Suggestions, Feedback & Bug Reports (OOC) > Module Feedback and Suggestions

New Prestige Classes

(1/8) > >>

EO:
Crypt Raider
Spoiler: showMany cultures have no title that carries greater shame, or summons up deeper revilement than the grave robber. The crypt raider, however, brushes aside such concerns with the nonchalance gained from years of experience. Whether for the sake of knowledge, righteousness, or old-fashioned avarice, the crypt raider has dedicated his life to breaching the resting places of the dead. Many crypt raiders are indeed motivated by greed; the riches of the past can be a tempting hoard no matter what lethal traps and horrors may guard them. But many crypt raiders hunger just as deeply to destroy the living dead that inevitably guard such caches, and their plunder is merely a fringe benefit. Still other crypt raiders are genuine idealists and academics, devoting themselves to bringing the past into the light of day, so that others might benefit from the lessons and the mistakes of those that have gone before.

Hit Die: d6.

Requirements:
Base Attack Bonus: +4.
Feats: Back to the Wall, Courage
Skills: Disable Trap 8 ranks, Lore 4 ranks, Search 8 ranks.

Class Skills:
Appraise, Concentration, Disable Trap, Hide, Listen, Lore, Move Silently, Open Lock, Parry, Search, Spellcraft, Spot, Tumble, Use, Magic Device.
Skill Points at Each Level: 8 + Int modifier

Class Features:
Base Attack Bonus: +3/4 Levels
Saving Throws: Fortitude/Reflex

Weapon and Armor Proficiency: A crypt raider gains proficiency in the whip.
Grave Robber: The penalty to the crypt raider's stealth when opening locks, opening or closing doors or containers, or picking up items is lowered by 25%. At level 4 the penalty is lowered by 50%, level 7 by 75% and at level 10 the crypt raider no longer incurs a penalty to stealth when doing any of these actions.
Sepulchral Savvy: At 1st level, a crypt raider receives a +1 bonus to saving throws against traps and a +1 bonus to Search, Disable Trap and Open Lock checks in crypts and ruins. These bonuses increase by +1 every other crypt raider level thereafter.
Slippery Soul: At 2nd level, any curse checks against a crypt raider receive a -2 penalty. At 2nd level, a crypt raider also receives a +2 luck bonus to her Will save against the spell bestow curse. This bonus increases to +4 at 6th level and +6 at 10th level.
Witness to Horror: At 2nd level, a crypt raider receives a +1 bonus to Fear saving throws. This bonus rises to +2 at 5th level and +3 at 8th level. At level 10, the crypt raider becomes immune to the magical fear aura of undead.
Bonus Feats: At 4th, 7th and 10th level, the crypt raider gains a bonus feat.

People’s Champion (max level = 5)
Spoiler: showIn every land, there are nobles who misuse their positions of privilege. The people’s champion rises to the defense of commoners who suffer under the excesses of abusive nobles and their hirelings. The champion has no desire to overthrow the existing social order, but is instead motivated by a desire to see that justice is done within its confines.

Characters belonging to this class are invariably former clergy or church warriors who turned their backs on the organized churches of Ezra or the Lawgiver. This was due to what they perceived as corruption, abuse of authority for personal gain of the clergy and exploitation of the masses of faithful in favor of the rich and powerful.

Some members of this class remain within the church hierarchy, where they work to root out corrupt church leaders and their toadies, but others take to the streets to defend commoners against nobles who lack nobility. Interestingly, although these champions have invariably turned away from the structure of their faith to a greater or lesser degree, they remain strongly devoted to the belief in their deity. In turn, the god or goddess clearly favors the character’s efforts, as they continue to answer his prayers for spells and to grant him other supernatural abilities.

Hit Die: d8.

Requirements
Alignment: Non-chaotic and non-evil.
Base Attack Bonus: +4.
Skills: Influence 5 ranks, Search 3 ranks, Lore 3 ranks, Spot 3 ranks.
Spellcasting: Ability to cast 1st-level divine spells.

Class Skills
Antagonize, Appraise, Concentration, Discipline, Heal, Influence, Listen, Lore, Parry, Search, Spellcraft, Spot.
Skill Points at Each Level: 4 + Int modifier.

Class Features
Base Attack Bonus: +1/Level
Saving Throws: Fortitude/Will
Weapon and Armor Proficiency: The people’s champion is proficient with all simple and martial weapons and with all armor and shields.
Spellcasting: At 2nd and again at 5th level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class had granted him access to 1st-level divine spells. He does not, however, gain any other benefit a character of that class would have gained (improved ability to turn undead and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of people’s champion to the level of his previous divine spellcasting class, then determines spells per day, spells known and caster level accordingly.
Eye for Detail: At 1st level, the people’s champion gains a +2 competence bonus on all Appraise, Listen, Search and Spot checks.
Righteous Anger: At 2nd level, the people’s champion uses his rage and indignation to add extra fuel to his crusade when things get particularly difficult. Once per day, as a free action, he can cal upon a cold fury that grants him a bonus to attack and damage rolls equal to his Wisdom modifier (minimum +1). The benefit lasts for a number of rounds equal to his people’s champion level.
Bonus Feat: At 3rd level, the people’s champion gains a bonus feat.
Aura of Confidence: At 4th level, a people’s champion has such a strong belief in the righteousness of his struggle that he inspires others by his example. He gains a +4 bonus on all saving throws against fear effects.
Inspire Confidence: At 4th level, a people’s champion has such a strong belief in the righteousness of his struggle that he inspires others by his example. He can grant nearby allies a +1 bonus to saving throws against fear effects and a +1 bonus to attack.
Unyielding Devotion: At 5th level, the people’s champion is so firm in his crusade that his mind is nearly unassailable by those who would bend it. He gains a +4 bonus on all saving throws against mind-affecting spells and effects.

Grimetrekker
Spoiler: showThough a sewer system enhances the quality of life for city residents, it also provides ample shelter for the most loathsome creatures of the night. Those hunters who are willing to venture below to root out these evils earn praise for their courage. Hunters who spend too much time in the lightless tunnels, however, tend to acquire an unsavory reputation. Pale skin, ragged garments, and a revolting odor easily distinguish these haunted souls, colloquially termed grimetrekkers. Ultimately, grimetrekkers are more comfortable below than above, and few folk notice when they vanish for weeks at a time into the wilderness beneath the city.

Nearly all grimetrekkers begin their careers as rangers with an atypical knack for urban or subterranean tracking. Fighters and rogues have also been known to turn to the path of the grimetrekker when provoked by vengeance against sewer denizens. Though they are rare, caliban barbarian/grimetrekkers are not unprecedented. City folk often tell tales of malformed people living beneath their streets, surviving on the refuse of civilization. Many grimetrekkers cut their teeth in the sewers of Richemulot, though others hail from Dementlieu, Darkon, or the fabled twilight city of Nosos.

Hit Dice: d10.

Requirements
Base Attack Bonus: +6.
Skills: Lore 4 ranks, Search 4 ranks
Feats: Back to the Wall, Blind-Fight, Great Fortitude.

Class Skills
Animal Empathy (useable only with vermin unless ranger), Concentration, Discipline, Disable Trap, Hide, Lore, Listen, Move Silently, Parry, Search, Spot.
Skill Points at Each Level: 4 + Int modifier.

Class features:
Base Attack Bonus: +1 per level (same as fighter)
Saving Throws: Reflex/Fortitude based (+7 Reflex/+7 Fortitude/+3 Will at level 10)

Weapon and Armor Proficiency: A grimetrekker does not gain any additional proficiency in any weapon or armor.
Favored Enemy (Vermin): At 1st level, the Grimetrekker gains Favored Enemy (Vermin), which then scales to +1, +2 and +3 at level 1, 5 and 10.
Sewer Stalker (Ex): At 1st level, a grimetrekker receives a +2 competence bonus to his Hide, Move Silently, Search, Spot and Listen skills while in a sewer. This bonus increases by +2 every other level thereafter.
Hale and Hearty (Ex): At 2nd level, a grimetrekker receives a +1 resistance bonus to his Fortitude saving throws against diseases, poisons, and the special abilities of oozes and slimes. This bonus increases to +2 at 5th level and +3 at 7th level. At 9th level, a grimetrekker becomes immune to disease and poison.
Darkvision (Ex): At 2nd level, a grimetrekker permanently gains Darkvision.
Deep Breath (Ex): At 3rd level, a grimetrekker gains the ability to hold her breath for a number of rounds equal to two times her Constitution score instead of once her Constitution score. At 6th level, she can hold her breath for a number of rounds equal to three times her Constitution score.
Sewer Legs (Ex): At 4th level, a grimetrekker gains a 10% movement speed increase when travelling in sewer areas. This increases to 20% at level 8.
Hide in Plain Sight (Ex): At 8th level, the grimetrekker gains the ability to Hide in Plain Sight in underground areas.

Monster Hunter
Spoiler: showKnown to the folk of Ravenloft as monster hunters, these men and women are scholarly adventurers who research dangerous creatures seeking their weaknesses in order to eliminate them more easily. Monster hunters generally prefer to defeat their foes using knowledge, guile and superior tactics rather than brute force. Monster hunters learn to cast a few spells to assist in their hunt. A few have been mistaken as witches due to this ability. Monster hunters are generally of good alignment, but some become too zealous or fall into the trap of taking on their foes' tactics or worldview, usually without realizing they have done so. Evil monster hunters usually still believe themselves to be good, but may overlook a few mistakes or a too-forceful questioning of innocents in their pursuit of their foes.

Hit Die: d6.

Prerequisites:
Base Attack Bonus: + 2
Search: 4 ranks
Lore: 3 ranks
Feats: Courage, Expertise

Class Skills
The monster hunter's class skills (and the key ability for each skill) are Concentration (Con), Discipline (Str), Heal (Wis), Hide (Dex), Lore (Int), Listen (Wis), Move Silently (Dex), Parry (Dex), Search (Int), Set Trap (Dex), Spot (Wis).
Skill points at each level: 4 + Int modifier.

Class Features
All of the following are class features of the monster hunter prestige class.

Weapon and Armor Proficiency: A monster hunter is proficient with all simple weapons, light armor and medium armor.

Favored Enemy: The character gains a +1 bonus to any damage delivered to his favored enemy. He also receives a +1 bonus on listen, spot, and antagonize checks against the favored enemy. The Monster Hunter can pick more favored enemies throughout his progression.

Turn Undead: Monster hunters often possess remarkable reservoirs of faith. When a monster hunter reaches 3rd level, she gains the supernatural ability to turn undead. The monster hunter turns undead as would a cleric of two levels lower.

Spellcasting: The Monster Hunter gains new spells per day following the same table as blackguards (see link below for progression):

Level 1:
Alarm
Disrupt Undead
Light
Magic Weapon
Protection from Evil

Level 2:
Ultravision
Knock
Light Step
See Invisibility
Flame Weapon

Level 3:
Diminish Undead
Dispel Magic
Halt Undead
Magic Circle against Evil
Greater Magic Weapon

Level 4:
Remove Curse
True Seeing
Hold Monster
Heroism
Improved Invisibility

The progression follows this table:
http://www.fraternityofshadows.com/TheVault/SotDR_Errata.html

EO:
Hallowed Witch
Spoiler: showDevotees of Hala often speak of the Weave, a hidden web of magical power which flows through the natural world. The magic of the Weave is not arcane or divine, but something wholly different, the mystical pulse of the land and all its living creatures. Hags have learned to tap into the Weave and corrupt it to their whims, tangling it like a cat's cradle on their wicked talons. For those who are pure of heart and wise in the ways of magic, however, the Weave can open up new realms of magical power, brimming with all the fury of nature Herself. These are the hallowed witches, spellcasters who have seen the pattern of the Weave and made it their ally, tool, and weapon. Their art is known as witchcraft, and in its pursuit they gather together in covens to fortify their power.

The hallowed witches (or warlocks, if male) are always drawn from Hala's worshippers, though they need not be members of the priesthood. A hallowed witch's divine spellcasting class is often cleric, but druids and rangers are also accepted into covens.

- Base Attack Bonus: +1 / 2 Level.
- Hit Die: d6.
- Primary Saving Throws: Fortitude, Will.
- Proficiencies: A hallowed witch does not gain any additional weapon or armor proficiencies.
- Skill Points: 4 + Int Modifier.

Class Skills: Animal Empathy, Concentration, Heal, Hide, Influence, Lore, Move Silently, Spellcraft.
Unavailable Skills: Use Magic Device.

REQUIREMENTS:

Alignment: True Neutral
Feats: Spell Focus (Divination or Enchantment).
Skills: Lore 8 ranks, Spellcraft 8 ranks.
Spellcasting: Ability to cast 2nd-level arcane spells and 2nd-level divine spells.

ABILITIES:

Level
1: Minor Witchcraft Ability - Cast a minor spell as a spell-like ability 3 times / day.
2: Weave Protection -  Gain spell resistance equal to 10 + class level / 2.
3: Medium Witchcraft Ability - Cast a medium spell as a spell-like ability 2 times / day.
6: Major Witchcraft Ability - Cast a major spell as a spell-like ability 1 time / day.

WITCHCRAFT ABILITIES:

Hallowed witches have learned to tap the Weave and channel its energy into magical effects. Though superficially similar to the divine spells of druids or the arcane spells of wizards and sorcerers, these effects are actually spell-like abilities. 

Whenever a hallowed witch receives minor, medium, or major witchcraft abilities, she may select one spell-like ability from the appropriate list. Once an ability is selected, it may never be changed, and a hallowed witch may not select an ability more than once. Minor abilities are usable three times per day, medium abilities are usable two times per day, and major abilities are usable once per day. For these abilities, the hallowed witch's caster level is equal to her hallowed witch level. The saving throw against these abilities has a DC of 10 + the character's hallowed witch level + Charisma modifier.

BONUS SPELLS:

The character gains new spells per day as if he had also gained a level in both his arcane and divine caster classes and his caster level in both classes increases accordingly.

haifisch021:

--- Quote from: EO on April 29, 2018, 09:33:34 PM ---1: Minor Witchcraft Ability - Cast a minor spell as a spell-like ability 3 times / day.

3: Medium Witchcraft Ability - Cast a medium spell as a spell-like ability 2 times / day.

6: Major Witchcraft Ability - Cast a major spell as a spell-like ability 1 time / day.

--- End quote ---

What are the parameters of minor, medium, and major spells? Are they defined in terms of spell level, or is there another factor?

The PrC looks pretty cool by the way! :D

DM Cataclysm:
EO provided this on Discord for the Witchcraft abilities : ) 

HW_Minor_Charm_Person             
HW_Minor_Detect_Poison           
HW_Minor_Sleep                   
HW_Minor_Summon_Creature_I       
HW_Minor_Daze_Animal             
HW_Medium_Blindness_and_Deafness 
HW_Medium_Call_Lightning         
HW_Medium_Cure_Moderate_Wounds   
HW_Medium_Dominate_Animal         
HW_Medium_Gust_of_Wind           
HW_Medium_Hold_Animal             
HW_Medium_Hold_Person             
HW_Medium_Neutralize_Poison       
HW_Medium_Remove_Disease         
HW_Medium_Summon_Creature_III     
HW_Medium_Tashas_Hideous_Laughter
HW_Major_Awaken                   
HW_Major_Bestow_Curse             
HW_Major_Charm_Monster           
HW_Major_Confusion               
HW_Major_Cure_Serious_Wounds     
HW_Major_Dominate_Person         
HW_Major_Feeblemind               
HW_Major_Ice_Storm               
HW_Major_Creeping_Doom           
HW_Major_Baleful_Polymorph       
HW_Major_Polymorph               
HW_Major_Summon_Creature_V

ethinos:

--- Quote from: EO on April 29, 2018, 09:33:34 PM ---Hallowed Witch

REQUIREMENTS:

Spellcasting: Ability to cast 2nd-level arcane spells and 2nd-level divine spells.

BONUS SPELLS:

The character gains new spells per day as if he had also gained a level in both his arcane and divine caster classes and his caster level in both classes increases accordingly.

--- End quote ---

Is this right, they need to be able to cast 2nd level arcane AND divine spells to qualify for the prestige class? Also, getting two classes worth of spells per one level of the PrC seems a bit much. Wouldn't a 5 Wizard / 5 Cleric / 10 Witch end up having 15 levels of wizard and cleric spells each, casting them effectively as a level 15? Seems kind of strong when you include the other witch benefits of more spell like abilities and spell resistance.

Navigation

[0] Message Index

[#] Next page

Go to full version