ranks, Musical Instrument (berimbau or vocal) 4 ranks.
Special: A capoerista must spend a day crafting a special necklace that marks him has a true player of the game of capoeira. This necklace must feature a gem worth at least 50gp.
Class skills
A capoerista’s class skills (and they key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 2 + Int Modifer.
Class Features
All of the following are features of the Capoerista prestige class.
Armor and Weapon Proficiency: Capoeristas are proficient with daggers and knifes. They are not proficient with any armors or other weapons and suffer the same penalties from wearing armor as a monk.
Jinga (Su): A capoerista moves back and forth in such a way that he can actually occupy several spaces at once. Beginning at 1st level, a capoerista may occupy both his square and a single 5 x 5 square area adject to his position. At 4th level he may occupy one additional space forming either a line or an angle from his location. At 8th level, he may occupy a full 10 x 10 square area. While performing the Jinga, the capoerista threatens all creatures adject to his occupied space, and they all threaten him. When attacked, the capoerista is considered to be in the square adject to the attacker for melee, or in his original square for ranged. Creatures attemping to move into a capoerista’s jinga space must attempt a bullrush to do so.
Head over Heels (Ex): A capoerista fights as well on his standing on his hands as he does on his feet. He may not perform the jinga while standing on his hands, but may perform any other actions he normally would be allowed. Moving into this position is a free action.
Tumble Syngergy: For every 5 ranks a capoerista has in tumble, he gains a +1 to his AC bonus while not wearing any armor.
Feel the Beat (Ex): When there is a steady rhythm within the capoerista’s range of hearing, he may spend a full round action to sync up to the beat. After doing so, the capoerista gains a benefit to his Attack roll, his AC, as well as Initiative, Bluff, and Intimidate checks. See Table 1-2 to determine this benefit.
Angola (Ex): The capoerista receives no negative repercussions for being prone, and can in fact can move his full movement or attack from this position. He essentially is never considered to be prone.
Seal the Body (Su): A capoerista may draw a magical seal over his body, protecting it from outside influcences and sealing his body from all diseases and poisons, both magical or natural. This ability lasts for 1 minute/caporista level and takes a move-equivalent action to perform.
Malicia (Ex): On any successful hit, a caporista may attempt to trip his opponent as a free action.
Takedown (Ex): On reaching 9th level, the capoerista gains the ability to take down his opponent and hurl them through the air. When a caporista attempts a bullrush and succeds, he may throw the opponent 10ft in any direction he chooses. If performing a handstand, he gains a +1 to this attempt.
Armada (Su): Upon reaching 10th level, a capoerista’s technique is so sharp, that he may attempt an attack on every creature that he threatens that round at his highest attack bonus. This drains the caporista and he must succeed at a Fort save (DC 25) or take 1d4 temporary consitution damage and instantly become fatigued. He may only do this once per day.
Mestre’: Upon reaching 10th level the capoerista received the title of Mestre’ and is revered as a legendary player of capoeria. He gains a +2 circumstance bonus on all dealings with other monks and a +4 with other capoeristas.
Table 1-1: Class Features
1 Jinga +5ft x 5ft, Head over Heels, Tumble Syngergy
2 Feel the Beat +1
3 Improved Trip, Seal the Body 1/day
4 Jinga +5ft x 5ft
5 Angola
6 Feel the Beat +2, Malicia
7 Seal the body 2/day
8 Jinga +5ft x 5ft
9 Feel the Beat +3, Takedown
10 Seal the Body 3/day, Mestre’, Armada.
Table 1-2: Attack bonus
1 +1
2 +2
3 +3
4 +3
5 +4
6 +5
7 +6/+1
8 +6/+1
9 +7/+2
10 +8/+3
Saves each increase +1 every level. |
Last edited by Daijaga on Sun Nov 14, 2004 2:04 am; edited 5 times in total |
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Wins 27 - Losses 38 Level 7 |
EXP: 6469 HP: 2453
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STR: 1013 END: 720 ACC: 611 AGI: 756
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Kaledescope (Mace) (170 - 510) |
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Kiyomi Adopted sis to Alexander and Sperrit

Gender:  Joined: 15 Oct 2003 |
Posted: Sat Nov 13, 2004 10:43 pm Post subject: |
Capoeira is crazy, man! I wish I could move like that! If I could, my regular martial arts would be a breeze! Actually, sometimes that is how I solidify a new move into my memory; with music. I crank out the tune that I feel best fits the move I'm trying to get down, dance a little bit to warm up, then start moving into the move. Then the music keeps me from thinking too hard about the move (which is usually the reason I cannot do a move), and my body can learn to move more naturally. Of course, plain old practice, practice, practice helps too.
Very cool class, though! Now you need one for the mad rabbit breeding geneticists out there. LOL.
I wish our DM had not moved. He was awesome! |
_________________ The great and confused Kiyomi, cat girl with an obsession for rabbits and genetics! #1 fan and wife of Excel.
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Wins 38 - Losses 49 Level 10 |
EXP: 3820 HP: 2070
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STR: 860 END: 605 ACC: 865 AGI: 1070
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Hayabusa (Blades) (355 - 415) |
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Godwyn Senior Otaku

Gender:  Joined: 25 Oct 2004 |
Posted: Mon Nov 15, 2004 1:45 pm Post subject: |
First, on the saves, a +1 at every level is a bit off, but probably just from typing it up. It really is not that unbalanced, the only time I could really see it being a problem is if a really large creature had the class, but since it is custom made for a character, that doesn't seem likely. Since Jinga allows everyone that threatens one of those areas to threathen the character I foresee some problems with attacks of opportunities and such, but ohter than that I think the class looks good. |
_________________ Monkey of Teh slack!
Hokey religions are no match for a good blaster at yer side, kid!-Liska, http://mynarskiforest.purrsia.com/
Togateiru Fohku Kohgeki!!!-Elliot http://www.elgoonishshive.com/
I'm voting for WotC. They have the rhetorical advantage, obviously.-Shandriz |
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Wins 12 - Losses 9 Level 6 |
EXP: 1188 HP: 2090
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STR: 680 END: 705 ACC: 730 AGI: 885
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Tae'elwyn (Sword) (252 - 398) |
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Daijaga Chosen of Luck

Gender:  Joined: 17 Dec 2003 |
Posted: Mon Nov 15, 2004 3:48 pm Post subject: |
Godwyn wrote: | First, on the saves, a +1 at every level is a bit off, but probably just from typing it up. |
Yeah, I was kina just going off the monk saves. Maybe it would make more sence for Ref and Will Good, low fort?
Quote: |
It really is not that unbalanced, the only time I could really see it being a problem is if a really large creature had the class, but since it is custom made for a character, that doesn't seem likely.
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I hadnt considered that, thanks. But you are right, since its sort of a custom job, it shouldnt be an issue
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Since Jinga allows everyone that threatens one of those areas to threathen the character I foresee some problems with attacks of opportunities and such, but ohter than that I think the class looks good. |
As for the attacks of oppertunity, thats why mobility is a prereq.
Hey, thanks for the feedback, brotha. Keep burnin off them clothes  |
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Wins 27 - Losses 38 Level 7 |
EXP: 6469 HP: 2453
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STR: 1013 END: 720 ACC: 611 AGI: 756
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Kaledescope (Mace) (170 - 510) |
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Therin Gloompf. Iggle!

Gender:  Joined: 24 Sep 2002 |
Posted: Tue Nov 16, 2004 4:14 am Post subject: |
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Wins 45 - Losses 36 Level 10 |
EXP: 6251 HP: 2600
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STR: 950 END: 825 ACC: 825 AGI: 800
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Gray Matter (Gun) (240 - 530) |
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