Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
D&D Older Editions
BoVD 3.5e: Hellbound!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Nifft" data-source="post: 1740614" data-attributes="member: 6562"><p>Hey Dingo!</p><p></p><p>If it's for a Night Hag, I'd prefer to make a race-specific PrC, since most of her HD are in her race (not in a class). Giving spellcasting advancement isn't going to help her much (compared to advancing a 9+ level spellcaster).</p><p></p><p>She's got 8 HD and she's CR 9. She's got some nice spell-like abilities, and some nice immunities, and a few very flavorful special abilities. First vital improvement: drop Combat Casting and Alertness and instead take Power Attack & some other useful Feat. (Great ones are Ride-By Attack and Spirited Charge.)</p><p></p><p>One other thing: Night Hags travel a lot. Consider allowing them to take the last 5 levels of Horizon Walker (the planar stuff) without taking the first 5 levels.</p><p></p><p>Anyway, here's my first brush at what a PrC for a sneaky Night Hag might look like. (Remember that Night Hags get +1 CR per two HD, so I don't want to simply replicate what Outsider HD can provide -- +1 BAB, 8 Skill Points, all good saves. You should balance your particular Night Hag with a mix of extra Outsider HD and levels in a PrC. Also, four levels of Fighter and then ten levels of Blackguard are already great for a combat-oriented Night Hag, so I'm not going in that direction, either.)</p><p></p><p></p><p></p><p><span style="font-size: 12px"><strong> Hag Traveler </strong></span></p><p>HD: d8</p><p>BAB: 3/4 (as Rogue)</p><p>Good Save: Will / Bad Saves: Fortitude, Reflex</p><p>Skill Points: 4 + Int bonus</p><p>Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex).</p><p></p><p>[code]</p><p>[u]</p><p>Level BAB F/R/W Special Abilities [/u]</p><p>1 +0 +0/0/2 Favored Plane, [i] Undetectable Alignment [/i]</p><p>2 +1 +0/0/3 Sneak Attack +1d6, Subtle Transformation</p><p>3 +2 +1/1/3 Planar Adaptation</p><p>4 +3 +1/1/4 Sneak Attack +1d6, Planar Power</p><p>[/code]</p><p></p><p><strong> Special Abilities </strong>:</p><ul> <li data-xf-list-type="ul"><strong> Favored Plane </strong> (Sp/Su): The Night Hag chooses one plane from which she draws power. She gains the ability to <em> Plane Shift </em> to her favored plane 1/day. In addition, when on her favored plane, she gains a +4 Enhancement bonus to Str, Dex and Con. (Specific planes that a Night Hag may choose: Limbo, Pandemonium, the Abyss, Carceri, Hades, Gehenna, the Nine Hells, Acheron, the Ethereal, the Plane of Shadow, or any one Elemental).</li> <li data-xf-list-type="ul"><strong><em> Undetectable Alignment </em></strong> (Sp): At will.</li> <li data-xf-list-type="ul"><strong> Subtle Transformation </strong> (Su): The Night Hag's true form becomes harder to discover. When she is polymorphed, she gains a Will save against any effect that might reveal her to be transformed, including <em> detect magic </em> and <em> true seeing </em>.</li> <li data-xf-list-type="ul"><strong> Planar Adaptation </strong> (Su): The Night Hag is treated as though she were a native to whatever plane she currently occupies. An Abyssal ocean of acid would not harm her, nor would the normal fires of the Elemental Plane of Fire. She gains a Will save against any effect that specifically targets non-natives, such as <em> bolt of glory </em> and the banishment portion of <em> holy word </em>.</li> <li data-xf-list-type="ul"><strong> Planar Power </strong>: The Night Hag can draw great power from her chosen plane. She may now <em> plane shift </em> to her Favored Plane at will, and additionally gains one of the following benefits (as appropriate by plane):<ul> <li data-xf-list-type="ul"><u> Limbo Tango </u> (Sp): <em> Dimension door </em> at will.<br /> </li> <li data-xf-list-type="ul"><u> Pandemonic Shield </u> (Sp): <em> Wind wall </em> and <em> silence </em> at will.<br /> </li> <li data-xf-list-type="ul"><u> Abyssal Madness </u> (Su): The Night Hag's bite additionally deals one point of Wisdom damage.<br /> </li> <li data-xf-list-type="ul"><u> Carceri's Venom </u> (Su): The Night Hag is shielded by a <em> psychic poison </em> effect of her choice at all times (see BoVD for details on <em> psychic poison </em>).<br /> </li> <li data-xf-list-type="ul"><u> Malady of Hades </u> (Ex): The Night Hag's bite threatens to inflict a second disease, determined randomly or chosen by the DM, in addition to Demon Fever.<br /> </li> <li data-xf-list-type="ul"><u> Gehennal Vision </u> (Su): The Night Hag can see through smoke, natural or supernatural, as though it were clean air. This gives her a great advantage when fighting mounted on a Nightmare.<br /> </li> <li data-xf-list-type="ul"><u> Hellsight </u> (Su): The Night Hag can see through darkness, natural or supernatural, and can constantly <em> see invisibility </em> as the spell.<br /> </li> <li data-xf-list-type="ul"><u> Warrior of Acheron </u> (Ex): The Night Hag gains two claw attacks (secondary natural attacks), each of which deals 1d8 + 1/2 Str damage. Her bite attack still deals 2d6 + 3/2 Str damage.<br /> </li> <li data-xf-list-type="ul"><u> Fire Elemental Taint </u> (Su): The Night Hag's natural attacks (in her natural form or when polymorphed) deal an additional 2d6 fire damage.<br /> </li> <li data-xf-list-type="ul"><u> Storm Elemental Taint </u> (Su): The Night Hag's natural attacks (in her natural form or when polymorphed) deal an additional 1d6 electricity damage.<br /> </li> <li data-xf-list-type="ul"><u> Ice Elemental Taint </u> (Su): The Night Hag's natural attacks (in her natural form or when polymorphed) deal an additional 1d6 cold damage.<br /> </li> <li data-xf-list-type="ul"><u> Air Elemental Taint </u> (Su): The Night Hag's natural attacks (in her natural form or when polymorphed) deal an additional 1d4 sonic damage.<br /> </li> <li data-xf-list-type="ul"><u> Ether Strike </u> (Su): The Night Hag's natural attacks (in her natural form or when polymorphed) are treated as <em> ghost touch</em>.<br /> </li> <li data-xf-list-type="ul"><u> Shadow Taint </u> (Su): The Night Hag gains concealment when in any conditions other than full daylight or the radius of a <em> daylight </em> spell. </li> </ul></li> </ul><p></p><p> -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 1740614, member: 6562"] Hey Dingo! If it's for a Night Hag, I'd prefer to make a race-specific PrC, since most of her HD are in her race (not in a class). Giving spellcasting advancement isn't going to help her much (compared to advancing a 9+ level spellcaster). She's got 8 HD and she's CR 9. She's got some nice spell-like abilities, and some nice immunities, and a few very flavorful special abilities. First vital improvement: drop Combat Casting and Alertness and instead take Power Attack & some other useful Feat. (Great ones are Ride-By Attack and Spirited Charge.) One other thing: Night Hags travel a lot. Consider allowing them to take the last 5 levels of Horizon Walker (the planar stuff) without taking the first 5 levels. Anyway, here's my first brush at what a PrC for a sneaky Night Hag might look like. (Remember that Night Hags get +1 CR per two HD, so I don't want to simply replicate what Outsider HD can provide -- +1 BAB, 8 Skill Points, all good saves. You should balance your particular Night Hag with a mix of extra Outsider HD and levels in a PrC. Also, four levels of Fighter and then ten levels of Blackguard are already great for a combat-oriented Night Hag, so I'm not going in that direction, either.) [size=3][b] Hag Traveler [/b][/size] HD: d8 BAB: 3/4 (as Rogue) Good Save: Will / Bad Saves: Fortitude, Reflex Skill Points: 4 + Int bonus Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex). [code] [u] Level BAB F/R/W Special Abilities [/u] 1 +0 +0/0/2 Favored Plane, [i] Undetectable Alignment [/i] 2 +1 +0/0/3 Sneak Attack +1d6, Subtle Transformation 3 +2 +1/1/3 Planar Adaptation 4 +3 +1/1/4 Sneak Attack +1d6, Planar Power [/code] [b] Special Abilities [/b]: [list] [*][b] Favored Plane [/b] (Sp/Su): The Night Hag chooses one plane from which she draws power. She gains the ability to [i] Plane Shift [/i] to her favored plane 1/day. In addition, when on her favored plane, she gains a +4 Enhancement bonus to Str, Dex and Con. (Specific planes that a Night Hag may choose: Limbo, Pandemonium, the Abyss, Carceri, Hades, Gehenna, the Nine Hells, Acheron, the Ethereal, the Plane of Shadow, or any one Elemental). [*][b][i] Undetectable Alignment [/i][/b] (Sp): At will. [*][b] Subtle Transformation [/b] (Su): The Night Hag's true form becomes harder to discover. When she is polymorphed, she gains a Will save against any effect that might reveal her to be transformed, including [i] detect magic [/i] and [i] true seeing [/i]. [*][b] Planar Adaptation [/b] (Su): The Night Hag is treated as though she were a native to whatever plane she currently occupies. An Abyssal ocean of acid would not harm her, nor would the normal fires of the Elemental Plane of Fire. She gains a Will save against any effect that specifically targets non-natives, such as [i] bolt of glory [/i] and the banishment portion of [i] holy word [/i]. [*][b] Planar Power [/b]: The Night Hag can draw great power from her chosen plane. She may now [i] plane shift [/i] to her Favored Plane at will, and additionally gains one of the following benefits (as appropriate by plane): [list] [*][u] Limbo Tango [/u] (Sp): [i] Dimension door [/i] at will. [*][u] Pandemonic Shield [/u] (Sp): [i] Wind wall [/i] and [i] silence [/i] at will. [*][u] Abyssal Madness [/u] (Su): The Night Hag's bite additionally deals one point of Wisdom damage. [*][u] Carceri's Venom [/u] (Su): The Night Hag is shielded by a [i] psychic poison [/i] effect of her choice at all times (see BoVD for details on [i] psychic poison [/i]). [*][u] Malady of Hades [/u] (Ex): The Night Hag's bite threatens to inflict a second disease, determined randomly or chosen by the DM, in addition to Demon Fever. [*][u] Gehennal Vision [/u] (Su): The Night Hag can see through smoke, natural or supernatural, as though it were clean air. This gives her a great advantage when fighting mounted on a Nightmare. [*][u] Hellsight [/u] (Su): The Night Hag can see through darkness, natural or supernatural, and can constantly [i] see invisibility [/i] as the spell. [*][u] Warrior of Acheron [/u] (Ex): The Night Hag gains two claw attacks (secondary natural attacks), each of which deals 1d8 + 1/2 Str damage. Her bite attack still deals 2d6 + 3/2 Str damage. [*][u] Fire Elemental Taint [/u] (Su): The Night Hag's natural attacks (in her natural form or when polymorphed) deal an additional 2d6 fire damage. [*][u] Storm Elemental Taint [/u] (Su): The Night Hag's natural attacks (in her natural form or when polymorphed) deal an additional 1d6 electricity damage. [*][u] Ice Elemental Taint [/u] (Su): The Night Hag's natural attacks (in her natural form or when polymorphed) deal an additional 1d6 cold damage. [*][u] Air Elemental Taint [/u] (Su): The Night Hag's natural attacks (in her natural form or when polymorphed) deal an additional 1d4 sonic damage. [*][u] Ether Strike [/u] (Su): The Night Hag's natural attacks (in her natural form or when polymorphed) are treated as [i] ghost touch[/i]. [*][u] Shadow Taint [/u] (Su): The Night Hag gains concealment when in any conditions other than full daylight or the radius of a [i] daylight [/i] spell. [/list] [/list] -- N [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions
BoVD 3.5e: Hellbound!
Top