Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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, OSR, & D&D Variants
*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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Bearer of the Branch
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="VirgilCaine" data-source="post: 1763021" data-attributes="member: 17083"><p>I'd like an evaluatio of this PrC. Strong? Weak? Useless? </p><p></p><p>I've included the house rule that partly inspired it.</p><p></p><p>Bearer of the Branch (BrB)</p><p></p><p>Prereq: </p><p>Know: Arcana: 8+</p><p>Know: Geography: 8+</p><p>Spellcraft: 8+</p><p>Special: Must have a Staff, and be accepted by the Bearers.</p><p></p><p></p><p>Hit die: d4</p><p>BAB: Poor (as wizard)</p><p>Saves: Will high</p><p></p><p>Skill Points: 2+ Int bonus</p><p></p><p>Skills: Spellcraft, Know: Arcana, Know: Geography, Know:History, </p><p></p><p>Abilities</p><p>1. Voices of the past +2, +1 spellcasting level</p><p>2. Untold Experience, +1 spellcasting level</p><p>3. VotP +4, +1 spellcasting level</p><p>4. Untold Experience +4, +1 spellcasting level</p><p>5. VotP +6, +1 spellcasting level</p><p>6. Untold Experience +6, Legend Lore 1/day.</p><p>7. VotP +8, +1 spellcasting level</p><p>8. Vision instead of Legend Lore, +1 spellcasting level</p><p>9. VotP +10, +1 spellcasting level</p><p>10. Foresight 1/month </p><p></p><p>Note: In order to meditate with his staff, the Bearer of the Branch must have the same conditions it takes to prepare spells--e.g. no overt disturbances nearby, no severe weather, etc.</p><p></p><p>Voices of the Past: The BrB can meditate for 1 minute while holding his staff and gain the listed bonus on his next Knowledge (category must be specified in advance) or Spellcraft check made within the next hour. The BrB can use this ability once per day for each odd level of Bearer of the Branch he has attained.</p><p></p><p>Untold Experience: The BrB can meditate for one full hour while holding his staff to gain insight into a specific monster's weaknesses, psychology, habits, etc. The creature must be a specific species, such as "blue dragons" or "medusas" not "dragons" or "Monstrous humanoids."</p><p>The listed bonus applies to all skill checks, attack rolls, saves and weapon damage against creatures of the specified species. </p><p></p><p>Note: The experience of the elders is limited. AT THE DM'S PREROGATIVE, some creatures may not have been encountered by the elders. In which case the BrB can meditate after encountering a creature and "submit" his findings to the elders, who will consider the information, and then receive the benefit of this ability, at half bonus. This "half-bonus" takes two hours of meditation to receive. </p><p></p><p>Legend Lore: The BrB can cast Legend Lore once per day by meditating with his staff. </p><p></p><p>Foresight 1/month: The BrB must meditate during the casting time.</p><p></p><p>The Wizard's Staff</p><p></p><p>It's a handy item any wizard may create at 6th level.</p><p>The following staff capacities may only be used by the wizard who crafted it.</p><p></p><p>Cantrip: A wizard's staff may be used to cast a cantrip at will. The cantrip must be known at creation time, and can't be changed thereafter.</p><p></p><p>Spell Storage: A wizard's staff may be used as a spellbook. Upon casting a spell (either from a prepared slot, or from a spell completion item like a scroll), the wizard can touch his staff and imbue it with the spell. Storing a spell in the staff costs 10 XP per spell level, but do not requires expensive focus, material components, or the expense of an XP cost associated with the spell. The staff may store up to four spells plus one spell per caster level. </p><p></p><p>Spell Preparation: By clutching his staff, a wizard may prepare spells from it as if it was a spellbook. The spells that are prepared must be stored within the staff. Preparing spells this way requires only contact with the staff and mental concentration, no light is required. </p><p></p><p>It is possible to prepare spells from the staff and from another source, such as a book. Preparing a spell doesn't expend it from the storage.</p><p></p><p>Spellcasting: As a full-round action, a wizard wielding his staff may nigh instantly prepare and cast a spell that is stored within. Doing so requires a full round action (or one more round than the normal casting time, if casting time is greater than 1 action), and the expenditure of any XP cost associated with the spell. </p><p>Expensive material components (more than 1 GP) and focus (more than 20 GP) must be provided, but the staff otherwise works as a focus removing the need for lesser material components and focus. Casting a spell that way </p><p>requires an empty spell slot of appropriate level, which is used for the rapid preparation and casting, and erase the spell from the staff (it is no longer stored).</p><p></p><p>Staff Power: Upon casting a spell, a wizard may get energy from the staff to increase the spell's potency. This requires draining the staff of one stored spell of the same or higher level as the spell being cast (thus erasing it as if it had been cast). This increases the save DC and caster level of the spell by 2.</p><p></p><p>Spell-Resistance: When subjected to the effects of a spell, a wizard holding his staff may, as a free action, expend stored spells to get a SR against that spell equal to the sum of the expended spell levels (cantrips count as being level 1/2). This SR stacks with a possible already existing SR.</p><p></p><p>Invigorate: A wizard clutching his staff with both hands may, as a full-round action, expend stored spells to cure a number of hit points equal to the sum of expended spell levels (cantrips count as level 1/2).</p><p></p><p>A typical wizard staff has a hardness of 12, 50 hit points, and a break DC of 30. It can be used in combat as a quarterstaff appropriately sized. It costs 1000 GP, 80 XP, and one day to create. </p><p>The staff being attuned to the wizard having created it, in nigh similar way to a familiar, if the staff is broken, the wizard lose 120 XP. If the staff is stolen or lost (in fact, if the wizard cannot get ahold of his staff for more than a week), then the bond is broken, and 120 XP are lost while the staff lose all magical properties. A wizard cannot have more than one staff (if a staff is stolen, he has to recover it or wait for it to be unbound before being able to craft a new one).</p><p></p><p>A wizard whose staff is stolen suffers a -5 penalty to Bluff, Gather Information, Intimidate, and Sense Motive rolls made against the current staff wielder, and is denied his Will saving throws against Enchantment spells cast at him by the current staff wielder. (However, this doesn't affect SR.)</p></blockquote><p></p>
[QUOTE="VirgilCaine, post: 1763021, member: 17083"] I'd like an evaluatio of this PrC. Strong? Weak? Useless? I've included the house rule that partly inspired it. Bearer of the Branch (BrB) Prereq: Know: Arcana: 8+ Know: Geography: 8+ Spellcraft: 8+ Special: Must have a Staff, and be accepted by the Bearers. Hit die: d4 BAB: Poor (as wizard) Saves: Will high Skill Points: 2+ Int bonus Skills: Spellcraft, Know: Arcana, Know: Geography, Know:History, Abilities 1. Voices of the past +2, +1 spellcasting level 2. Untold Experience, +1 spellcasting level 3. VotP +4, +1 spellcasting level 4. Untold Experience +4, +1 spellcasting level 5. VotP +6, +1 spellcasting level 6. Untold Experience +6, Legend Lore 1/day. 7. VotP +8, +1 spellcasting level 8. Vision instead of Legend Lore, +1 spellcasting level 9. VotP +10, +1 spellcasting level 10. Foresight 1/month Note: In order to meditate with his staff, the Bearer of the Branch must have the same conditions it takes to prepare spells--e.g. no overt disturbances nearby, no severe weather, etc. Voices of the Past: The BrB can meditate for 1 minute while holding his staff and gain the listed bonus on his next Knowledge (category must be specified in advance) or Spellcraft check made within the next hour. The BrB can use this ability once per day for each odd level of Bearer of the Branch he has attained. Untold Experience: The BrB can meditate for one full hour while holding his staff to gain insight into a specific monster's weaknesses, psychology, habits, etc. The creature must be a specific species, such as "blue dragons" or "medusas" not "dragons" or "Monstrous humanoids." The listed bonus applies to all skill checks, attack rolls, saves and weapon damage against creatures of the specified species. Note: The experience of the elders is limited. AT THE DM'S PREROGATIVE, some creatures may not have been encountered by the elders. In which case the BrB can meditate after encountering a creature and "submit" his findings to the elders, who will consider the information, and then receive the benefit of this ability, at half bonus. This "half-bonus" takes two hours of meditation to receive. Legend Lore: The BrB can cast Legend Lore once per day by meditating with his staff. Foresight 1/month: The BrB must meditate during the casting time. The Wizard's Staff It's a handy item any wizard may create at 6th level. The following staff capacities may only be used by the wizard who crafted it. Cantrip: A wizard's staff may be used to cast a cantrip at will. The cantrip must be known at creation time, and can't be changed thereafter. Spell Storage: A wizard's staff may be used as a spellbook. Upon casting a spell (either from a prepared slot, or from a spell completion item like a scroll), the wizard can touch his staff and imbue it with the spell. Storing a spell in the staff costs 10 XP per spell level, but do not requires expensive focus, material components, or the expense of an XP cost associated with the spell. The staff may store up to four spells plus one spell per caster level. Spell Preparation: By clutching his staff, a wizard may prepare spells from it as if it was a spellbook. The spells that are prepared must be stored within the staff. Preparing spells this way requires only contact with the staff and mental concentration, no light is required. It is possible to prepare spells from the staff and from another source, such as a book. Preparing a spell doesn't expend it from the storage. Spellcasting: As a full-round action, a wizard wielding his staff may nigh instantly prepare and cast a spell that is stored within. Doing so requires a full round action (or one more round than the normal casting time, if casting time is greater than 1 action), and the expenditure of any XP cost associated with the spell. Expensive material components (more than 1 GP) and focus (more than 20 GP) must be provided, but the staff otherwise works as a focus removing the need for lesser material components and focus. Casting a spell that way requires an empty spell slot of appropriate level, which is used for the rapid preparation and casting, and erase the spell from the staff (it is no longer stored). Staff Power: Upon casting a spell, a wizard may get energy from the staff to increase the spell's potency. This requires draining the staff of one stored spell of the same or higher level as the spell being cast (thus erasing it as if it had been cast). This increases the save DC and caster level of the spell by 2. Spell-Resistance: When subjected to the effects of a spell, a wizard holding his staff may, as a free action, expend stored spells to get a SR against that spell equal to the sum of the expended spell levels (cantrips count as being level 1/2). This SR stacks with a possible already existing SR. Invigorate: A wizard clutching his staff with both hands may, as a full-round action, expend stored spells to cure a number of hit points equal to the sum of expended spell levels (cantrips count as level 1/2). A typical wizard staff has a hardness of 12, 50 hit points, and a break DC of 30. It can be used in combat as a quarterstaff appropriately sized. It costs 1000 GP, 80 XP, and one day to create. The staff being attuned to the wizard having created it, in nigh similar way to a familiar, if the staff is broken, the wizard lose 120 XP. If the staff is stolen or lost (in fact, if the wizard cannot get ahold of his staff for more than a week), then the bond is broken, and 120 XP are lost while the staff lose all magical properties. A wizard cannot have more than one staff (if a staff is stolen, he has to recover it or wait for it to be unbound before being able to craft a new one). A wizard whose staff is stolen suffers a -5 penalty to Bluff, Gather Information, Intimidate, and Sense Motive rolls made against the current staff wielder, and is denied his Will saving throws against Enchantment spells cast at him by the current staff wielder. (However, this doesn't affect SR.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Bearer of the Branch
Top