the Jester
Legend
Okay... so I have this character who's been through a lot, so I wrote this prestige class for him. It won't really buff him up much (he's offense-oriented), but it really suits his character. What do you think? Is it balanced? It's a weird mix of high-HD and medium BAB with some others...
Accursed
Many creatures experience curses at one point or another, from a bestow curse spell to a family curse to a cursed item. Very few, however, are unfortunate enough to suffer from multiple curses; such an individual might come to the conclusion that he is fated to be accursed. Such a morose individual might even, through force of will and growing experience, learn to manipulate the power of curses that he is under, and even to curse others in turn. Accursed grow tough and resilient, and are very hard to kill.
Any creature unfortunate enough to suffer the prerequisites might become an accursed. Most are gloomy and somewhat spiteful, but some simply seek to survive terrible effects that they cannot fully escape.
Hit Die: d12
Prerequisites: At least one base save +5. Spot (9 ranks), Survival (3 ranks). Cling to Life, Endurance, Iron Will. Must have been the victim of three curses at once.
Class Skills: Concentration (con), Craft (int), Disable Device (int), Escape Artist (dex), Hide (dex), Intimidate (cha), Jump (str), Knowledge (arcana, dungeoneering, history, local) (int), Listen (wis), Open Lock (dex), Profession (wis), Search (int), Sense Motive (wis), Sleight of Hand (dex), Spellcraft (int), Spot (wis), Survival (wis), Swim (str), Use Magic Device (cha). Skill points per level: x + int bonus.
Base Attack: Medium (as cleric)
Good Saves: Fort and Will
Poor Saves: Ref
Level---Special Abilities
1---Survive curse
2---Curse carrier, dying curse
3---Detect curse
4---Bestow curse
5---Break enchantment
CLASS FEATURES
Weapon and Armor Proficiencies: An accursed gains no new proficiencies.
Survive Curse (Su): An accursed is a survivor, able to withstand punishment that would lay a lesser individual low. Whenever an accursed suffers ability damage or drain, from any source, the damage is reduced by 1 to a minimum of 0. Whenever a curse would kill him, the accursed survives. If the curse would reduce an ability score to 0, it instead stabilizes at 3. If the curse would reduce the character’s hit points to 0 or lower, they instead stabilize at 1. A curse cannot kill an accursed, it can merely temper him like steel in an efreet’s furnace.
Curse Carrier (Su): Whenever an accursed is under a curse, he can choose to transmit that curse by touch up to 2/day. Any potential victim must make a saving throw against the curse (Will DC 12 + cha bonus) or be affected by it.
Dying Curse (Su): Whenever an accursed is slain, a powerful curse falls upon his killer. Unless it makes a Will save (DC 17 + cha bonus) it is affected by a bestow greater curse spell.
Detect Curse (Su): 1/day an accursed can detect curses, including cursed items, the area of curse spells, cursed areas, etc. This affects a 60’ cone and, when activated, lasts for 10 rounds.
Bestow Curse (Sp): 1/day an accursed can bestow curse on an enemy with a touch or a successful melee or ranged attack. If the accursed chooses to attempt this as part of an attack, the bestow curse and the attack together are a single standard action. The victim receives a Will save, DC 15 + cha bonus, to resist this effect.
Break Enchantment (Sp): The other side of the accursed is the ability to break curses and similar effects. A 5th-level accursed can use break enchantment, with a caster level equal to accursed’s character level, once per day.
Accursed
Many creatures experience curses at one point or another, from a bestow curse spell to a family curse to a cursed item. Very few, however, are unfortunate enough to suffer from multiple curses; such an individual might come to the conclusion that he is fated to be accursed. Such a morose individual might even, through force of will and growing experience, learn to manipulate the power of curses that he is under, and even to curse others in turn. Accursed grow tough and resilient, and are very hard to kill.
Any creature unfortunate enough to suffer the prerequisites might become an accursed. Most are gloomy and somewhat spiteful, but some simply seek to survive terrible effects that they cannot fully escape.
Hit Die: d12
Prerequisites: At least one base save +5. Spot (9 ranks), Survival (3 ranks). Cling to Life, Endurance, Iron Will. Must have been the victim of three curses at once.
Class Skills: Concentration (con), Craft (int), Disable Device (int), Escape Artist (dex), Hide (dex), Intimidate (cha), Jump (str), Knowledge (arcana, dungeoneering, history, local) (int), Listen (wis), Open Lock (dex), Profession (wis), Search (int), Sense Motive (wis), Sleight of Hand (dex), Spellcraft (int), Spot (wis), Survival (wis), Swim (str), Use Magic Device (cha). Skill points per level: x + int bonus.
Base Attack: Medium (as cleric)
Good Saves: Fort and Will
Poor Saves: Ref
Level---Special Abilities
1---Survive curse
2---Curse carrier, dying curse
3---Detect curse
4---Bestow curse
5---Break enchantment
CLASS FEATURES
Weapon and Armor Proficiencies: An accursed gains no new proficiencies.
Survive Curse (Su): An accursed is a survivor, able to withstand punishment that would lay a lesser individual low. Whenever an accursed suffers ability damage or drain, from any source, the damage is reduced by 1 to a minimum of 0. Whenever a curse would kill him, the accursed survives. If the curse would reduce an ability score to 0, it instead stabilizes at 3. If the curse would reduce the character’s hit points to 0 or lower, they instead stabilize at 1. A curse cannot kill an accursed, it can merely temper him like steel in an efreet’s furnace.
Curse Carrier (Su): Whenever an accursed is under a curse, he can choose to transmit that curse by touch up to 2/day. Any potential victim must make a saving throw against the curse (Will DC 12 + cha bonus) or be affected by it.
Dying Curse (Su): Whenever an accursed is slain, a powerful curse falls upon his killer. Unless it makes a Will save (DC 17 + cha bonus) it is affected by a bestow greater curse spell.
Detect Curse (Su): 1/day an accursed can detect curses, including cursed items, the area of curse spells, cursed areas, etc. This affects a 60’ cone and, when activated, lasts for 10 rounds.
Bestow Curse (Sp): 1/day an accursed can bestow curse on an enemy with a touch or a successful melee or ranged attack. If the accursed chooses to attempt this as part of an attack, the bestow curse and the attack together are a single standard action. The victim receives a Will save, DC 15 + cha bonus, to resist this effect.
Break Enchantment (Sp): The other side of the accursed is the ability to break curses and similar effects. A 5th-level accursed can use break enchantment, with a caster level equal to accursed’s character level, once per day.