Diversifier Prestige Class

Atavar

First Post
Hello Everyone,

I have created a prestige class called the Diversifier, and I am curious to know what others think of it.

In a nutshell, I created this prestige class with the idea that if someone were to advance in the "classic core" classes equally (i.e. Cleric, Fighter, Rogue, and Wizard), then he or she could unlock a hidden potential that allows a more powerful than normal multiclass character. You can find an RTF file containing this prestige class on my modest D&D web page, here:

http://home.comcast.net/~cakerley129534MI/dnd/index.html

Does it sound like something you'd like to play? Would you allow it as a DM? What do you like or dislike about it?

Thanks!

Atavar

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"Prepare ship...prepare ship for ludicrous speed!" - Col. Sanders
 

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I recommend posting it here if you want much feedback. IME, people are much less prone to read something if they have to follow a link to it. ;)
 

DOC File of Diversifier

As you wish.... I am attaching a DOC file containing the prestige class to my reply (I guess RTF file is an invalid document type to post here).

Thanks,

Atavar

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"What's up with that last episode of Enterprise?" - Me
 

Attachments


I think he meant, post the text of the DOC here. We're much more likely to read a long post than we are to download your file and go to the trouble of opening it in Wordpad in order to do you a favor by commenting on the mechanics.
 

Frankly, the class looks a little dull to me from both the mechanics perspective and the flavor perspective.

From the mechanics perspective, after 10 levels, the PC gets +5 arcane caster level, +5 divine caster level, +3d6 sneak attack, +2 trap sense, Weapon Specialization and two other bonus feats, quicker spell preparation, and the ability to become temporarily better at his martial, roguish, arcane or divine ability. I would expect a PrC that is focused on blending arcane power, divine might, martial prowess and rogue skills to actually have abilities that synergise them into something new, not just advance them separately.

In addition, I wouldn't count Turn Undead as an advantage because under the core rules, he would find it almost impossible to affect any undead creatures that he encounters (CR around his character level). Straight paladins already have it bad, and their turning level is only three less than their class level.

From the flavor perspective, I think the PrC needs a better hook. I can buy the concept of the individual who wants to be able to do everything as a base, but why? Consider some of the following:
1. Like the Sensates of the Planescape setting, the individual wants to experience everything. He thrills to new sensations and gets bored or jaded easily.
2. He may be a spy or an infiltrator who needs to maintain multiple identities and needs the skill set to convincingly portray each one.
3. He may be obsessed with the idea of balance, and believes that it is unhealthy to devote yourself to a single source of power.
4. He has dedicated himself to the destruction of a diverse set of enemies, some of which must be taken down by force, some by stealth, and others by arcane or divine power. As such, he has to be proficient in all these areas.

As for some unique abilities, consider the following:
1. Ability to ignore entry requirements for base classes (e.g. need not be LG to gain a paladin level) in order to further cherry-pick class abilities.
2. "Floating" feat slots and skill points which the character can change at the start of each day to further enhance his flexibility.
3. Let the class have its own spell progression (perhaps up to 4th level slots, like a blackguard), but allow him to prepare spells from the spell list of any class.
4. Class blending abilities, e.g. casting spells in armor, ignoring armor check penalties, spending spell slots to increase attack rolls or skill checks, etc.
 

Text of Diversifier Class

Sorry for my confusion, Jester and Elephant; this is my first contribution to this particular forum, and I didn't realize that. It makes sense, though, so here is the text of my Diversifier prestige class (sorry if the table portion is hard to read)....

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Diversifier

Most adventurers' careers follow a distinct path--a deadly fighter, a devout cleric, a sneaky rogue, a powerful wizard, etc. Sometimes, such adventurers pick up a few abilities from other paths--a fighter with a bit of sorcerer to surprise his foes, or a ranger whose love of nature puts him on the path of the druid early in his career. Some devote their lives to the honing of two distinct sets of skills--a devout, battle-hungry follower of Moradin may become a cleric/fighter, for example. Rarer are those who devote their lives not to one or two, but to many avenues of skill, ability--and power. Rarest of all are those very few who hone their diverse skills to such a degree that their abilities begin to compliment and build upon each other, igniting an inborn power that boosts their skills to rarely-seen levels of power and unheard-of variety. Such is the path of the Diversifier.
Hit Die: d8


* Requirements

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

Race: Any race whose favored class is Any.
Base Attack Bonus: +5
Base Save Bonus: Fortitude +6, Reflex +3 and Will +6
Feats: Scribe Scroll and Weapon Focus.
Spells: Ability to cast 1st level arcane spells and 1st level divine spells.
Special: Turn or rebuke undead ability. Proficient with all martial weapons. Evasion ability.
Other: A qualifying character must find and be initiated by a willing PC or NPC that has attained three or more diversifier class levels. After testing and training (the details of which vary from one diversifier to another), if the character is judged worthy, the diversifier initiates the character in a secret ceremony unknown to all but other diversifiers.

* Class Skills
All skills from the Player's Handbook are class skills for the diversifier; skills from other sources may also be class skills at the discretion of the DM. See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.


Class BAB One Two Special Spells
Level Good Save Bad saves
----- --- ---------- ----------- ---------------- -------------
1st +0 +2 +0 Turn or rebuke undead +1 arcane class
Sneak attack +1d6
Favored Save

2nd +1 +3 +0 Quickened memorization +1 divine class

3rd +2 +3 +1 Bonus feat (fighter) +1 arcane class

4th +3 +4 +1 Trap sense +1 +1 divine class

5th +3 +4 +1 Sneak attack +2d6 +1 arcane class

6th +4 +5 +2 Weapon specialization +1 divine class

7th +5 +5 +2 Bonus feat (fighter) +1 arcane class

8th +6 +6 +2 Trap sense +2 +1 divine class

9th +6 +6 +3 Sneak attack +3d6 +1 arcane class

10th +7 +7 +3 Master of One +1 divine class


* Class Features

All of the following are class features of the diversifier prestige class.

Weapon and armor proficiency: Diversifiers gain no weapon or armor proficiencies.

Spells: A diversifier continues advancing in arcane and divine spellcasting abilities on alternating levels. Thus, when a new diversifier level is gained, the character either gains new arcane or new divine spells per day as if he had also gained a level in whatever arcane or divine spellcasting class he belonged to before he added the prestige class. He gains an arcane spell level at odd diversifier levels, and he gains a divine spell level at even diversifier levels. For example, if Ardra, a Clr2/Ftr2/Rog2/Wiz2 gains a level as a diversifier, she gains new arcane spells as if she had risen to 3rd level as a wizard, but uses the other diversifier aspects of level progression such as base attack bonus and save bonuses. Then, when she gains a second level as a diversifier, she gains new divine spells as if she had risen to 3rd level as a cleric. If a character had more than one arcane spellcasting class before he became a diversifier, the player must decide which class to assign the level of diversifier for the purpose of determining arcane spells per day. Similarly, if a character had more than one divine spellcasting class before he became a diversifier, the player must decide which class to assign the level of diversifier for the purpose of determining divine spells per day.

Turn or Rebuke Undead (Su): Diversifiers can turn or rebuke undead as clerics do. A diversifier who also has levels as a cleric or paladin adds her diversifier level to her cleric level (or her paladin level -2) to determine her effective level with respect to turning attempts.

Sneak Attack: At 1st level diversifiers gain the ability to sneak attack as described on page 50 of the Player's Handbook. The damage bonus increases every four levels thereafter (5th, 9th, etc.). This bonus stacks with any sneak attack bonuses from base classes.

Favored Save: When attaining his 1st level in this prestige class the new diversifier must choose one of his three saving throws as his favored save. From now on this saving throw progresses at the higher rate (the rate under the One Favored Save column on the table, above) upon attaining higher levels of diversifier. The other two saving throws progress at the lower rate (the rate under the Two Non-favored Saves column on the table, above). This choice is permanent and cannot be changed.

Quickened Memorization (Ex): Starting at 2nd level diversifiers take half as long to memorize their spells as ordinary spell casters do. For example, if a diversifier has levels in cleric and wizard, and wishes to memorize her full compliment of spells, it will take her 60 minutes (60/2 = 30 minutes for her cleric spells + 60/2 = 30 minutes for her wizard spells).

Bonus Feat (fighter): At 3rd level, and at every 4th level after that (7th, etc.), the diversifier gets a bonus feat. These feats must be drawn from the feats noted as fighter bonus feats on pages 90-91 of the Player's Handbook.

Trap Sense (Ex): At 4th level the diversifier gains the trap sense bonus for reflex saves and AC against traps as described on page 50 of the Player's Handbook. This bonus is +1 at 4th level and increases by +1 every 4th level thereafter (+2 at 8th, etc.). This bonus stacks with any trap sense bonus gained from a diversifier's other classes.

Weapon Specialization (Ex): At 6th level the diversifier gains the Weapon Specialization feat to apply to any one weapon to which she already has applied the Weapon Focus feat, even if she has not attained four levels of the fighter class. Diversifiers only gain this ability once; to attain further Weapon Specialization feats she must qualify for them as normal. If the diversifier does not have a weapon to which she can apply this feat upon attaining this level, then she does not gain this bonus feat.

Master of One (Su): Once per day, a diversifier who has attained 10th level can temporarily focus his skills and experience into his martial, roguish, divine or arcane abilities. To do this, the diversifier spends 10 minutes meditating upon the chosen abilities, under the same conditions required for preparing divine spells. Upon completing his meditation he temporarily gains a bonus related to the abilities upon which he meditated. The effect lasts for one hour per diversifier level and cannot be ended any earlier. The bonus gained depends upon the type of abilities on which the diversifier meditated:

- Martial: Upon completing his meditation upon his martial abilities the diversifier gains a +1 unnamed bonus to his attack rolls for every three diversifier class levels (+3 at 10th and 11th level, +4 at 12th-14th level, etc.).
- Roguish: Upon completing his meditation upon his roguish abilities the diversifier gains a +1d6 bonus to his sneak attack damage for every three diversifier class levels (+3d6 at 10th and 11th level, +4d6 at 12th-14th level, etc.).
- Divine: Upon completing his meditation upon his divine abilities the diversifier gains a +1 unnamed bonus to his effective divine caster level for every two diversifier class levels (+5 at 10th level, etc.). This improves such things as his caster level checks to penetrate spell resistance as well as any level-based effects of divine spells. Additionally, he can memorize an additional number of divine spells per day equal to this same number (e.g. 5 at 10th level). These additional spells must be spread as evenly as possible across the spell levels he can cast, starting with the lowest level spells. For example, if a 10th level diversifier can cast 1st, 2nd and 3rd level divine spells, he gets to cast two extra 1st level spells, two extra 2nd level spells and one extra 3rd level spell. If this use of the Master of One ability expires before these extra spells are cast, then these extra spells are lost when the ability expires. Finally, if the diversifier can cast divine spells from more than one class, then the diversifier must choose to which such class to apply this ability; this choice can change with each use of this ability.
- Arcane: Upon completing his meditation upon his arcane abilities the diversifier gains a +1 unnamed bonus to his effective arcane caster level for every two diversifier class levels (+5 at 10th level, etc.). This improves such things as his caster level checks to penetrate spell resistance as well as any level-based effects of arcane spells. Additionally, he can memorize an additional number of arcane spells per day equal to this same number (e.g. 5 at 10th level). These additional spells must be spread as evenly as possible across the spell levels he can cast, starting with the lowest level spells. For example, if a 10th level diversifier can cast 1st, 2nd and 3rd level arcane spells, he gets to cast two extra 1st level spells, two extra 2nd level spells and one extra 3rd level spell. If this use of the Master of One ability expires before these extra spells are cast, then these extra spells are lost when the ability expires. Finally, if the diversifier can cast arcane spells from more than one class, then the diversifier must choose to which such class to apply this ability; this choice can change with each use of this ability.

* Notes: I created this prestige class with the idea that if someone were to advance in the "classic core" classes equally (i.e. Cleric, Fighter, Rogue, and Wizard), then he or she could unlock a hidden potential that allows a more powerful than normal multiclass character. Because of this, the most straightforward way to qualify for this class is to gain two class levels each in cleric, fighter, rogue and wizard while making the required feat choices. However, such a multiclass combo isn't strictly necessary--paladins can turn undead and are proficient with all martial weapons, sorcerers and bards can cast arcane spells, monks have the evasion ability, etc. It also pays to have high numbers in several ability scores in order to excel as a diversifier. Because of class requirements, of the standard races, only humans and half-elves can become diversifiers.

Copyright (c) 2001-2004, Christopher Lee Akerley. All rights reserved.

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Thanks

Thanks, FireLance, for your input!

I agree that at present it's short on flavor. I've concentrated more on crunch and less on fluff so far. I too look for good hooks in other prestige classes, though. At present my "flavor" is mostly a brief explanation on the core idea of the prestige class.

As for the crunch, this is my third whack at this prestige class. My first version was considered way too powerful by nearly everyone I showed it to--fighter BAB, all good saves, multiple new abilities/improvements for most levels, and an increase in arcane AND divine spellcasting each level. My second version toned things down much closer to its present form, but was still considered by my peers a bit too powerful.

This third version is a bit more toned down, but the main difference is in the Master of One ability. In the first two versions, this ability was essentially (leaving out the details) "temporarily trade in all class levels for an equal number of any of your base classes." For example, a Clr2/Ftr2/Rog2/Wiz2/Diversifier10 could become either a Clr18, a Ftr18, a Rog18, or a Wiz18 for 18 hours a day. He would lose all abilities not related to his temporary base class, but would obviously become a much more powerful example of that one class, and it could change from day to day. My gaming buddies thought it was a cool concept, but a logistical bookkeeping nightmare--you would essentially need several character sheets, one for each possible class you could focus on, and use one of those sheets from day to day.

For this third version I wanted to greatly simplify this ability. So, I tried to turn the ability into a varying bonus that could somewhat simulate "trading in" class levels.

Perhaps I've toned down a bit too much, and it is now underpowered compared to other prestige classes?

Anyway, thanks again for your input. I look forward to reading what others out there think!

Thanks,

Atavar

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"Not the face!" - Arthur
 

Interesting. I have a similar prestige class imc- the jack of all trades. I'll post it here in the hopes that it will give you some ideas. I don't know how well it matches up with your idea, but maybe you can mine some of the abilities from it.

JACK OF ALL TRADES

Humans are well-known for their tendency to have diverse abilities. They learn more quickly than most other races and are extremely adaptable. Some of these follow this path to its logical conclusion, learning a smattering of virtually everything, and become jacks of all trades.

Hit Dice: d6
Prerequisites: A jack of all trades must have at least one level in no less than five different classes and at least one rank in no less than twenty different skills. He must be human. In addition, he must fulfill any three of the following requirements: evasion, turn/rebuke undead, spells, psionics, two feats from the fighter bonus feat list, heavy armor proficiency, uncanny dodge.
Class Skills: All skills are class skills for a jack of all trades. Class skills per level: 4 + int bonus.
Base Attack: Medium (as rogue)
Saving Throws: All of a jack of all trades’ save bonuses advance at the same rate, starting at a bonus of +1 at first level and increasing by +1 every odd level (+2 at 3rd, +3 at 5th, etc).


Level- Special Abilities
1- A Little of Everything
2- Improved Synergy, Offensive Advancement
3- Spell Advancement
4- Bonus Feat
5- Applicability, Psionic Advancement
6- Emulate Ability
7- Bonus Feat, Defensive Advancement
8- Spell Advancement
9- Offensive Advancement
10- Bonus Feat, Psionic Advancement


CLASS FEATURES
Armor and Weapon Proficiency: A jack of all trades is proficient in all armor and shields other than tower shields, simple and martial weapons, and one exotic weapon of his choice.
A Little of Everything (Ex): The jack of all trades knows a little about everything and can make untrained skill checks even on trained-only or exclusive skills he doesn’t have any ranks in. The jack also gains a +1 competence bonus in all untrained skill checks.
Improved Synergy (Ex): Able to easily apply knowledge of one field or skill to another, the jack gains synergy bonuses for having two less ranks than another character would (generally, 3 ranks in a skill rather than 5).
Offensive Advancement (Ex): The jack of all trades may choose any one of the following abilities: +1d6 sneak attack, +2 to an existing favored enemy, +1 stunning attack per day (must have the stunning fist ability or feat) or a +1 bonus to base attack.
Spell Advancement: The jack of all trades chooses one preexisting spellcasting class and gains a caster level in that class. If the character has no spellcasting levels, he may choose one level of sorcerer spell ability or one level of bardic spell ability and gains the spells known of a 1st-level bard or sorcerer, but can only cast two 0-level and one 1st-level spell per day (plus ability bonuses, of course).
Bonus Feat: The jack of all trades may take any feat he qualifies for as a bonus feat. The jack of all trades may choose instead to advance his animal companion, special mount, familiar or psycrystal by one “step”
Applicability (Ex): The jack of all trades can try to use one of his feats that is specific to one type of weapon (such as weapon focus) in a way that is similar to its intended use, but slightly different. For example, the jack could choose to use his weapon focus (rapier) to gain a bonus with a shortsword instead. To be eligible for applicability, the weapon must share one of the following characteristics with the feat’s chosen weapon: size, type (piercing) or one special quality of the weapon (for example, they might share a bonus to trip attacks).
Psionic Advancement: The character’s power points, manifester level and powers discovered advance one level. If the jack is not psionic, he gains the power points and manifester level of a 1st-level psion, but discovers only one 1st-level power.
Emulate Ability (Ex): The jack of all trades can try to imitate the moves of others. If spends a full round studying a feat he sees in action, the next round he can make a class level check. If this succeeds the character can use the feat for the next few rounds (3 + int bonus). If the check fails the jack of all trades must wait a day before trying to emulate that feat again. The DC is determined as follows (base DC 15):
-Per point of base attack in prerequisite: +1
-Per level it increases a spell (metamagic feats): +1
-Per 2 power point increase in cost (metapsionic feats): +1
-Per prerequisite feat the jack doesn’t have: +1.
Defensive Advancement (Ex): The jack of all trades may choose one of the following: gain one level in evasion or uncanny dodge, a +1 to any one saving throw category, +1 to an existing trap sense ability, or a 10’ movement increase.
 

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