Developing new paladin PrCs for Piratecat's game: come see the result! (updated 1/28)


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Waylander the Slayer said:
The PrCs that i have found useful in this instance and can be tweeked might be the Knight Channeler (able to enhance their abilities via channeling holy energy etc. The class is very balanced and the player has the option of which channels to pick up at different levels from Librum Equitis(not sure if it was in 1 or 2 ).
Its in volume 1, and I used that PrC IMC for the Paladin I was running. I like the class...although I thought the added turning ability was a bit goofy.
 
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I'm not sure if this fits either character, but going with the sun and craftsman aspects of the diety . . .

The Sunforge Warrior

Requirements:
BAB: +10
Skills: Craft (Weaponsmithing) 13 ranks
Feats: Craft Magic Arms and Armor

HD: d10
BAB: As Fighter
Fort.: Good
Ref.: Poor
Wil.: Poor

Level . . Special
1 . . . . . . . Apprentice Sunforger, Sunforge Weapons
2 . . . . . . . Signature Weapons
3 . . . . . . . Journeyman Sunforger
4 . . . . . . . Signature Weapons
5 . . . . . . . Master Sunforger

Apprentice Sunforger: You have the power to create Minor Sunforge weapons (see below). In addition, you gain 3 effective caster levels for the purposes of determining your ability to create magic items only. For instance, a Paladin 15 / Sunforger 1 would be treated as a 10th level caster for the purposes of creating magic weapons.

Sunforge Weapons: When you wield a Minor, Average, or Major sunforge weapon, you gain a +1 bonus to attack and damage rolls with that weapon, and a +1 dodge bonus to AC, due to your explicit knowledge of how to attack and parry with such weapons.

Signature Weapons: Choose an weapon enhancement with a +1 market value. When you create weapons with that enhancement, do not factor in the enhancement when determining the xp or gp cost to create the weapon.

Journeyman Sunforger: You may create Average Sunforge weapons (see below), and gain another 3 effective caster levels for the purposes of determining your ability to create magic items.

Master Sunforger: You may create Major Sunforge weapons, and gain another 3 effective caster levels for the purposes of determining your ability to create magic items. In addition, you may perform a Smite with a Sunforge weapon once per day. The attack gains a bonus to the attack roll equal to your Charisma modifier, and deals bonus damage equal to double your Sunforge Warrior level.

Weapon enhancement: Sunforge

Sunforge weapons have blades that seem to be crystal clear, and glow with the light of the sun from within. They deal +1d4 (minor), +2d4 (average), or +3d4 (magor) points of bonus fire damage. Against undead, the bonus damage dice are d12s.

Prerequisites: Appropriate class ability. Market price: +1 (minor), +2 (average), or +3 (major).
 

Interestingly, both paladins have recently met an avatar of their deity Aeos (God if the Sun, the Forge, Craftsmen, and metalworking; patron of music and the arts.) Both players want to use this vision of their God as a springboard to transform their characters in different directions.


Hmmmm
Malachite- the Hand of Aeos
3 levels
+1 bab per level, +1 to all saves per level, skill points as paladin
special ability
1- once per day the Hand of Aeos can use power critical (as per feat) to one of his attacks
2- As a turn attempt, he can grant a divine bonus to his damage against evil creatures equal to his wisdom modifier.
3- once per day, using up all of his turning attempts to call upon a sunstrike (treat as flame strike 10d8 but all divine damage, also acts as a daylight spell)

Mara- the Voice of Aeos
3 levels
+1 bab per level, +1 to all saves per level, skill points as paladin
special ability
1- once per day shout (As the spell)
2- as a turn attempt, she can grant a divine bonus to vibrate her weapon, giving her a +2 bonus to damage when sundering, the vibration damage bypasses hardness.
3- once per day, she uses up half of her turning attempts to create a shattering song.
Shattering song is treated as shatter except with an area of 15 feet diameter centered on the character.


Both are still martial types, but the direction has changed. Also Mara is better suited as a Voice since females have been known to hit soprano and higher notes.
 
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I can't speak for Kodiak/Mara here -- this is just my own idea -- but I was interested in finding a prestige class that would work for both of us, rather than two related prestige classes, one for each of us.

None of which is to say we couldn't cobble one single one together from existing ideas. These are great, y'all! Keep 'em coming!
 

Hrm, ok then, take a look at my earlier PrC to see if that's not your style, they're both similar but both complimenting.

I'll offer an alternative here, ala Archmage PrC where you can choose your abilities (although you can accomplish the same thing as the first PrC did if you like. It's a tad bit more powerful than the previous PrC though...

Sons and Daughters of Aeos

Hit Dice: d10

Requisites:
BAB: 15+
Ability to turn/rebuke undead
Special: Must have made direct contact with a representative of Aeos (or in Malachite and Mara's case, Aeos himself)

Fighter BAB
Saves: Fortitude Good, Reflex Poor, Will Good
Skill List: As Paladin

Son/Daughter of Aeos
1-Positive Energy Mastery, Channel Divinity I
2-Channel Divinity II
3-Channel Divinity III
4-Channel Divinity IV
5-Transcendence, Channel Divinity V

Positive Energy Mastery: A Son of Aeos may count his prestige levels ontop of his paladin (and other classes) for the purposes of Turning Undead. Furthermore, he gains 1 extra Turning attempt per Son of Aeos level per day.

Channel Divinity: Whenever a Son or Daughter of Aeos gains a level, he/she may choose an ability from the corresponding ability list. At any time he/she may choose a single ability from another, lower list.

Channel Divinity I
Forge of Aeos (su): A Son/Daughter of Aeos, may, at will as a free action (but once per round), expend a single turning attempt to imbue his/her weapon temporarily, making all his/her attacks deal an extra +3d6 holy damage versus undead for the round.
Music of the Heavens (su): A Son/Daughter of Aeos may, at will as a free action, expend a single turning attempt to channel the sounds of an angelic chorus within a 60 ft. of themselves. This causes anyone within it benefitting from a bardic song ability to gain twice the bonus they normally would gain. This effect lasts for 3+Charisma bonus rounds. Furthermore, all who listen to this ability gain a +6 divine bonus on any Craft or Perform checks made within the next hour.
Improved Detection: A Son/Daughter of Aeos may choose this ability to have their Detect Evil and Undead (if he/she have it) ability double in range.
Bonus Divine Feat: A Son/Daughter of Aeos may choose to gain a single divine feat, turning feat, or the extra turning feat. (All from Defenders of the Faith) This ability may be taken more than one time.

Channel Divinity II
Blessing of the Forge (su): A Son/Daughter of Aeos may, at will as a standard action, expend 2 turning attempts to grant themselves and up to 1/ally per level within 30 feet of themselves to gain a +3 Divine bonus to their armor class versus metal weapons and to saves versus fire for 3+Charisma mod rounds.
Protection of the Forge(su): A Son/Daughter of Aeos may, at will as a free action, expend two turning attempts to receive a +3 holy bonus to AC and saves for themselves (and their paladin's mount, if currently riding one). Furthermore, undead attacking him/her or his/her mount in melee must make a will save (DC 10+Son/Daughter of Aeos level+Charisma Modifier) to attack him/her, as per the spell Sanctuary (except Mara can attack without canceling this ability). This lasts for 3+Charisma Modifier rounds.
Turning Mastery: A Son/Daughter of Aeos may choose this ability to gain a +2 unnamed bonus to all other levels when determining their level for Turning purposes. This ability may be taken twice.

Channel Divinity III
Blinding Light (su): A Son/Daughter of Aeos may, at will as a standard action, expend three turning attempts to replicate a Sunburst spell at a spellcaster equal to half his/her total character level.
Healing Light (su): A Son/Daughter of Aeos may, at will as a standard action, expend three turning attempts to grant all allies (including his/herself) within a 30 ft. radius a Fast Healing of 5 while within the range of her aura. This ability lasts for 3+Charisma bonus rounds.

Channel Divinity IV
Renewal of the Sun (su): A Son/Daughter of Aeos, may, at will as a standard action, expend three turning attempts to replicate a Heal spell (except the ability must be used on the same round).
Rekindle the Flame (su): A Son/Daughter of Aeos may, at will as a full round action, expend six turning attempts to replicate a True Ressurection spell upon anyone who has been dead less than 3 rounds.

Channel Divinity V
Soul of the Divine (Su): A Son/Daughter of Aeos who chooses this ability gains an SR equal to 11 + their Character level.
Embodiment of Aeos (Su): A Son/Daughter of Aeos may expend three turning attempts as a free action to gain all the benefits of Greater Aspect of the Deity for 3+Cha mod rounds.

Transcendence: Upon reaching 5th level, a Son or Daughter of Aeos type becomes Native Outsider with the Good descriptor. Furthermore, he/she gains a Damage Reduction of 20/+1 and is constantly surrounding by a Protection versus Evil spell. He/She also gains a +4 circumstance bonus when dealing with followers and servants of Aeos. When a 5th level Son or Daughter of Aeos finally dies of old age (or after being dead for more than a year), he/she serves Aeos in their afterlife as a Solar.

There ya go, it kinda spoils the setting of balance/complimenting each other I think I made a bit, but it may be more to what you wanted.
 
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Solar Power

I’d go with class abilities that focused on the sun. Here are a few as food for thought.

Prestige class: Sunblessed
BAB: as fighter
Saves: good will and fort
Skills: as Paladin
Reqs: (whatever reqs will allow both Mara and Malachite to qualify)

Special abilities:
Turn Undead: Sunblessed can turn undead, and levels in Sunblessed count as cleric levels for purposes of turning undead.

Child of Light 1: Sunblessed are unaffected by bright lights, and can stare directly into the sun. They are immune to Daze, Color Spray, and similar effects. Sunblessed are also immune to the negative physical effects of the sun, including sunburn, sun stroke, and skin diseases caused by the sun. This ability has several in-game effects, including a +10 bonus to Wilderness Lore and Fortitude saving throws when trying to survive in a desert environment.

Joyful Dawn 1: During the hours of sunrise to noon, the Sunblessed gets a +1 morale bonus to BAB and saving throws.

Healing Light: When exposed to direct sunlight, the Sunblessed gains Fast Healing 1. This ability can scale with level.

Sunbake: Sunblessed can affect creatures exposed to sunlight with a Heat Metal effect (as the spell, using turning level as caster level). This requires the expenditure of a turning attempt.

Daylight: The Sunblessed can glow like the sun for 10 minutes. The glow starts at a 10’ radius, then increases by 10’ per round until it is 100’ radius. The glow counts as natural daylight for all game effects (including powering Revealing Light and Healing Light). This ability requires the expenditure of a turn attempt.

Revealing Light: Incorporeal, invisible, and similarly concealed creatures are revealed to the Sunblessed, as long as those creatures are exposed to daylight. Sunblessed are aware that such creatures are attempting to use concealing magic. Mundane hiding and concealment are still effective.

Sunforge: During the day, the Sunblessed can forge a weapon of pure sunlight. Treat the weapon as a masterwork melee weapon of the character’s choice with the Brilliant Energy enchantment, that can affect undead. The weapon sheds light in a 20’ radius. It lasts until sunset. The ability requires the expenditure of four turning attempts.

Eyes of the Sun: The Sunblessed’s eyes can emit Searing Light (as the spell). Treat the caster level as the character’s total turning levels. This ability requires the expenditure of a turning attempt. An interesting side effect of this ability is that cats tend to lay down and sleep wherever the Sunblessed's mundane gaze lingers.

Sunbeam 1: If a sunbeam is visible, the Sunblessed can summon 1d4 Lantern Archons. The Archons appear instantly but each must take a full-round action to slide down the beam. After that full round, they appear wherever the character wishes, within the limits of Summon Monster 4 (with caster level equal to the character’s turning level, for purposes of dispelling, range, and duration). This ability requires the expenditure of a turning attempt, can only be used during the day when a sunbeam is visible, and can only be used once a day.

Joyful Dawn 2: If a Sunblessed casts a spell during the instant of sunrise, he or she can spend any number of turning attempts to add to caster level (or Paladin level, for purposes of Lay On Hands). This ability must be used when the first ray of sunrise strike the caster, and therefore can only be used once per day. Special: A Sunblessed can use this ability during the creation of magic items, letting the Sunblessed create an item that would normally be beyond his power (missing even a single dawn ruins the entire creation attempt).

Child of Light 2: Light-based weapons (including Searing Light and Brilliant Energy weapons) deal no damage. The creature also gains fire resistance 20. The Sunblessed’s Type changes to Outsider.

Sunbeam 2: The character can ascend a Sunbeam into a light-filled extradimensional space on the Positive Material plane. This has two uses:
1. Treat as a Rope Trick effect (caster level equals character’s total turning level), except that the “rope” is a sunbeam that can be anywhere from ten to several hundred feet long (up into the clouds). Any character designated by the Sunblessed can move along the Sunbeam at 30’. Duration equals 24 hours.
2. Treat as a Wind Walk spell (“Sunbeam Walk”). Caster level equals character’s total turning level.

Solar Power: During the day when exposed to sunlight, the Sunblessed can gain some of the qualities of a Solar. These qualities are Protective aura (as if cast by sorcerer of level equal to character’s turning levels), Fire resistance 20, tongues, electricity, cold, acid, and petrification immunity, +4 save against poison, and Keen Vision. This ability requires the expenditure of six turning attempts, and lasts for 10 minutes or until sunset.



Flavor abilities:
Sunblessed cast no shadows caused by the sun.

Sunblessed can always determine the time of day (even when underground).

Sunblessed cause others around them to slowly tan. Flowers, especially sunflowers, brighten up when a Sunblessed is near and subtly turn to face him. These effects never result in sunburn or other damage, and have no in-game effect.

During the day the equipment, eyes, teeth, and hair of a Sunblessed seem to gleam and shine in an attractive manner, and the Sunblessed always sports a healthy, attractive tan. This has no in-game effect, other than perhaps extra attention from the opposite sex.

Mounts:
If a Sunblessed character has a special paladin mount, the mount gains the Healing Light, Child of Light 1, Child of Light 2, Revealing Light, and Joyful Dawn 1 abilities when the Sunblessed character gains those abilities. The mount also gains all flavor abilities.

-z

Edit: Doh, looks like Jeph beat me to the "Sunforge" thing.
Edit: Increased cost of the Solar Power ability to six turning attempts.
Edit: Added Sialia's cat idea to the Eyes of the Sun ability.
 
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Holy crap. Responses like this make me realize that my PrC design skills are sorely, sorely lacking compared to you guys. This is great!

GuardianLurker, we already have a divine agent in the game, and don't want to duplicate abilities. I'll check out those others.
 
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