Dread Enchanter... prestige class balancing please

Sravoff

First Post
I created this class to be the main power for my chapaign but It nevver gort off the ground. Any help in balancing would be very much apreciated. As I still plan to use them.

Dread Enchanter

Requirments:
-Skills
-Knowledge(arcana) 12 ranks
-Feats
-Spell focus(Necromancy)
-Spell focus(Enchanment)
-Special
-Must be able to cast animate dead and charm person
-For my campaign only, prestige classes must be learned from a teacher.

Level|Att|F | R| W | Special |Spells per day
^^^|^^|^|^|^|^|^^^^^^^^^^^^^^^^^^^|^^^^^^^^^^^^^
1 | 0 | 0 | 0 | 2 | Extend "Charm" spell | + 1 in arcane class
2 | 1 | 0 | 0 | 3 | Greater Spell focus(enchant) | + 2 in arcane class
3 | 1 | 1 | 1 | 3 | Charm undead | + 3 in arcane class
4 | 2 | 1 | 1 | 4 | Greater Spell focus (necro) | + 4 in arcane class
5 | 2 | 1 | 1 | 4 | Spantaneous charm casting | + 5 in arcane class
6 | 3 | 2 | 2 | 5 | Spontaneous animate casting | + 6 in arcane class
7 | 3 | 2 | 2 | 5 | Augument undead | + 7 in arcane class
8 | 4 | 2 | 2 | 6 | Animate living | + 8 in arcane class
9 | 4 | 3 | 3 | 6 | Animate living, mass | + 9 in arcane class
10 | 5 | 3 | 3 | 7 | Dread Animated living | +10 in arcane class





Special:
-Extend "Charm" Spells
Charm person spell has a duration of 1 day per level. (s aposed to the original of 1 hour per level)
Charm person spells also effect monsters. This is still a level one spell.
-Greater Spell focus(Enchantment)
You gain the greater spell focus (Enchantment) feat
-Charm undead
Charm spells can effect skeletons and zombies as if they were normal humans. Hit dice stay the same.
-Greater Spell focus(Necromancy)
You gain the Greater Spell focus (Necromancy) feat.
-Spontaneous Charm casting
You may "lose" a prepared spell and cast a charm spell of equal or lesser level than the on you "lost".
-Spontaneous Animate casting
You may "lose" a prepared spell and cast an animate dead spell if you "lose" a spell of fourth or higher
level.
-Augument dead
All undead and halfdeads created by a dread enchanter of seventh level or higher gain +4 str and a damage
resistance of 2/-.
-Free Heighten Charm
At nineth level all charm spells cast by a dread enchanter are considered one level higher when determining
spell save dc's and spell levels.

-Animate living
By casting an animate dead spell, a dread enchanter may make a normal creature into an undead creature.
The creature gains undead traits but still functoins as before. See side bar for halfdeads. Halfdeads
are under control of the dread enchanter the same as undead used with animate dead spell.
-Dread Animate Living
At tenth level a dread enchanter gains its most feared ability. The creation of halfdead champions. When creating halfdeads,
the enchanter may permenantly alter the class/es of any living creatures that fail a save versus the animated dead spell. A
character with npc classes may not change to a pc class. A changed class has a character level of one less than the character
origanly had. This level loss does not happe if the character goes from pc class to npc class. changed classed creatures
have only one class, multiclass characters becomesingle classed with other class levels changed to the changed class.
An dread enchanter may have only one halfdead under his control at a time. Halfdeads

-Example 1:
Darath a 5th level fighter/2nd level rogue is targeted. The dread enchanter may make dareth a 6th level pc classed
character, all 6 levels would have to be the same class. or he could make Darath a 7th level npc class. All the same
level.

[]See following posts for half deads and halfdead champions.

thanks
-Sravoff
 
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Half Deads

Halfdeads:
Halfdeads are an acquired template that can be added to any corperal creature (other than undead) with a skeletal system.
-Size/Type
The creatures type changes to halfdead. It retains all subtypes except for alighnment subtypes. It retains use of all special abilities.
-Hit Dice
Halfdeads lose one half their levels, they do not lose racial hitdice.
All hit dice are increased one place (d4->d6, d6->d8, d8->d10, d10->d12, d12-> d12+1). Hit dice from class levels, unlike with undead,
are counted.
-Speed
The creatures speed is unchanged. If it can fly, its maneuverability drops two places.
-Armor class
Halfdeads gainone half the natural armor class that normal zombies gain.
-Base Attack
Base attack does not change, escept for level loss.
-Attacks
A halfdead gains a slam attack equal to a zombie of the aprpriate size. It retains all other attacks.
-Damage
A halfdeads slam attack does a certain amount of damage. See the zombie entry in the monter manual, edition 3.5.
-Special attacks
Halfdeads retain all special attacks.
-Special qualities
A halfdead loses no special qualities.
DR: 5/Slashing
Imune to charm/hold related spells. This is the same as the undeads immunity.
-saves
A halfdeads saves do not change, except for level loss.
-abilities
A halfdeads abilities change. Str +2 dex -2. No other changes apply.
-Skills
A halfdeads skills do not change, except for level loss.
-Feats
A halfdeads feats do not change, except for level loss, and they gain the toughness feat.
-Environment
Any.
-organization
Any.
-Challenge rating
Base creature +2, count level loss.
-Treasure
Same as base creature.
-Alighnment
Alignment changes to neutral evil.
-Advancement
Halfdeads may not advance after becoming halfdeads but may have advanced prior to becoming halfdeads.
-level adjustment
halfdeads are not sentient enough to be pc characters. They are controlled the way zombies are.



Sample Halfdead
6th level dwarven fighter. Humanoid (dwarf, Halfdead)

Hit Dice: 3d12+9 (28 hp)
Initiative: +0
Speed: 20 (no penalty for heavy armor)
Armor Class: 19 (+7 banded mail+1, +1 dex, +1 natural)
Base Attack/Grapple: +3/+5
Attack: Great Axe MWK +8 melee (1d12+4 x3)
Space/Reach: 5/5
Special Attacks: Power Attack, Bull rush
Special Qualities: Halfdead Traits, Dwarven traits/Blood, Damagae Resistance 5/Slashing
Saves: F 5, R 1, W 1
Abilities: str 16, dex 10, con 14, int 10, wis 10, chr 8
Skills: Intimidate(4), Spot(5)
Feats: Weapon focus(Great axe), toughness, Power Attack, Cleave, Improve Bull Rush
Environment: Any
Organization: Any
Challenge rating: 5
Treasure: Banded mail +1(dwarf sized), MWK Great axe(medium sized)
Alignment: Neutral evil
Advancement: -
Level Adjust ment -

banded mail+1 7
Dexterity 1
natural 1
 

Half Dead Champions

Halfdead Champions are living creatures twisted by the magic of Dread Enchanters. their very exhistance is to serve their
creator. Though they are sentient, they will follow their masters willl without question, even to obvious suicide.
A halfdead champion looks almost entirly normal. (This can be altered by the master as the halfdead champion feels no
pain and has no problem walking around with odd protrusions.) A DC 15 spot check will state that "something is not right" with
the said person.
A halfdeads skin is ashen and gray, his face has no life in it and their eyes are dead.

Halfdead Champion:
Halfdead champion is an acquired template that can be added to any corperal creature (other than undead) with a skeletal system.

-Size/Type
The creatures type changes to halfdead Champion. It retains all subtypes except for alighnment subtypes. It retains use of all special abilities.
-Hit Dice

All hit dice are increased one place (d4->d6, d6->d8, d8->d10, d10->d12, d12-> d12+1). Hit dice from class levels, unlike with undead,
are counted.
-Speed
The creatures speed is unchanged. If it can fly, its maneuverability drops one places.
-Armor class
Halfdeads gain the same natural armor class that normal zombies gain.
-Base Attack
Base attack does not change.
-Attacks
A halfdead gains a slamm attack equal to a zombie of one size bigger. It retains all other attacks.
-Damage
A halfdeads slam attack does a certain amount of damage. See the zombie entry in the monster manual, edition 3.5.
-Special attacks
Halfdead Champion retains all special attacks.
-Special qualities
A halfdead Champions loses no special qualities.
DR: 5/+2
Imune to charm/hold related spells. This is the same as the undeads immunity.
-saves
A halfdeads saves do not change.
-abilities
A halfdeads abilities change. Str +2 dex +2 con. No other changes apply.
-Skills
A halfdeads skills do not change.
-Feats
A halfdeads feats do not change. Except they gain the toughness feat.
-Environment
Any.
-organization
Any.
-Challenge rating
Base creature +2.
-Treasure
Same as base creature.
-Alighnment
Alignment changes to neutral evil.
-Advancement
Same as base creature.
-level adjustment
+2



Sample Halfdead Champion
6th level dwarven fighter. Humanoid (dwarf, Halfdead)

Hit Dice: 6d12+21 (65)
Initiative: +4
Speed: 20 (no penalty for heavy armor)
Armor Class: 20 (+7 banded mail+1, +1 dex, +2 natural)
Base Attack/Grapple: +6/+9
Attack: +1 Great Axe +11/+6 melee (1d12+6 x3)
Space/Reach: 5/5
Special Attacks: Power Attack, Bull rush
Special Qualities: Halfdead Traits, Dwarven traits/Blood, Damagae Resistance 5/+2
Saves: F 8, R 3, W 2
Abilities: str 16, dex 13, con 16, int 10, wis 10, chr 8
Skills: Intimidate(), Spot(5)
Feats: Weapon focus(Great axe), Weapon Specialization(Great Axe), Toughness, Power Attack, Cleave,
Improved Bull Rush, Improved initiative, Combat reflexes
Environment: Any
Organization: Any
Challenge rating: 8
Treasure: Banded mail +1(dwarf sized), MWK Great axe(medium sized)
Alignment: Neutral evil
Advancement: Character class
Level Adjust ment -
 
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I haven't checked the halfdead champions yet, but here's what I have to say so far. Is Halfdead supposed to be a creature type or a subtype? The description says the creature's type changes to halfdead, but the examples only give Halfdead as an extra subtype. Also, I think the halfdead template only deserves a +1 CR increase instead of +2. Maybe not, but at first look it seems that way to me. Lastly, the dread enchanter's ability to Animate Living needs a bit of clarification...... How does it turn someone into a Halfdead, is it just as simple as casting Animate Dead on the creature and *poof* it's a Halfdead? Do they get a saving throw or Spell Resistance? Do Halfdeads count towards the limit on total HD worth of stuff the character can control through Animate Dead?

Animate Living should allow a Fortitude saving throw and Spell Resistance in my opinion, and should have a range of Touch, thus requiring a ranged touch attack against an unwilling target, and it should definitely be classified as a Death effect and a negative energy effect. Thus Death Ward and such would be able to defend against the Animate Living ability. The save DC should be, in my opinion, 4 points lower (or more!) than standard for a spell of Animate Dead's spell level, because if Animate Living succeeds, it's worth than a standard death spell like Finger of Death! The first real death spell available besides Phantasmal Killer is Finger of Death, which is something like 6th level or so, compared to Animate Dead being 4th or 5th level, which is awefully low for a death spell that isn't easy to resist like Phantasmal Killer. I'd suggest making Animate Living allow a Fortitude save to avoid the Death effect, followed by a Will save (if the Fortitude save failed) to avoid being animated as a Halfdead. With no effect upon the victim if the Fort save is successful. Because not only is Animate Dead lower level (using lower-level slots and thus being castable more often) than Finger of Death, it has the additional quality of turning the victim into a Halfdead utterly subserviant to the Dread Enchanter (and thus usable as a weapon against the victim's allies immediately), which is like combining Finger of Death with Dominate Person.

Also, you need to specify if/how Halfdeads might be returned to life. Raise Dead and such normally don't work on characters that are Undead at the time of casting; will they work on a Halfdead character though? Does the Halfdead have to be destroyed before it can be Raised back to true life? Does a Halfdead count as Undead for purposes of positive and negative energy effects, and any other effects that might normally affect only Undead? For instance, does a Heal or Cure Light Wounds spell restore a Halfdead or hurt them? Does a Harm or Inflict spell restore a Halfdead or hurt them? Does a Chill Touch spell affect Halfdeads as though they were Undead? Does Control Undead? Does Disrupt Undead? Does a cleric's or paladin's ability to turn undead affect the Halfdead? Does an evil cleric's ability to rebuke/command undead work on a Halfdead? Does a Halfdead count as a living creature for purposes of spell effects and such?

Stuff to consider.
 

A friend of mine said the same thing about the cr, so that will have to change.
Half dead should be a subtype.

Animate living would have to be a melee touch attack. A fortitude saving throw would completely negate the effect. Spell resistance like wise would negate the effect. Animate living is a death/negative energy spell.

Animate dead for the purpose of animate living Only uses up a spell slot three levels higher than normal. This increase in level does not change ANY values of the spell. The DC is still treated as 3 levels lower.

Being undead, half deads are harmed by cure spells and healed by inflict spells. Chill touch works as normal against undead. Turn/destroy and rebuke/command Work as normal except the undead are treated as if they had two more hit dice than they actually do.

Half deads are considered living creatures.

Did I miss anything?

-Sravoff
 

At least that clarifies some stuff. Animate Living is more or less alright now, maybe still a bit strong, but not too much if so. I think the Halfdeads should count towards the number of HD that can be controlled through Animate Dead. Also, you need to specify if halfdeads count as undead for purposes of being returned to life, or if they are not.

If not, then a cleric could just cast Raise Dead on the halfdead, returning it to life and removing the control of the Dread Enchanter. If they are treated as undead for that purpose, then instead the halfdead has to be destroyed before it can be Raised.

That's all I got to say for now.
 

Halfdeads only count as half a HD for the purpose of the max HD limit. Remember, half the body is charmed the other half is reduced to a zombie state. Halfdeads don't require the same control as normal undead because they are also "friendly" towards their creator.

A half dead would have to be killed before it could be raised.

-Sravoff
 

By the by, I kept forgetting to mention, but you don't have the hit dice, skill points, proficiencies, and class skills listed.
 

Ah yes. Hehe...

HD: 1d4
Skill Points 2+int mod
Class Skills:
Concentration
Craft
Decipher Script
Knowledge (Arcana)
Knowledge (Religion)
Profession
Spell Craft

Weapon Armor Proficiency
Dread Enchanters gain no weapn or armor proficiency

Minds rarely forget others sins, isntead prefering to forget what matrters most, ones own sins.

-Sravoff
 

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