Hello,
I have a PC in my group which wants to be a special kind of warrior - he is a half-orc barbarian, and wants to have some kind of mystical energy powering him - he is the "chosen one" sort of deal.
He's presented to me the following PrC which he would like, taken from a website which is no longer there.
Some notes:
1) I run a high-powered campaign.
2) This is really the first interest he's shown in giving his character backstory.
3) Arguments about "you shouldn't be ROLL playing", or "sit him down and tell him you have to be fair to other people" absolutely will not help. If you don't wish to help modify this into a high-powered campaign, then please just refrain.
Warriors abound in the savage realms of the Orc Kingdoms. Sometimes elite warriors rise from the hoards and champion their clans on the fields of battle. The Clan Chosen are among the strongest of those warriors. Chosen at manhood for their great size and strength, they are given secret mental training allowing them to focus their energies into great, powerful blows.
Although they are respected by all, the Chosen lead a solitary life. Many Chosen will strike out on their own if their tribe is "absorbed" by a larger group. These adventuring Chosen make deadly foes in combat and NPC Chosen often are special bodyguards for important individuals.
Large barbarian tribes often have small groups of Chosen who lead their forces in wartimes. Groups of a dozen Chosen have been the deciding factor in many battles between clans. Some of the largest tribes may even have whole squads made up of Chosen to fight their battles for them.
Barbarians, Fighters, and Rangers most often become Chosen. Occasionally the other classes will qualify and have the strength to become one of the Chosen warriors. Clerics make particularly deadly Chosen mixing Divine magic with brute force. Bards, Druids, Sorcerers, and Wizards seldom become Chosen due to the rigorous physical requirements that are normally beyond them. Monks cannot become Chosen due to the differing mental paths used to attain the two classes abilities. Paladins seldom are Chosen preferring instead to attain status through their own abilities.
Hit Dice: d12
Requirements:
To qualify for the Clan Chosen Prestige Class, characters must fulfill the following requirements:
Strength: Minimum of 18
Base Attack Bonus: +3
Alignment: (Any) Neutral
Race: Half Orc (Any other humanoid can be substituted if their race is primarily barbaric in nature and the DM agrees. Minotaurs for instance make excellent Chosen.)
Feats: Power Attack, Endurance, Weapon Focus (Any melee weapon, normally a two handed weapon.)
Class Skills:
The Clan Chosen's class skills are Craft, Heal, Intimidate, Listen, Profession, Ride, Spot, and Wilderness Lore.
Skill Points at each Level: 2 + Int Modifier
Class Features
All of the following are class features of the Clan Chosen Prestige Class.
Weapon and Armor Proficiencies: Clan Chosen are proficient with all simple and martial weapons, all types of armor, and with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble.
Focused Strike: Through rigorous mental training the Clan Chosen gains the ability to focus their blows into a single devastating melee attack. A character can choose to make a single melee attack against an opponent instead of his normal attacks. Focused blows give the attacker +2 melee and doubles a characters Strength damage on the blow. This ability works with other feats like Power Attack. The bonuses gained by the Focused Strike are stackable with all other bonuses that a character might have to his attacks. Attacks of opportunity and extra attacks gained through feats like Cleave and Great Cleave are not subject to the Focused Strike bonuses. This ability can only be used with weapons that the character has Weapon Focus in. If the character wishes to use multiple weapons with this bonus, he must gain multiple Weapon Focus Feats.
Cure Light Wounds: A Chosen has gained the favor of the spirits of his ancestors. Starting at 1st level, a Chosen can cast the Divine spell Cure Light Wounds upon himself as a Cleric of equal level to his levels in the Prestige Class. This ability is usable once per day for every five levels attained in this class. If the Chosen ever dishonors his clan or shows cowardice in battle, he loses this ability until he rectifies the problem. Sometimes this can lead to grand quests where the Chosen must defeat a powerful (CR +3 of Character Level) opponent singlehandedly.
Defensive Mind: Beginning at Level 2, a Clan Chosen gains an intuitive sense of the flow of combat. As such, he gains a +1 bonus to his Armor Class when in melee combat. This miscellaneous defense bonus stacks will all other armor bonuses gained through Dexterity, Armor worn, Feats, or any other. At 4th Level this bonus goes to +2. At 6th Level this bonus becomes +3. At 8th Level this bonus goes to +4. At 10th Level this bonus attains the maximum of +5.
BAB advancement: as fighter
Saving throw advancement: as Bnn
1 Focused Strike; Cure Light Wounds 1/day
2 Defensive Mind +1
3 Bonus Feat
4 Defensive Mind +2
5 Bonus Feat; Cure Light Wounds 2/day
6 Defensive Mind +3
7 Bonus Feat
8 Defensive Mind +4
9 Bonus Feat
10 Defensive Mind +5; Cure Light Wounds 3/day
If a Chosen no longer has the minimum requirements for the class, he loses the Focused Strike and Defensive Mind abilities but retain all other abilities gained by the class.
My opinion:
a) don't like str requirement - maybe a quest-based requirement instead.
b) Focused strike is unpalatable. All hits are then double str bonus - with double handed weapon this becomes x3 - basically a crit every hit. Also, it uses Str bonus which is not good, and it tries to avoid anything it might stack with.
c) defensive mind is similarly unpalatable.
d) advancement of will save is non-typical
e) AND bonus feats? this is like a super-juiced fighter.
Basically, I'd like to try to keep this in line with the new 3.5 barbarian.
So my amendments would be:
a) focused strike: 1/day, get a bonus equal to double barbarian + cc levels, for 1 round - usable any time.
OR
a) focused strike: 1/day to 5/day: double str bonus for 1 hit.
b) defensive mind replaced with damage reduction, which goes from 1/- to 4/- over all 10 levels.
c) more cure light wounds - 1/day to 5/day overall, and self only
d) less bonus feats.
so
1 FS 1/day, CL 1/day
2 DR 1/-
3 CL 2/day
4 Feat
5 DR 2/-
6 CL 3/day
7 Feat
8 DR 3/-
9 CL 4/day
10 Feat, DR 4/-
OR
1 FS 1/day, CL 1/day
2 DR 1/-
3 FS 2/day, feat
4 DR 2/-, CL 2/day
5 FS 3/day
6 DR 2/-. feat
7 FS 4/day, CL 3/day
8 DR 3/-
9 FS 5/day, feat
10 DR 4/-, CL 4/day.
Any thoughts on how to best fit this in? I am ok with DR, CL, and even the feats to a lesser extent - but what the heck do I do about this "focused strike" - keeping mind that I want to keep it in some form? I am against making it "every swing" unless a good way to make this work is given ... (mind you, I am also changing the name to "primal fury")
To give you an idea of other boost-ups: dwarf fighter gets free stat boosts every now and then (permanent) - e.g. next step is +2 str, +2 con, +10 hp, druid can spontaneously cast cure spells, elf sorcerer is morphing into a dragon.
Any ideas? Really, I am open to any ideas at all.
I have a PC in my group which wants to be a special kind of warrior - he is a half-orc barbarian, and wants to have some kind of mystical energy powering him - he is the "chosen one" sort of deal.
He's presented to me the following PrC which he would like, taken from a website which is no longer there.
Some notes:
1) I run a high-powered campaign.
2) This is really the first interest he's shown in giving his character backstory.
3) Arguments about "you shouldn't be ROLL playing", or "sit him down and tell him you have to be fair to other people" absolutely will not help. If you don't wish to help modify this into a high-powered campaign, then please just refrain.
Warriors abound in the savage realms of the Orc Kingdoms. Sometimes elite warriors rise from the hoards and champion their clans on the fields of battle. The Clan Chosen are among the strongest of those warriors. Chosen at manhood for their great size and strength, they are given secret mental training allowing them to focus their energies into great, powerful blows.
Although they are respected by all, the Chosen lead a solitary life. Many Chosen will strike out on their own if their tribe is "absorbed" by a larger group. These adventuring Chosen make deadly foes in combat and NPC Chosen often are special bodyguards for important individuals.
Large barbarian tribes often have small groups of Chosen who lead their forces in wartimes. Groups of a dozen Chosen have been the deciding factor in many battles between clans. Some of the largest tribes may even have whole squads made up of Chosen to fight their battles for them.
Barbarians, Fighters, and Rangers most often become Chosen. Occasionally the other classes will qualify and have the strength to become one of the Chosen warriors. Clerics make particularly deadly Chosen mixing Divine magic with brute force. Bards, Druids, Sorcerers, and Wizards seldom become Chosen due to the rigorous physical requirements that are normally beyond them. Monks cannot become Chosen due to the differing mental paths used to attain the two classes abilities. Paladins seldom are Chosen preferring instead to attain status through their own abilities.
Hit Dice: d12
Requirements:
To qualify for the Clan Chosen Prestige Class, characters must fulfill the following requirements:
Strength: Minimum of 18
Base Attack Bonus: +3
Alignment: (Any) Neutral
Race: Half Orc (Any other humanoid can be substituted if their race is primarily barbaric in nature and the DM agrees. Minotaurs for instance make excellent Chosen.)
Feats: Power Attack, Endurance, Weapon Focus (Any melee weapon, normally a two handed weapon.)
Class Skills:
The Clan Chosen's class skills are Craft, Heal, Intimidate, Listen, Profession, Ride, Spot, and Wilderness Lore.
Skill Points at each Level: 2 + Int Modifier
Class Features
All of the following are class features of the Clan Chosen Prestige Class.
Weapon and Armor Proficiencies: Clan Chosen are proficient with all simple and martial weapons, all types of armor, and with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble.
Focused Strike: Through rigorous mental training the Clan Chosen gains the ability to focus their blows into a single devastating melee attack. A character can choose to make a single melee attack against an opponent instead of his normal attacks. Focused blows give the attacker +2 melee and doubles a characters Strength damage on the blow. This ability works with other feats like Power Attack. The bonuses gained by the Focused Strike are stackable with all other bonuses that a character might have to his attacks. Attacks of opportunity and extra attacks gained through feats like Cleave and Great Cleave are not subject to the Focused Strike bonuses. This ability can only be used with weapons that the character has Weapon Focus in. If the character wishes to use multiple weapons with this bonus, he must gain multiple Weapon Focus Feats.
Cure Light Wounds: A Chosen has gained the favor of the spirits of his ancestors. Starting at 1st level, a Chosen can cast the Divine spell Cure Light Wounds upon himself as a Cleric of equal level to his levels in the Prestige Class. This ability is usable once per day for every five levels attained in this class. If the Chosen ever dishonors his clan or shows cowardice in battle, he loses this ability until he rectifies the problem. Sometimes this can lead to grand quests where the Chosen must defeat a powerful (CR +3 of Character Level) opponent singlehandedly.
Defensive Mind: Beginning at Level 2, a Clan Chosen gains an intuitive sense of the flow of combat. As such, he gains a +1 bonus to his Armor Class when in melee combat. This miscellaneous defense bonus stacks will all other armor bonuses gained through Dexterity, Armor worn, Feats, or any other. At 4th Level this bonus goes to +2. At 6th Level this bonus becomes +3. At 8th Level this bonus goes to +4. At 10th Level this bonus attains the maximum of +5.
BAB advancement: as fighter
Saving throw advancement: as Bnn
1 Focused Strike; Cure Light Wounds 1/day
2 Defensive Mind +1
3 Bonus Feat
4 Defensive Mind +2
5 Bonus Feat; Cure Light Wounds 2/day
6 Defensive Mind +3
7 Bonus Feat
8 Defensive Mind +4
9 Bonus Feat
10 Defensive Mind +5; Cure Light Wounds 3/day
If a Chosen no longer has the minimum requirements for the class, he loses the Focused Strike and Defensive Mind abilities but retain all other abilities gained by the class.
My opinion:
a) don't like str requirement - maybe a quest-based requirement instead.
b) Focused strike is unpalatable. All hits are then double str bonus - with double handed weapon this becomes x3 - basically a crit every hit. Also, it uses Str bonus which is not good, and it tries to avoid anything it might stack with.
c) defensive mind is similarly unpalatable.
d) advancement of will save is non-typical
e) AND bonus feats? this is like a super-juiced fighter.
Basically, I'd like to try to keep this in line with the new 3.5 barbarian.
So my amendments would be:
a) focused strike: 1/day, get a bonus equal to double barbarian + cc levels, for 1 round - usable any time.
OR
a) focused strike: 1/day to 5/day: double str bonus for 1 hit.
b) defensive mind replaced with damage reduction, which goes from 1/- to 4/- over all 10 levels.
c) more cure light wounds - 1/day to 5/day overall, and self only
d) less bonus feats.
so
1 FS 1/day, CL 1/day
2 DR 1/-
3 CL 2/day
4 Feat
5 DR 2/-
6 CL 3/day
7 Feat
8 DR 3/-
9 CL 4/day
10 Feat, DR 4/-
OR
1 FS 1/day, CL 1/day
2 DR 1/-
3 FS 2/day, feat
4 DR 2/-, CL 2/day
5 FS 3/day
6 DR 2/-. feat
7 FS 4/day, CL 3/day
8 DR 3/-
9 FS 5/day, feat
10 DR 4/-, CL 4/day.
Any thoughts on how to best fit this in? I am ok with DR, CL, and even the feats to a lesser extent - but what the heck do I do about this "focused strike" - keeping mind that I want to keep it in some form? I am against making it "every swing" unless a good way to make this work is given ... (mind you, I am also changing the name to "primal fury")
To give you an idea of other boost-ups: dwarf fighter gets free stat boosts every now and then (permanent) - e.g. next step is +2 str, +2 con, +10 hp, druid can spontaneously cast cure spells, elf sorcerer is morphing into a dragon.
Any ideas? Really, I am open to any ideas at all.