Abraxas
Explorer
One of the people I game with has come up with an idea for a PrC. He asked me for help in fine tuning it - so I decided to post it here for some (hopefully helpful) input.
So here it is....
The Netherman
Nethermen are the unrelenting foes of the undead, demons and devils. Most are loners who have suffered some past personal loss to these abominations. They are ferocious and well-schooled adversaries bent on preventing the spread of demonic and necromantic forces. They typically arise from the ranks of paladins and clerics, but any good character can follow this calling. There is no organized structure or hierarchy for the netherman to follow. Their only bond is a mutual respect amongst themselves for the perilous battles they fight for the safety of others, often far from “civilized” homes without fanfare or reward.
Hit Die: d8
Requirements: To qualify as a Netherman, a character must fulfill all of the following criteria.
Alignment: Any good
Base Attack Bonus: +6
Feats: Iron Will
Knowledge: Undead 4 ranks, Planes 4 ranks
Special: Ability to turn undead or cast 2nd level [divine] spells
Special: Must have successfully defeated a level draining undead or a demon/devil.
Class Skills: The Netherman’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Knowledge: Arcana (Int), Knowledge: Planes (Int), Knowledge: Religion (Int), Knowledge: Undead (Int), Profession (Int), Scry (Int), Sense Motive (Wis), and Spellcraft (Int).
Skill Points: 4+Int Mod
Class Features: All of the following are class features of the Netherman class.
Level.....BAB.....Fort.....Ref.....Will.....Special
1st.........+1.......+2.......0........0........Know Thy Enemy
2nd........+2.......+3.......0........0........Bone Smite
3rd.........+3.......+3......+1.....+1.......Extra Turning
4th.........+4.......+4......+1.....+1.......Guided Strike
5th.........+5.......+4......+1.....+1.......Spurn Death’s Touch
6th.........+6.......+5......+2.....+2.......Hell Smite
7th.........+7.......+5......+2.....+2.......Divine Defense
8th.........+8.......+6......+2.....+2.......Spell Penetration
9th.........+9.......+6......+3.....+3.......Consecrated Aura
10th.......+10.....+7......+3.....+3.......Stalwart
Weapon and Armor Proficiency: Netherman have proficiency with simple weapons and light armor. Additionally, they can use all weapons and armors allowable from previous classes.
Spells per Day and Undead Turning: A netherman continues advancing in spellcasting and undead turning ability. When a netherman gains a new even-numbered level, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He also improves his chance of turning undead. He does not, however, gain any other benefit a character of that class would have gained (more frequent remove disease, increased healing by laying on hands, and so on).
For example, an 8th-level paladin/2nd-level netherman gains divine spells per day and turns undead as if he had risen to 9th level as a paladin.
If a character had more than one class with spellcasting and turning ability before he became a netherman, the player must decide which class to assign each even-numbered level of netherman for the purpose of determining spells per day and undead turning ability – this level has to be assigned to the same class for both.
Know Thy Enemy (Sp): At will, the netherman can detect demons, devils and undead as a spell-like ability. This ability operates in the same manner as the spell detect undead (but applies to demons and devils in addition to undead).
Bone Smite (Ex): The netherman has learned the weaknesses of his undead foes. He can ignore any non-magical requirements for the purpose of damaging undead creatures. For example, if a netherman uses a sword against a skeleton, he does full damage with the weapon (not half for using a piercing/slashing weapon).
In addition, when attacking undead with damage resistance, the netherman subtracts 2 points per netherman level from his targets DR.
Extra Turning: The netherman receives the Extra Turning feat as a bonus.
Guided Strike (Ex): The netherman gains the innate ability to critically hit demons, devils, and undead with melee and spell attacks. This applies even to those creatures that are normally immune to critical attacks.
Spurn Death’s Touch (Su): A 5th level netherman applies his Charisma modifier (if positive) as a bonus to saves against all spells, spell like effects, supernatural abilities and extraordinary abilities he is subjected to from demons, devils and undead foes. If the character already has an ability that allows him to apply his Charisma modifier to his saving throws he instead gets a +2 bonus.
Hell Smite (Ex): As Bone smite, except the bonus applies to demons and devils.
Divine Defense: Spend one of your turn undead attempts to add your Charisma bonus to your AC versus all attacks from undead, demons, and devils for a number of rounds equal to your Charisma bonus (e.g. A 7th level netherman with a 15 Charisma could add 2 to his AC for 2 rounds versus demons, devils and undead. For an example of a similar ability, see the feat “Divine Might” (p.19, Defender’s of the Faith).
Spell Penetration: When facing demons, devils and undead a netherman’s spells gain a +2 bonus to beat the target’s SR.
Consecrated Aura (Su): At 9th level a netherman generates a permanent consecrate effect to a radius of 20 feet. If this aura overlaps an area under the effect of a desecrate spell, both effects are negated until the Netherman leaves the area or the desecrate spell expires. If the desecrate spell is enhanced by an altar or other permanent fixture dedicated to an evil deity, the netherman’s consecrate effect negates the enhancement while he remains in the affected area, reducing turning penalties to –3 and undead gain only a +1 profane bonus on their rolls.
Stalwart (Su): At 10th level, the netherman’s convictions make him a “stalwart”. When in melee against demons, devils and undead he emanates an aura of protection (duplicating the effects of a prayer spell cast at his caster level) within a 15’ radius (even if he is somehow unaware of his enemies presence or true nature).
Well thats it - any comments?
So here it is....
The Netherman
Nethermen are the unrelenting foes of the undead, demons and devils. Most are loners who have suffered some past personal loss to these abominations. They are ferocious and well-schooled adversaries bent on preventing the spread of demonic and necromantic forces. They typically arise from the ranks of paladins and clerics, but any good character can follow this calling. There is no organized structure or hierarchy for the netherman to follow. Their only bond is a mutual respect amongst themselves for the perilous battles they fight for the safety of others, often far from “civilized” homes without fanfare or reward.
Hit Die: d8
Requirements: To qualify as a Netherman, a character must fulfill all of the following criteria.
Alignment: Any good
Base Attack Bonus: +6
Feats: Iron Will
Knowledge: Undead 4 ranks, Planes 4 ranks
Special: Ability to turn undead or cast 2nd level [divine] spells
Special: Must have successfully defeated a level draining undead or a demon/devil.
Class Skills: The Netherman’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Knowledge: Arcana (Int), Knowledge: Planes (Int), Knowledge: Religion (Int), Knowledge: Undead (Int), Profession (Int), Scry (Int), Sense Motive (Wis), and Spellcraft (Int).
Skill Points: 4+Int Mod
Class Features: All of the following are class features of the Netherman class.
Level.....BAB.....Fort.....Ref.....Will.....Special
1st.........+1.......+2.......0........0........Know Thy Enemy
2nd........+2.......+3.......0........0........Bone Smite
3rd.........+3.......+3......+1.....+1.......Extra Turning
4th.........+4.......+4......+1.....+1.......Guided Strike
5th.........+5.......+4......+1.....+1.......Spurn Death’s Touch
6th.........+6.......+5......+2.....+2.......Hell Smite
7th.........+7.......+5......+2.....+2.......Divine Defense
8th.........+8.......+6......+2.....+2.......Spell Penetration
9th.........+9.......+6......+3.....+3.......Consecrated Aura
10th.......+10.....+7......+3.....+3.......Stalwart
Weapon and Armor Proficiency: Netherman have proficiency with simple weapons and light armor. Additionally, they can use all weapons and armors allowable from previous classes.
Spells per Day and Undead Turning: A netherman continues advancing in spellcasting and undead turning ability. When a netherman gains a new even-numbered level, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He also improves his chance of turning undead. He does not, however, gain any other benefit a character of that class would have gained (more frequent remove disease, increased healing by laying on hands, and so on).
For example, an 8th-level paladin/2nd-level netherman gains divine spells per day and turns undead as if he had risen to 9th level as a paladin.
If a character had more than one class with spellcasting and turning ability before he became a netherman, the player must decide which class to assign each even-numbered level of netherman for the purpose of determining spells per day and undead turning ability – this level has to be assigned to the same class for both.
Know Thy Enemy (Sp): At will, the netherman can detect demons, devils and undead as a spell-like ability. This ability operates in the same manner as the spell detect undead (but applies to demons and devils in addition to undead).
Bone Smite (Ex): The netherman has learned the weaknesses of his undead foes. He can ignore any non-magical requirements for the purpose of damaging undead creatures. For example, if a netherman uses a sword against a skeleton, he does full damage with the weapon (not half for using a piercing/slashing weapon).
In addition, when attacking undead with damage resistance, the netherman subtracts 2 points per netherman level from his targets DR.
Extra Turning: The netherman receives the Extra Turning feat as a bonus.
Guided Strike (Ex): The netherman gains the innate ability to critically hit demons, devils, and undead with melee and spell attacks. This applies even to those creatures that are normally immune to critical attacks.
Spurn Death’s Touch (Su): A 5th level netherman applies his Charisma modifier (if positive) as a bonus to saves against all spells, spell like effects, supernatural abilities and extraordinary abilities he is subjected to from demons, devils and undead foes. If the character already has an ability that allows him to apply his Charisma modifier to his saving throws he instead gets a +2 bonus.
Hell Smite (Ex): As Bone smite, except the bonus applies to demons and devils.
Divine Defense: Spend one of your turn undead attempts to add your Charisma bonus to your AC versus all attacks from undead, demons, and devils for a number of rounds equal to your Charisma bonus (e.g. A 7th level netherman with a 15 Charisma could add 2 to his AC for 2 rounds versus demons, devils and undead. For an example of a similar ability, see the feat “Divine Might” (p.19, Defender’s of the Faith).
Spell Penetration: When facing demons, devils and undead a netherman’s spells gain a +2 bonus to beat the target’s SR.
Consecrated Aura (Su): At 9th level a netherman generates a permanent consecrate effect to a radius of 20 feet. If this aura overlaps an area under the effect of a desecrate spell, both effects are negated until the Netherman leaves the area or the desecrate spell expires. If the desecrate spell is enhanced by an altar or other permanent fixture dedicated to an evil deity, the netherman’s consecrate effect negates the enhancement while he remains in the affected area, reducing turning penalties to –3 and undead gain only a +1 profane bonus on their rolls.
Stalwart (Su): At 10th level, the netherman’s convictions make him a “stalwart”. When in melee against demons, devils and undead he emanates an aura of protection (duplicating the effects of a prayer spell cast at his caster level) within a 15’ radius (even if he is somehow unaware of his enemies presence or true nature).
Well thats it - any comments?
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