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EO

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New Prestige Classes
« on: December 21, 2017, 11:28:07 PM »
Crypt Raider
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Many 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)
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In 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: show
Though 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: show
Known 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
« Last Edit: February 02, 2018, 10:45:17 PM by EO »

EO

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Re: New Prestige Classes
« Reply #1 on: April 29, 2018, 09:33:34 PM »
Hallowed Witch
Spoiler: show
Devotees 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

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Re: New Prestige Classes
« Reply #2 on: April 30, 2018, 08:48:10 AM »
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.

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
Me miserable! which way shall I fly
Infinite wrath and infinite despair?
Which way I fly is hell; myself am hell;
And in the lowest deep a lower deep,
Still threat’ning to devour me, opens wide,
To which the hell I suffer seems a heaven.

DM Cataclysm

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Re: New Prestige Classes
« Reply #3 on: April 30, 2018, 11:17:27 AM »
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

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Re: New Prestige Classes
« Reply #4 on: April 30, 2018, 08:34:56 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.

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.
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Nemesis 24

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Re: New Prestige Classes
« Reply #5 on: April 30, 2018, 09:13:42 PM »
I agree it 'is' a strong one but there's a couple of crucial things to take into account with it.  For one, it'll never get level 9 spells.  Two, it will have to deal with a significant stat split - 18 in both wisdom and int/charisma to get the most out of it, which is frankly unlikely.  Three, it has an alignment restriction - that doesn't seem like much, but if it is alignment restricted it can also have a 'fall' mechanic much like paladin does, which I'd like to assume would put an end to spellcasting.  And four, its a PRC, thus gated.  It's strong, sure, but it may also suffer from the same problem as Pale Master with its spell caster progression too, which could be a headache.

ethinos

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Re: New Prestige Classes
« Reply #6 on: April 30, 2018, 09:24:45 PM »
I agree it 'is' a strong one but there's a couple of crucial things to take into account with it.  For one, it'll never get level 9 spells.  Two, it will have to deal with a significant stat split - 18 in both wisdom and int/charisma to get the most out of it, which is frankly unlikely.  Three, it has an alignment restriction - that doesn't seem like much, but if it is alignment restricted it can also have a 'fall' mechanic much like paladin does, which I'd like to assume would put an end to spellcasting.  And four, its a PRC, thus gated.  It's strong, sure, but it may also suffer from the same problem as Pale Master with its spell caster progression too, which could be a headache.

If we go with 7 Wizard, 3 Cleric, 10 Witch, they would indeed get 9th level Wizard spells (or vice versa with 3 Wizard, 7 Cleric, 10 Witch), and still get 7th level spells in the other class.

Edited to add:

The stat split isn't a big deal and neither is the alignment restriction. Being a PRC means it's gated but this is likely to be relatively easy to qualify for and it turns you into one heckuva spell slinging monster. As for Pale Master, they only get one caster level boost with the PM levels and I don't think anyone considers them a powerful alternative to a straight wizard. This class is quite strong with just the double caster class progression and that doesn't include the extra abilities. Granted, you don't get the divine/arcane class feats and other abilities, but I'd love to get two levels worth of spells and effectiveness with one level of Witch.
« Last Edit: April 30, 2018, 09:33:00 PM by ethinos »
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EO

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Re: New Prestige Classes
« Reply #7 on: April 30, 2018, 10:01:29 PM »
It's indeed quite powerful but it's also very restrictive as Nem mentioned. It's a very niche concept, a witch of Hala, and our app system weeds out people who want PrCs for powerbuilding reasons pretty well. And if you don't get approved you are stuck with a dysfunctional character.

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Re: New Prestige Classes
« Reply #8 on: April 30, 2018, 10:31:00 PM »
The 7 Wiz / 3 Cleric/ 10 Witch looks indeed strong.

Versus pure Wizard, the player gives up levels 18 to 20 in Wizard. Consider that a 17 Wizard, 3 Cleric build would be prevented by the existing rules of not allowing a greater than 10 level gap, but this build is stronger in every way.

The actual cost of those three levels:

* 1 7th, 2 8th, and 3 9th level spell slots, or a total (levels x spells) of 50 spell slot levels.

In return for those three levels of Wizard, the PC gains:

* 30 extra HP

* 26 extra Skill points

* Much better Fortitude saving throws as Wizards have only Will as a primary saving throw

* 13th level in divine spell casting equal to 77 total levels of spell slots

The stat split is somewhat of a big deal because the most points you can achieve with maximum efficiency is 83, but to get one stat to 17 and another to 19 you have to start one at 16 and the other at 15 (and then pump them with your stat increases along the way). So that subtracts three from the overall maximum, meaning you have 80 total points. Eighty minus 36 for your Wis and Int leaves 44 to divide among four other stats.

Quote
It's a very niche concept, a witch of Hala, and our app system weeds out people who want PrCs for powerbuilding reasons pretty well. And if you don't get approved you are stuck with a dysfunctional character.

This was my main impression upon reading the class description, which all begs the question of why have a very niche class that will be rarely approved, those who don't will be left with "dysfunctional characters," and those few who do will be "quite powerful"? It seems likely to generate negativity and headaches as a poor return for the time spent developing (and debugging) it.

ETA: Since the server is resetting, I had some time to think about this more :) Two other considerable advantages are the Turn Undead ability (and a chance to take one of the feats that functions off this), plus the armor and weapons proficiencies of a cleric.
« Last Edit: April 30, 2018, 11:01:59 PM by Iridni Ren »

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Re: New Prestige Classes
« Reply #9 on: April 30, 2018, 11:03:14 PM »
I have to admit to quite liking the encouragement it gives to playing a proper Halan, myself.  Yes, its powerful - but considering its quite likely that this class and character would exist in Hazlan of all places, due to its background, its a massive risk to play it.  But we do need a stronger Halan presence, as it is one of the main faiths of the setting.

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Re: New Prestige Classes
« Reply #10 on: April 30, 2018, 11:14:08 PM »
A few other things to note, comparing the build previously mentioned to a pure wizard. Aside from losing levels 18 - 20 in wizard and needing to split stats, you'd also lose:

Several bonus feats granted by wizard
Any spells 'learned' for those levels

This would function in a similar manner to Pale Master, where your Hallowed Witch levels would give you access to more spells per day, but wouldn't give you access to learning the normal 2/level a pure wizard gets - meaning you'd have to find scrolls for anything learned. Not impossible by any means, but scrolls have become substantially more difficult to come by and are much pricier than they used to be. Level 9 scrolls are all but non-existent now.

Still a very powerful class, but there are drawbacks and a good deal of restrictions to getting it. I think it's a really cool concept - definitely support it :D

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New Prestige Classes
« Reply #11 on: May 01, 2018, 01:19:59 AM »
Hallowed Witch
Spoiler: show
Devotees 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.

Any possibility of the Anchorite of the Mists prestige class on the horizon, then?

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Re: New Prestige Classes
« Reply #12 on: May 01, 2018, 05:29:26 AM »
Didn't we used to have a rule saying you must take at least 5 of each class, making the 7/3 split impossible?
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Re: New Prestige Classes
« Reply #13 on: May 01, 2018, 08:31:02 AM »
I believe the only rule is that your classes can't be more than 10 levels apart (excluding prestige classes). That means if you want to just dual class you have to do at least 15 | 5, and I think that has lead people to believe there is a 5 minimum, which isn't really accurate.

One thing I'm wondering on this is if we would want to alter the requirements to prevent tier 9 spells - as that seems to be the biggest point of contention. Instead of requiring the casting of level 2 spells, could we require 4 arcane casting class levels and 4 divine casting class levels as the prereq? In that case, you could end up with 15/15 or 14/16 and it would prevent this class from accessing tier 9 spells, which would give a boost to pure arcane or divine classes.

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Re: New Prestige Classes
« Reply #14 on: May 01, 2018, 09:54:23 AM »
A minimum of 5 levels are required for prestige classes only. Besides that, you have the rule that no two classes can be more than ten levels apart, as Mika said.

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Re: New Prestige Classes
« Reply #15 on: May 01, 2018, 09:58:26 AM »
http://www.nwnravenloft.com/forum/index.php?topic=2863.msg34635#msg34635

- Classes must be no more than 10 levels apart when multiclassing.

- All prestige classes must have at least 5 levels in them

Therefore:

- Cleric 3/Wizard 7/Hallowed Witch 10 is a legitimate build, AFAIK.

- Rogue X/Ranger Y/Shadowdancer 1 is never a legitimate build.
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Re: New Prestige Classes
« Reply #16 on: May 01, 2018, 10:08:46 AM »
One thing I'm wondering on this is if we would want to alter the requirements to prevent tier 9 spells - as that seems to be the biggest point of contention. Instead of requiring the casting of level 2 spells, could we require 4 arcane casting class levels and 4 divine casting class levels as the prereq? In that case, you could end up with 15/15 or 14/16 and it would prevent this class from accessing tier 9 spells, which would give a boost to pure arcane or divine classes.

In light of the rules regarding a 10-level gap and prestige classes, some change similar to this makes perfect sense. That is, normally one cannot multiclass and achieve highest circle spells. As described this class allows the circumvention of that limit.
« Last Edit: May 01, 2018, 10:12:40 AM by Iridni Ren »

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Re: New Prestige Classes
« Reply #17 on: May 01, 2018, 11:04:54 AM »
This is a very powerful class gated behind extremely narrow requirements and a tough application process. I think it's super neat.

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Re: New Prestige Classes
« Reply #18 on: May 01, 2018, 01:02:00 PM »
Casters are already the most powerful characters in game and they now have the ability to get 30 caster levels with no real downsides. You only need 19/17 in the two primary stats and by the time you hit 20, that's easy. True Neutral is hardly a difficult alignment to deal with and I think anyone can rationalize a valid Hallowed Witch concept character. Granted you may give up a couple feats but you gain a crap ton of spells on a server where spells are the best thing there is. Finding 7th level scrolls isn't that hard plus you can use all wizard items even in armor if you wanted to walk around as an armored cleric type. I'm already thinking of a 7 cleric, 3 wizard, 10 witch. You'd be a 17th level cleric caster, a 13th level wizard caster, and then consider the Hallowed Witch spell-like abilities as a bonus on top. Having a weakened Turn Undead means little to me, especially on this server where it's even further weakened. As for the Wizard, I'd be losing two Wizard feats which is also meaningless when you pretty much become a demigod.
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Re: New Prestige Classes
« Reply #19 on: May 01, 2018, 01:32:40 PM »
Casters are already the most powerful characters in game and they now have the ability to get 30 caster levels with no real downsides. You only need 19/17 in the two primary stats and by the time you hit 20, that's easy. True Neutral is hardly a difficult alignment to deal with and I think anyone can rationalize a valid Hallowed Witch concept character. Granted you may give up a couple feats but you gain a crap ton of spells on a server where spells are the best thing there is. Finding 7th level scrolls isn't that hard plus you can use all wizard items even in armor if you wanted to walk around as an armored cleric type. I'm already thinking of a 7 cleric, 3 wizard, 10 witch. You'd be a 17th level cleric caster, a 13th level wizard caster, and then consider the Hallowed Witch spell-like abilities as a bonus on top. Having a weakened Turn Undead means little to me, especially on this server where it's even further weakened. As for the Wizard, I'd be losing two Wizard feats which is also meaningless when you pretty much become a demigod.

I forgot in listing my advantages of the class, I left off:

Quote
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.

Regarding giving up feats, a feat is worth roughly four skill points. (Many feats give the player 2 skill points in 2 skills or 4 skill points in a single skill, so I think that's a fair equivalency.) Since the class gets 26 extra skill points over either a wizard or a cleric, it would have to lose more than 6 feats to compensate for this gain.

Consider being able to buff as a 17th level wizard, don armor, and then have all the healing of a 13th level cleric as well as offensive cleric spells available.

Turn Undead isn't really gimped, either, because unless you're actually turning undead, you can make excellent use of it with one of the other feats. Duration and potency rely generally on Charisma rather than level. You won't likely have a very high innate Cha, but you can sure buff it with all those spells you have.

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Re: New Prestige Classes
« Reply #20 on: May 01, 2018, 02:02:40 PM »
I believe with this scenario, you would lose 4 feats.

While there are some feats that are skill-oriented, I do think it's difficult to compare feats lost to skill points gained. Feats like standard or greater spell penetration, spell focus, feats to augment summons/undead, to gain metamagic, etc - can't be replaced with any number of skill points. It's fair to say that while 4 is not a drastic number - you are going to have to be much more selective, especially considering you'll have class-specific feats for multiple classes open.

I still wouldn't argue that this is an exceptionally powerful class, but certainly some drawbacks to consider as well.

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Re: New Prestige Classes
« Reply #21 on: May 01, 2018, 03:37:35 PM »
We are indeed well aware of that class potential. But any Halan Witch would be expected to maintain the highest rp standards. A true neutral alignment is easy to lose. I trust the DMs to intervene long before such char becomes a problem if the powers are abused.

As to the eventual inclusion of other Ravenloft themed PrCs, we always look forward to it. It always boils down to the possibility of correctly implementing the class' mechanics. We'd all love an Anchorite or Knight of the Shadows PrCs, but it has to be done right. Hopefully EE might allow us to do just that. Only time will tell.
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Re: New Prestige Classes
« Reply #22 on: May 01, 2018, 03:53:35 PM »
I believe with this scenario, you would lose 4 feats.

Not to be argumentative but feat progression still confuses me here, and particularly for wizards I don't understand how the feats work. How did you calculate this?

The Wiki http://nwnravenloft.wikia.com/wiki/Wizard

disagrees with what's in the forum http://www.nwnravenloft.com/forum/index.php?topic=45851.msg573176#msg573176

but assuming the forum is correct, a wizard gains 1 feat per level. Clerics (and I assume Hala Witches would as well) receive 2 feats every three levels. In that case, it's reasonable to assume 10 non-wizard levels would cost 3 or 4 feats. But here's what I don't understand:

Could, for example, the player always take cleric levels on levels when clerics get feats and take wizard levels on levels when wizards get feats, thereby avoiding any lost feats?

In any case, witches get the feats of simple weapons, armor, and shields without having to take those because of the cleric dip. So that somewhat offsets the loss of three or four feats. They also gain access to the following Skills:

Through the cleric dip: Influence, Parry
Through the Hala Witch dip: Hide, Move Silently

(Another question: I was trying to find what the Weave Domain grants, and it appears unsupported. Will it be added now in view of this class?)

On this server, wizards are generally assumed to be the strongest class at least at the highest levels. It appears to me a 10/7/3 Hala Witch/ Wizard / Cleric is measurably stronger than a 20th level Wizard.
« Last Edit: May 01, 2018, 04:06:06 PM by Iridni Ren »

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Re: New Prestige Classes
« Reply #23 on: May 01, 2018, 04:19:42 PM »
The wiki and the forum page do correlate. Both show just the bonus feats received for the class only. It doesn't include the feats all characters get at 1, 3, 6, 9, 12, 15, and 18 or any bonus feats for race (humans get an extra first level feat). It all equates to 1 feat per level as a wizard (with 2 feats received at level 1 for human wizards).

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Re: New Prestige Classes
« Reply #24 on: May 01, 2018, 04:29:16 PM »
Yeah, feat progression here can be pretty confusing - especially if you multi-class! It took me several years to really get the hang of it.

The reason that the wiki and the forum look different, is because the wiki is ONLY listing the levels on which the class receives a bonus feat. The top section on the custom progression on the forum lists any level on which the character receives a feat, either standard or bonus. Between standard and bonus feats, a pure wizard receives a feat every level.

When multiclassing, you can’t ‘avoid’ levels where the character wouldn’t normally receive a feat, to gain access to more. So, let’s say you’ve taken 5 Wizard levels and you want to take a Cleric level. When determining if you’ll get a feat, you look at level 1 for Cleric and not your total character level (6). In this case you shouldn’t receive a feat, because when multiclassing - you lose the feat at level 1.

So, if you take 8 levels of Cleric in a multiclass or 8 straight through, you’ll still miss feats on the same level for the class (with the exception of the extra missing feat when multiclassing)