[PrC] Watchers of the Gate

RobNJ

Explorer
This is designed primarily as a bard class. It loses the Appraise, Pick
Pocket and (most importantly) Perform class skills, but gains skill points
per level.

The "supernaturally aligned" bit below has to do with my own house rules
on alignment. I can provide further explanation but I think the rule is
adequately explained in that paragraph.

Finally, I'm considering changing the +1 level spells per day so that yes,
they do gain spells cast and known per day +1, but not from whatever spell
list they already have access to. Instead I would provide an alternate
spell list.

Anyway, please, with the comments (specifically on balance):

Code:
[COLOR=burlywood]Watchers of the Gate 
This is designed primarily as a bard class.  It loses the Appraise, Pick
Pocket and (most importantly) Perform class skills, but gains skill points
per level.

The "supernaturally aligned" bit below has to do with my own house rules
on alignment.  I can provide further explanation but I think the rule is
adequately explained in that paragraph.

Finally, I'm considering changing the +1 level spells per day so that yes,
they do gain spells cast and known per day +1, but not from whatever spell
list they already have access to.  Instead I would provide an alternate
spell list.

Anyway, please, with the comments (specifically on balance):

Watchers of the Gate

Magic is a dirty word these days.  Most people don't even remember why 
anymore.  They don't keep histories of the depredations of the Archmagi 
Kings, or of the valiant struggle to free humanity from their clutches 
and to drive them to the frozen north.  What they also don't know--what 
would be considered sacrilegious today--is that the Archmagi Kings were 
the only thing standing in the way of the destruction and enslavement of 
the real world.  There are creatures beyond the world of farms and 
blacksmiths and merchant caravans, beings of pure and unmitigated evil. 
 Beings so vast and terrible that to truly understand them is to be 
insane.  Unfortunately, they have not lost their interest in the world 
just because the world has overthrown its magical overlords.  Thus, 
protection of the world's very existence has fallen to a loose college 
of loremasters and adventurers, bold men and women equipped with the 
right arcane and occult knowledge, and the courage to stand against the 
assembled armies of pure evil, and hold them off.  They are known as the 
Gatekeepers.

Gatekeepers can be found in every city and most large towns--even those 
of the Nation of Suhl, where they would be burned alive for their 
knowledge alone, much less for practicing their vocation.  Thus, in most 
places where they are found, the Gatekeepers act in secret.  Each 
recruitment is fraught with danger, but the danger of not replacing 
those soldiers of the cause who fall in their duty is even greater. 

The Gatekeepers are made up of many different disciplines: there are 
those that specialize in slaying fiends, those that are best at 
manipulating dimensional energies, those that use the power of their god 
to tip the scales in the struggle, and many others.  One of the most 
important niches to be filled in the organization is that of the 
Watchers of the Gate.  The Watchers are charged with traveling the 
world, gathering and sharing lore, reporting spots that have been worn 
thin from repeated crossings and, occasionally, directly battling an 
incursion.  Stealth, magic, knowledge and the blade are their tools; 
their constant companion: the threat of destruction and, worse, 
seduction.

Bards are the most likely candidates to become Watchers of the Gate, but 
rogues, rangers and even some wizards are known.  Clerics and paladins 
are possible Watchers, but are more often used in other areas of the 
Gatekeeper organization.  Fighters, barbarians and, to a lesser extent, 
druids, tend to be too focused on the real world to be likely Watchers 
of the Gate.

Hit Die: d6

REQUIREMENTS
	To qualify to become a Watcher of the Gate, a character must 
fulfill all the following criteria.

     Alignment:  Non-evil.  The Watchers exist to defeat fiends and, 
while it is possible that evil beings might wish to defend the Prime 
Material as well, the temptation of dealing with such dark forces is 
considered by the Gatekeepers to be too much of a danger.
	Base Attack Bonus:  +4.
	Feats:  Iron Will.
	Skills:  Decipher Script 4 ranks, Knowledge (The Planes) 8 
ranks, Knowledge (arcana) 4 ranks and Gather Information 4 ranks.
	Spells:  The ability to cast 2nd level Abjuration spells.
	Special:  The character must have been to another plane besides 
the Prime Material, and must have been recruited by The Gatekeepers into 
the Watchers sect.  The initiation into the order usually involves a 
trip to the Gatekeepers' demiplane, ensuring that anyone the Gatekeepers 
want doesn't have a problem with the first requirement.

CLASS SKILLS
The Watcher of the Gate's class skills (and the key ability for each 
skill) are:
	Str: Climb, Jump, Swim
	Dex: Balance, Escape Artist, Hide, Move Silently, Tumble
	Con: Concentration
	Int: Alchemy, Craft, Decipher Script (exclusive skill), 
Knowledge (all skills, taken individually), Scry (exclusive skill), 
Speak Language, Spellcraft
	Wis: Intuit Direction, Listen, Profession, Sense Motive
	Cha: Bluff, Diplomacy, Disguise, Gather Information, Use Magic 
Device

Skill points at each level: 6 + Int modifier.

CLASS FEATURES
All of the following are class features of the Watcher of the Gate.
	Weapon and Armor Proficiency:  Watchers of the Gate gain no 
proficiency with any weapon or armor.
	Detect Illusions (Ex):  As part of his training, the Watcher of 
the Gate learns to scrutinize his surroundings for telltale signs of the 
deceptive magics that extraplanar hordes employ.  If he spends a partial 
action, he is entitled to a saving throw to disbelieve an illusion 
without first interacting with it.  Additionally, the Watcher gains a 
+10 competence bonus on any Listen or Spot check to detect invisible 
creatures.
	Spells:  A Watcher of the Gate continues training in whatever 
magical pursuits she was involved in before being welcomed into the fold 
of the Gatekeepers.  Thus, when a new Watcher of the Gate level is 
gained, the character gains new spells per day (and spells known, if 
appropriate) as if she had also gained a level in a spellcasting class 
she belonged to before adding the prestige class.  She does not, 
however, gain any other benefit of that class she would have gained 
(metamagic or item creation feats, turning or rebuking undead, and so 
on).  This essentially means that she adds the level of Watcher of the 
Gate to the level of some other spellcasting class the character has, 
then determines spells per day and caster level accordingly.  If a 
character had more than one spellcasting class before she became a 
Watcher of the Gate, she must decide to which class she adds each level 
of Watcher of the Gate for purposes of determining spells per day (and 
spells known, if appropriate) when she adds a new level.
	Additionally, the following spells are added to the character's 
spell list if she doesn't already have access to them.  If the level for 
a spell is already on her spell list, but at a different level, the 
level provided here supercedes that given by the base class.
	1st level--magic weapon, protection from evil
	2nd level--detect thoughts, see invisibility
	3rd level--greater magic weapon, magic circle against evil
	4th level--break enchantment, dimensional anchor, discern lies, 
dismissal, lesser planar ally, negative energy protection
	5th level--contact other plane, dispel evil, lesser planar 
binding, plane shift
	6th level--banishment, planar ally, planar binding, true seeing
	7th level--ethereal jaunt, holy word
	8th level--etherealness, greater planar ally, greater planar 
binding, holy aura
	9th level--astral projection, gate, imprisonment
	Planar lore (Ex):  Watchers of the Gate are the world's 
preeminent experts on lore relating to The Planes.  They have the 
ability to know legends or information regarding anything related to The 
Planes, just like a bard can with bardic knowledge.  The Watcher of the 
Gate adds his level and his Intelligence modifier to Knowledge checks as 
per page 29 of the Player's Handbook in the description of bardic 
knowledge.  If he has bardic knowledge already, he adds his bard levels 
to this check as well.  However, levels in Watcher of the Gate may not 
be added to general bardic knowledge rolls for things that do not relate 
to The Planes.
	Supernaturally aligned:  Unlike most creatures in the Prime 
Material Plane, Watchers of the Gate are supernaturally attuned to their 
alignment.  This means that spells that affect alignment affect them.  
For example, a chaotic evil fighter is immune to the effects of 
protection from evil but a lawful good Watcher of the Gate is detectable 
using detect good, and so on.
	Aura of Power (Su):  The forces allied against evil imbue the 
Watcher of the Gate with a mystical force that evil outsiders find 
caustic.  Beginning at 2nd level, when a Watcher of the Gate causes 
damage to an evil outsider, she gains a +1 holy bonus to damage.  This 
works for melee and ranged attacks, and for spells that inflict damage.  
When this ability is invoked, she gains an aura of a signature color and 
shape (chosen when the ability is gained and unalterable unless she 
changes alignment), usually of some animal or magical beast that is seen 
as the essence of that Watcher's soul.  Additionally, there is the 
audible crackle and sizzle of energy and some signature scent fills the 
air.  This bonus increases to +2 at 6th level and +3 at 9th level.  Use 
of this ability automatically causes Hide checks to fail and imposes a 
penalty of -5 times the bonus gained to Move Silently checks (for 
example, a 9th level Watcher would suffer a -15 penalty to Move Silently 
checks after using her Aura of Power).  This ability can be suppressed, 
but it is difficult.  Doing so requires a Concentration check with a DC 
of 20 for each successful attack.
	Lesser Planar Sight (Ex):  At 3rd level, the Watcher of the Gate 
begins to feel the innate "wrongness" of outsiders as their natures come 
into conflict with the Prime Material Plane.  Watchers may Track 
outsiders (as per the feat on pp. 85-86 of the Player's Handbook), 
although the base DC is set by the Hit Dice of the outsider rather than 
the condition of the ground.  The more powerful the outsider, the easier 
it is to follow the disruptions it causes in reality:

Hit Dice               DC
Less than 5            20
5 to 9                 15
10 to 14               10
15 or more              5

	Immunity to Fear and Charm (Ex):  At 6th level, the Watcher of 
the Gate gains immunity to fear and charm spells and effects.
	Greater Planar Sight (Ex):  At 7th level, the Watcher of the 
Gate is even more in tune with the vibrations of the real world, and the 
ways in which visitors from other worlds can disrupt them.  When a 
Watcher passes within 5 feet of the site of entry or exit from the Prime 
Material plane, he may make a Spot check to detect this fact.

Method of crossing                                               Base DC
Spell, spell-like ability or supernatural ability used to tran-
  sport a single creature                                          20
Spell (et al.) used to transport more than one creature or mag-
  ic item used to transport one creature                           15
Magic item used to transport more than one creature or artifact
  used to transport one creature                                   10
Artifact used to transport more than one creature or permanent
  portal used to transport any number of creatures                  5

Conditions                                                      Modifier
Passage currently in use                                          -15
Every year since passage was used                                 -1

	Greater Planar Lore (Ex):  Beginning at 8th level, a Watcher of 
the Gate may add twice her class levels to any lore roll involving evil 
outsiders.
	Outsider Apotheosis:  At 10th level, a Watcher of the Gate 
becomes a native outsider of the Prime Material Plane.  His type changes 
to Outsider and he becomes immune to spell effects which target 
humanoids and to sleep spells and effects.  Spells that prevent 
outsiders from entering a space (magic circle against chaos or 
protection from good) prevent the Watcher from entering as well.  
Dismissal will not affect him, since the Prime Material is his "proper" 
plane, but spells like banishment that affect outsiders, will.

        Base           Fort    Ref     Will
Level   Attack Bonus   Save    Save    Save    Special
-----   ------------   ----    ----    ----    -------
1       +0             +0      +2      +2      +1 level of existing
                                                 class, Detect illu-
                                                 sions, Planar lore, 
                                                 Supernaturally aligned
2       +1             +0      +3      +3      +1 level of existing
                                                 class, +1 damage vs. 
                                                 evil outsiders
3       +2             +1      +3      +3      +1 level of existing
                                                 class, Lesser planar 
                                                 sight
4       +3             +1      +4      +4      +1 level of existing
                                                 class, Immunity to fear 
                                                 and charm
5       +3             +1      +4      +4      +1 level of existing
                                                 class
6       +4             +2      +5      +5      +1 level of existing
                                                 class, +2 damage vs. 
                                                 evil outsiders
7       +5             +2      +5      +5      +1 level of existing
                                                 class, Greater planar 
                                                 sight
8       +6             +2      +6      +6      +1 level of existing
                                                 class, Greater planar 
                                                 lore
9       +6             +3      +6      +6      +1 level of existing
                                                 class, +3 damage vs. 
                                                 evil outsiders
10      +7             +3      +7      +7      +1 level of existing
                                                 class, Outsider 
                                                 apotheosis
[/COLOR]
 
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please edit this for read ability, as in put paragraph breaks between the different abilities. Other than that i like the class and don't see anything that looks broken about it
 


the Jester

Legend
I like it!

Without playtesting it's hard to be certain, but I don't see anything obviously broken there. In fact, it might even be a little weak; but then, maybe not, and I'd playtest it first before you add anything to it just to be safe.

I do like the idea of them having their own spell list, too... maybe add some sort of Ether Vision spell (to see incorporeal creatures before they manifest), something to let them detect a creature's home plane, etc.
 

RobNJ

Explorer
I do like the idea of them having their own spell list, too...
Yeah, I'm a little torn. On one hand I could just give them their own spell progression, a la the Assassin. But it would be hard to get to 9th level spells in 10 levels and consider that balanced. Or would it?

There's also the concern that the spells cast per day are balanced against the spells a class has available to it. My giving them a limited list to choose from could upset that balance (say, in favor of sorcerers and bards over wizards).

I am aware that giving all these additional spells also throws off balance somewhat. I toyed with the idea of, "sacrifice one known slot for every spell from this list you take," but

a) that seemed way too cumbersome and
b) some of those should be available to every person of sufficient level, not be optional.

By the way, thanks for the kudos.
 

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