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The Votary, a studious cleric PrC.

robjh

First Post
Any balance issues?

Votary

The clerics of Rhysael strive to achieve oneness with the ideals of their deity. When they have attained a deep level of devotion to the goddess, some choose to bind themselves with solemn religious vows to a purely spiritual path. Many of these clerics forsake the worldly duties and cares in exchange for a cloistered lifestyle of study, prayer, labor and ritual. In addition to devoting more effort into reading and copying books or scrolls, they may also choose to master a craft or a form of artistic expression that will better express their faith.

A votary devotes little time to martial training, instead choosing to spend their spare moments in study. She typically dwells in a location dedicated to religious practices, such as a monastery in a secluded valley, and avoids the daily clamor of mundane affairs and problems. This is not to say that she remains completely isolated from the real world, however, as the needs of Rhysael often requires the cleric's attentions. However, even when travelling away from her religious home, she prefers to employ prayer and words of wisdom to resolve problems, rather than using brute force.

Hit Die: d6.

Requirements

To qualify to become a votary, a character must fulfill all the following criteria.

Alignment: Any Good.
Skills: Decipher Scripts 2 ranks, Knowledge (religion) 4 ranks.
Spells: Ability to cast prayer as a divine spell.
Patron: Rhysael.
Special: The candidate can not have deliberately committed murder or a similarly heinous evil offense.

Class Skills

The votary's class skills (and the key ability for each) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Speak Language, and Spellcraft (Int). See Skills Overview and further of the SRD for skill descriptions.

Skill Points at Each Level: 4 + Int Modifier.

Code:
Table: Votary Prestige Class
      Base
Class Attack Fort Ref  Will
Level Bonus  Save Save Save Special Abilities                   Spell/Day
1st     +0    +0   +0   +2  Turn undead, ward of faith          +1 level of existing divine class
2nd     +1    +0   +0   +3  Liturgy of exaltation               +1 level of existing divine class
3rd     +1    +1   +1   +3  Spontaneous casting, sanctify       +1 level of existing divine class
4th     +2    +1   +1   +4  Aura of sanctuary                   +1 level of existing divine class
5th     +2    +1   +1   +4  Ward of prophecy                    +1 level of existing divine class
6th     +3    +2   +2   +5  Liturgy of exhortation, erudition   +1 level of existing divine class
7th     +3    +2   +2   +5  Reveal secrets                      +1 level of existing divine class
8th     +4    +2   +2   +6  Inspired healing                    +1 level of existing divine class
9th     +4    +3   +3   +6  Ward of piety                       +1 level of existing divine class
10th    +5    +3   +3   +7  Liturgy of sacrifice                +1 level of existing divine class

Special Abilities

Weapon and Armor Proficiency: The votary gains no proficiency with any weapon or armor.

Spells per Day: When a new votary level is gained, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming an votary, he must decide to which class she adds the new level for purposes of determining spells per day.

Turn Undead (Su): A votary gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of the same level. If the votary already gained a turn undead ability from another source (such as cleric levels), the level stacks with the other turn ability.

Ward of Faith (Su): A votary is resistant to all forms evil magic. She gains a +2 holy bonus on saving throws against spells or magical effects with the evil descriptor.

Liturgy of Exaltation (Su): At 2nd level, a votary can commence a liturgy of exaltation to encourage an ally to succeed at a task. The ally must be within 30 feet and be able to see and hear. The votary must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the votary's liturgy. The DM may rule that certain uses of this ability are infeasible--a liturgy to make a rogue move more quietly, for example, is self-defeating. The effect lasts as long as the votary concentrates, up to a maximum of 2 minutes. A votary can't encourage competence in himself. Liturgy of exaltation is a mind-affecting ability.

Spontaneous Casting (Su): Once per day a votary of 3rd level or higher can channel stored spell energy into one of the following spells that was not prepared ahead of time: remove fear, remove paralysis, remove blindness/deafness, remove curse, remove disease, neutralize poison or break enchantment. The votary can "lose" any one prepared divine spell that is not a domain spell in order to cast any one of these spells of the same level or lower. For example, if votary has prepared prayer (a 3rd-level spell), she may lose that spell in order to cast remove curse (also a 3rd-level spell).

Sanctify (Su): Up to three times per day as a standard action, a votary of 3rd level or higher can infuse a single, non-aligned, non-living object she touches with the power of good. For a period of up to 24 hours or until she rests, the invested object remains good-aligned and
radiates an aura of good with a power equal to the votary's level. Thus it can be detected by a detect good spell. A weapon infused with the power of good becomes good-aligned for the purpose of overcoming damage reduction.

Aura of Sanctuary (Su): Once per day as a standard action, a votary of 4th level or higher can choose to invoke an aura of sanctuary. She becomes warded against attacks by evil creatures as the sanctuary spell. This aura remains in continuous effect until such time as the votary attacks, but it has no effect on creatures that are not evil in alignment.

Ward of Prophecy (Su): At 5th level, a votary becomes resistant to magical signs. She gains a +2 holy bonus on saving throws against glyphs, runes or symbols.

Liturgy of Exhortation (Su): A votary of 6th level or higher can speak a liturgy of exhortation to inspire a single willing ally within 30 feet to feats of astonishing physical exertion. To inspire this physical feat, a votary must speak and an ally must hear her.
The effect lasts for as long as the ally hears the liturgy and for 5 rounds thereafter. A creature inspired to physical exertion gains a +4 bonus to both Strength and Dexterity. After the liturgy ends, the target becomesfatigued. Liturgy of exhortation is a mind-affecting ability.

Erudition: The 6th level votary has accumulated a broad body of knowledge from the study of books, scrolls and other sources of sagely lore. She gains a +1 bonus to all trained Knowledge skills. Even without actual training, she knows sufficient lore that she can make an untrained Knowledge check at DC 15 or lower. Normally an individual will know only common knowledge (DC 10 or lower).

Reveal Secrets: By 7th level, the dedicated study of the votary grants her a special knack at deciphering scripts. She gains a bonus Skill Focus feat in the Decipher Script skill.

Inspired Healing (Su): Once per day, while casting a spell of healing descriptor, a votary of 8th level or higher can attempt an inspired healing. On a successful
Healing skill check at DC 15, the inspired healing spell cures to its maximum effect. The spell works as if under the effects of a Maximize spell feat (without using a higher-level slot). If the skill check fails, then the healing spell only cures the normal amount of damage.

Ward of Piety (Su): At 9th level, a votary becomes resistant to all forms of magic that sway the mind. She gains a +2 holy bonus on saving throws against mind-affecting spells or magical effects.

Liturgy of Sacrifice (Su): A votary of 10th level or higher can speak a liturgy of exhortation to encourage a single ally within 30 feet to feats of remarkable
personal sacrifice. To inspire this physical feat, a votary must speak and an ally must hear her. The effect lasts as long as the votary concentrates and for 5
rounds thereafter, up to a maximum of 10 minutes. A creature inspired to personal sacrifice temporarily gains the Diehard feat, the magical benefits of an aid spell at caster level 10th and immunity to fear for the duration of the effect

----

The following special abilities were dropped based on feedback:

New Domain: The 2nd level votary may choose a new domain from her deity's available domain list. The votary receives the granted power and may choose the domain's spells as domain spells. (The votary now has three choices each level for domain spells instead of two.)

Divine Favor (Su): As a mark of the votary's favor with her deity, at 4th level she gains a holy mark upon her flesh that wards her against danger. She gains a +1 divine bonus to her armor class and a +1 luck bonus on saving throws. At 8th level the bonuses from divine
favor improve to +2. Note that the holy mark makes a votary easier to identify as a religious practitioner. The votary takes a -2 circumstance penalty to Disguise skill checks when she is attempting to conceal her religious following.

Bonus Feat: At 5th level. and again at 10th level, a votary gains a bonus feat. This feat must be a metamagic feat, an item creation feat or Extra Turning. (These
feats are in addition to to those granted to all characters by level regardless of class.)

Divine Reach: Upon reaching 8th level, a votary gains the special ability to use touch spells on targets up to 30 feet away. If the spell requires a melee touch
attack, the votary must make a ranged touch attack instead.

Channel Energy (Su): The votary channels positive or negative energy much more effectively, increasing her ability to affect undead. Add a +2 bonus to the votary's turning checks and turning damage.

The base skills were reduced from 6+ to 4+ points.
 
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Nifft

Penguin Herder
Were you looking at the Radiant Servant of Pelor when you wrote this?

It loses almost nothing against a regular Cleric, but it gains a ton of goodies. IMHO: not balanced.

Goodies should cost primary class abilities: in this case, spellcasting. Drop two levels of spellcasting progression (at 1st and 6th levels).

It may still be overpowered. For example: Divine Reach is a Heirophant / Archmage ability, IIRC, which has significant costs to acquire.

Cheers, -- N
 



Brazeku

First Post
Well, it can't fight as well as a regular cleric, has one worse save, and a weaker hit die. I'd say it would be okay with one caster level lost at first, and skill points dropped to 2/lvl.
 

the Jester

Legend
Eek, this is very powerful, albeit not physically.

Vs. a cleric, a votary (assume 10 levels) loses:

10 hp
2 points of BAB
4 points of Fort save (*NOTE: this is a fake-out, since the votary also gains +2 vs. evil spells/effects, +2 vs. runes/glyphs and a +2 luck bonus to all saves; at most, this is really a 2 point loss)

It gains:

40 skill points
+2 saves vs. evil spells and effects
+2 luck bonus on all saves
+2 saves vs. glyphs et. al.
+2 saves vs. mind-affecting effects
Remove status conditions as spontaneous spells
+2 AC
An extra domain
Sanctuary 1/day
The equivalent of 5 bonus feats (2 listed thusly, plus Skill Focus: decipher script, Reach Spell (but with no increased level cost), and Sudden Maximize, limited to healing spells only)

...AND MORE.

I would strongly recommend revising this. I would drop turn undead and most of the save bonuses, as well as the bonus feats. Leaving the SF: Decipher Script, Reach Spell and Sudden Maximize might be possible then. And if you want full spellcasting, I'd also go down to 4 skill points per level or drop all the special abilities and keep the 6 skill points and full casting.
 

avr

First Post
"The candidate can not have deliberately committed murder" - does this mean that the character loses all these class abilities if they ever commit murder? And, considering the typical D&D campaign involves a lot of slaying of monsters, how do you define murder for this purpose?

I'd agree that this PrC doesn't look balanced. If you have deliberately made it impossible for a PC to take the class, this may matter less though.
 

Brazeku

First Post
You can't just look at the number of abilities to determine the power of a class. A large variety of defensive features looks impressive on paper, but 2 things.

1)in practice you wind up with a bandaid
2)A lot of those defensive features are conditional. (evil spells, glyphs and wards, decipher script, bonuses to knowledge checks... who cares? saving throw bonuses are a reactive ability at best and while useful, seldom imbalance anything unless the character is also highly damage resistant)

The biggest advantage this class has is the ability to remove status effects, boost, and heal at a distance while being protected. Honestly I think concentrating that ability in one class would probably be nice for the rest of the party.

EDIT: my above point about losing a caster level and dropping skill points per level stands. Having a bandaid, and a skill monkey, and a full caster combined is probably going to step on someone else's toes.
 
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Sylrae

First Post
Also, the cleric is a bit more powerful than the majority of the other classes in terms of diversity, being able to spellcast almost as well as a wizard (better depending on the type of spell), fight almost as well as a fighter, and heal.

Making it EVEN MORE powerful is just gyah.

granted it doesn't fight as well, but it gets a ton of class abilities to compensate for it.

It's like a specialized cleric whos considerably better than he should be by specializing.

The cleric is inherently better because people have healer aversion. (Dont want to be the healer) You have made them even more so.

I say limit it like the other people here suggest if youre going to keep the specialization.
 

the Jester

Legend
Sylrae said:
Also, the cleric is a bit more powerful than the majority of the other classes in terms of diversity, being able to spellcast almost as well as a wizard (better depending on the type of spell), fight almost as well as a fighter, and heal.

Making it EVEN MORE powerful is just gyah.

granted it doesn't fight as well, but it gets a ton of class abilities to compensate for it.

Sure it does. One divine power and you have the BAB of a fighter, at least long enough to take care of whatever threat you're facing at the time.
 

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