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Depends, Bindle; if you mean like this, then you put a square bracket and up to three hyphens/dashes on either side of the text you want to shrink down, [-like so-] (like so).
If, on the other hand, you mean this, then just put AC: after the first pair of square brackets.
The Danse Macabre CodexIndeed, Bindle; you have no cause to lambaste yourself in this fashion. If you did, we would have been swift to inform you.
The Danse Macabre CodexFriends; slapping the fail out of one another since time immemorial!
Anyway, getting back to the FCII...yes, the Hellbreaker really seems quite broken to me. They're like Rogues in most respects due to their large number of skill points and skill assortment, d6 hit die and 3/4 base attack bonus, but their class features are insane. For starters, a 1st-level Hellbreaker gets both Mantle of Darkness (which allows them to make Hide checks in any kind of darkness even against creatures that can see in the dark) and telepathic static (which not only renders the telepathy of any and all creatures within a 20-foot radius of the Hellbreaker completely useless, but also makes any divination magic or spell-like abilities used in the area/target him impeded, requiring the caster to make a really high Spellcraft check [DC 20+ the level of the spell/spell-like ability] or else waste that spell slot/daily use/whatever).
And as he levels up, the Hellbreaker gains the ability to steal the spell-like abilities of his opponent and then use them against them, essentially turning him into Magic Mega Man; later on, he can also neutralize an enemy's spell-like abilities and steal supernatural abilities as well.
In addition to this, once he hits fourth level he can also hitch a ride on any teleport spell or ability used within 30 feet of himself that does not target himself, either automatically if the spell was used by an ally or by passing a fairly easy level check if the teleporter in question happens to be hostile. There are no other restrictions on this class feature beyond the fact that he will materialize within thirty feet of the person who's spell he hitchhiked on and will always materialize within the nearest available space if there was a solid object in your way, so you can use this ability pretty much as often as you want; in other words, as long as the Hellbreaker can keep passing those level checks, he can hound a fleeing enemy relentlessly.
Also, his telepathic static also foils calling and summoning spells starting from seventh level, and he can use plane hop (a personalized version of plane shift) once per day at tenth level. In addition to this, he continues to gain increased sneak attack damage as he levels up, and one of the prerequisites for this class—a feat called Undo Resistance—causes all successful sneak attacks to reduce an opponent's spell resistance by the number of of dice used to calculate your sneak attack damage...albeit only with a cold iron weapon. Still...
The Danse Macabre CodexTell me about it; the only real saving grace I can see here are the limitations imposed on the Hellbreaker's ability to steal or neutralize spell-like/supernatural abilities. Basically, he can only steal one of the target's abilities at a time, and cannot perform these actions simultaneously (for example, he cannot steal one of his target's spell-like abilities while neutralizing another one, etc.), and stolen abilities only remain stolen for one minute or until you use them. Also, while there is no limit to how many of a target's abilities you can have neutralized at any one time, the duration of these is much shorter, lasting only for a number of rounds equal to the Hellbreaker's class level.
The Danse Macabre CodexOh, I doubt very much that one of these is going to feature in the campaign; after all, unless I'm greatly mistaken the Nine Hells of Baator do not feature in the Eberron campaign setting.
Still, if you want to hear about something else from that book, I'll be happy to oblige you. This one is another prestige class, one that will probably be more familiar to those who play D&D—the Hellfire Warlock. I do believe that's the first time I can recall seeing a prestige class with only three levels maximum, though I can see why that's the case.
The Danse Macabre CodexIndeed. Much as their name would indicate, Hellfire Warlocks are warlocks—like our friend Stargazer—who can channel the awesome destructive power of the infernal substance known as hellfire, an unholy flame so hot that it ignores resistance or immunity to normal fire and can actually burn and kill fire elementals. This greatly boosts their damage output, confers upon them resistance to fire and allows them to infuse magical items and objects with hellfire for any number of effects...but such power comes at a cost unfortunately; every time they make use of their hellfire blast or hellfire shield, the Hellfire Warlock loses one point of Constitution.
The Danse Macabre CodexPretty much, given their d6 hit die and the fact that losing Constitution means that you suffer a reduction to both your current and maximum hit points. That said, they can defend themselves from assailants—by blasting them in the face with hellfire when some hapless fool tries to attack them in melee—and there are items available which can restore these lost Constitution points. Unfortunately, even if they don't die hellfire is an inherently evil and corruptive substance, and more often than not those who use hellfire will eventually fall under the sway of devils—in particular the archdevil Mephistopheles, who created the stuff.
Would you like to hear more?
The Danse Macabre CodexAlright, here's another prestige class from that book—the Hellreaver* . This one is awesome; a melee fighter who takes his battle to the devils directly, fueling himself with the divine power of his own rage. They can use what are known as 'fury points' to activate most of their class features, and these are really damaging against evil beings or evil outsiders: their basic feature, known simply as holy fury, causes their attacks to become good-aligned and makes them immune to fear effects, a state which lasts for the entire battle and costs no fury points.
They can also spend fury points to:
- gain a bonus to their next attack roll and deal additional dies (d6) of damage if that attack hits, which becomes stronger and stronger as they level up;
- heal their own wounds or those of anyone else within 20 feet;
- gain a bonus to any saving throw made to resist or shrug off the effect of an enemy's attack (spells, poisons, that sort of thing) as an immediate action;
- gain a temporary bonus to your AC when an opponent attacks you as an immediate action;
- cause your next melee attack to ensnare your enemy in chains of divine energy, preventing them from escaping you by shifting to another plane (basically, the spell dimensional anchor);
- and finally, infuse your next swing with so much holy power that your opponent must make a Fortitude save or else explode and be killed outright, while at the same time blinding all evil creatures in the vicinity for 1 round without fail; and even if they make the save, they still take a huge amount of damage.
Additionally, their considerable mettle improves the quality of their Fortitude and Will saves much like Evasion does for Reflex saves, and as a swift action they can voluntarily lose 2 points of Constitution to replenish all their spent fury points.
edited 28th Aug '11 7:50:01 PM by SullenFrog
The Danse Macabre CodexThey get a number of fury points equal to their class level plus their Charisma modifier whenever they go into holy fury, but as that can only be done once per encounter and holy fury lasts until the encounter ends they can't simply drop out of it and then re-enter that state to replenish them until the fight's over. As such, the only way to restore fury points in the middle of an encounter is to take that voluntary CON damage—which, somewhat humorously, is dubbed heroic sacrifice in the text.
edited 28th Aug '11 7:54:52 PM by SullenFrog
The Danse Macabre Codex

1 word: Pun-Pun.
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