Nifft
Penguin Herder
Hi, please let me know if this is over-the-top. I'm trying to make a PrC like the Dragon Disciple, but for Half-Celestials.
Celestial Disciple (CeD)
Requirements:
- Race: Aasimar
- Alignment: Any Good
- Skills: Knowlege (Religion) 8, Knowlege (the Planes) 8
HD: d8 (per Outsider Advancement)
BAB: as Fighter (per Outsider Advancement)
Saves: All Good (per Outsider Advancement)
Skill Points: 8 + Int mod (per Outsider Advancement and Half-Celestial Template)
Class Skills: Knowlege(any), Craft(any), Profession(any), Listen, Spot, Intimidate, Diplomacy, Sense Motive, Search (from various Celestial's skill lists)
Granted Powers by Level:
1: Low-Light Vision, +1 Fort save vs. Poison
2: +1 (Str, Con, Wis, Cha), +1 Fort save vs. Poison, Celestial Immunity
3: +1 (All Abilities), +1 Fort save vs. Poison, Celestial Immunity
4: +1 (Str, Con, Wis, Cha), +1 Fort save vs. Poison, Celestial Immunity
5: +1 (All Abilities), +1 Natural Armor, Celestial Immunity, Type changes to "Outsider"
Celestial Immunity: Each time this power is granted, the character chooses immunity to one of the following: acid, cold, disease, and electricity.
Buyable Powers: The following powers can be purchased for XP after the level indicated. Each power is usable one per day per purchase. Powers may be purchased more than once, in which case they will work more than once per day.
Level 1:
30xp: Light
30xp: Protection from Evil
70xp: Bless
Level 2:
100xp: Aid
100xp: Detect Evil
Level 3:
150xp: Neutralize poison
200xp: Cure serious wounds
250xp: Holy smite
Level 4:
300xp: Remove disease
400xp: Holy Word
400xp: Dispel evil
Level 5:
400xp: Wings (permanent, may only be taken once)
500xp: Holy Aura
500xp: Hallow
800xp: Symbol
1200xp: Summon monster IX (celestials only)
1500xp: Resurrection
So, what do people think? Too many skill points? Does anyone like the "buy-powers-for-XP" system?
-- Nifft
Celestial Disciple (CeD)
Requirements:
- Race: Aasimar
- Alignment: Any Good
- Skills: Knowlege (Religion) 8, Knowlege (the Planes) 8
HD: d8 (per Outsider Advancement)
BAB: as Fighter (per Outsider Advancement)
Saves: All Good (per Outsider Advancement)
Skill Points: 8 + Int mod (per Outsider Advancement and Half-Celestial Template)
Class Skills: Knowlege(any), Craft(any), Profession(any), Listen, Spot, Intimidate, Diplomacy, Sense Motive, Search (from various Celestial's skill lists)
Granted Powers by Level:
1: Low-Light Vision, +1 Fort save vs. Poison
2: +1 (Str, Con, Wis, Cha), +1 Fort save vs. Poison, Celestial Immunity
3: +1 (All Abilities), +1 Fort save vs. Poison, Celestial Immunity
4: +1 (Str, Con, Wis, Cha), +1 Fort save vs. Poison, Celestial Immunity
5: +1 (All Abilities), +1 Natural Armor, Celestial Immunity, Type changes to "Outsider"
Celestial Immunity: Each time this power is granted, the character chooses immunity to one of the following: acid, cold, disease, and electricity.
Buyable Powers: The following powers can be purchased for XP after the level indicated. Each power is usable one per day per purchase. Powers may be purchased more than once, in which case they will work more than once per day.
Level 1:
30xp: Light
30xp: Protection from Evil
70xp: Bless
Level 2:
100xp: Aid
100xp: Detect Evil
Level 3:
150xp: Neutralize poison
200xp: Cure serious wounds
250xp: Holy smite
Level 4:
300xp: Remove disease
400xp: Holy Word
400xp: Dispel evil
Level 5:
400xp: Wings (permanent, may only be taken once)
500xp: Holy Aura
500xp: Hallow
800xp: Symbol
1200xp: Summon monster IX (celestials only)
1500xp: Resurrection
So, what do people think? Too many skill points? Does anyone like the "buy-powers-for-XP" system?
-- Nifft


