DM PrC for our campaign

elric lornhood

First Post
Loyal High Immortal of Larathol
Experienced troops of the dark prophet of evil, the Immortals are the elite of Larathol’s dark forces, and his personal guard. Aged elves of unthinkable experience, converted or tricked (artificially or otherwise) to serve the forces Larathol represents, they are virtually unmatchable by any other military in the land by virtue of their age and experience. Larathol spent literally centuries recruiting and training the Immortals. No other kingdom or empire can boast of a force of so many with such experience. They more than anything else make Larathol seemingly unstoppable on the battlefield.
Being elves, Immortals take quickly to magic, and are often at least part wizard, bard, or sorcerer. Some are clerics as well. Most are fighters or rangers, though there are many barbarians and clerics. Few if any of the other classes represent the immortals.
Hit Die: d10

Requirements
Alignment: Any non-good and non-chaotic
Base Attack Bonus: +7
Race: Any elf
Age: Must be at least middle age.
Feats: Weapon Focus (any melee weapon).
Spellcraft: 7 ranks
Knowledge (History): 5 ranks
Knowledge (The Planes): 8 ranks
Special: Ritual Oath.
Spellcasting: At least 2nd level divine or arcane spells. Must have access to at least 4 offensive touch or ranged touch spells, or any combination thereof.

Class Skills
The Immortal’s class skills (and the key ability for each are) are

Skill Points at each level: 4 + intelligence modifier.

Level Special
1) Ageless, Defender of Larathol +1
2) Dark Aura
3) Imbue Weapon 1/day
4) Defender of Larathol +2
5) Dark Vision
6) Imbue Weapon 2/day
7) Defender of Larathol +3
8) Dark Touch
9) Imbue Weapon 3/day
10) Defender of Larathol +4

Attack Bonus: as fighter
Prime Saves: fortitude and will
Class Features
All of the following are class features of the Immortals.
Weapon and Armor Proficiency: Immortals receive no weapon or armor proficiency above what they already possess for their previous class or classes.
Spells: Immortals get +1 to existing class level at first, fourth, seventh, and tenth levels.
Ageless: Upon passing the ritual oath, Immortals are granted immunity to physical aging effects by Larathol and the dark lord he represents. All physical penalties for aging suffered already are nullified, and no more accumulate. The immortal also has his maximum age increase by 1d4 + wisdom modifier x 10%.
Defender of Larathol: As well as being his elite field troops, the Immortals also act as Larathol’s personal guard. Any immortal within 60 feet of the dark prophet gains a morale bonus to attacks and saving throws as noted on the chart above. This is an extraordinary ability.
Imbue Weapon: At third level, immortals can imbue their weapon with any touch or ranged touch spell, the effect of which is discharged upon a successful attack that deals damage, and only upon the struck opponent. Imbuing the weapon is a free action that may be done only once per round, a number of times per day as stated above. Using this ability must be declared before making the attack roll. This is a supernatural ability.
Dark Aura: At 2nd level, an immortal can generate a fear aura as the fear spell a number of times per day equal to her charisma modifier, with a caster level equal to her immortal level. This is a spell-like ability.
Dark Vision: Once per day, an immortal of 5th level or higher can mentally call upon the dark prophet for a vision. Doing so is a standard action. The next roll she makes gains a bonus equal to her immortal class level. The roll must be made within 10 rounds of the vision. Concentration checks apply as they would for casting a spell. This is a supernatural ability.
Dark Touch: When an immortal reaches 8th level, half the damage from spells cast by her is treated as divine damage, so is not subject to any energy or elemental protections the opponent may have otherwise.
Note: If an immortal ever leaves, betrays, or is banished from the ranks of the immortals, she immediately loses all special abilities accept imbue weapon, and can never again raise a level in the immortal class.
Multiclass note: If an immortal gains a level in another class before all immortal levels have been attained, he can never rise another immortal level unless he atones to Larathol himself.
 

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First of all, welcome elric, 'cause this is your first post here. I am not an elder here, but..... :cool:

Your PrC sounds good; the difference between a PrC that could be taken by PCs and one like yours, NPC only, is that game balance is not that important. I will not say that perhaps they're too powerful, because if a campaign needs an elite troop like this one, as a DM, i will say that it's ok. But i should be very careful, because your PC could aske for PC PrC as powerful as the immortals... after all you can prepare a fight between a 3rd level group and a tarrasque, no one (!) will complain, but if they win (!?!) they will gain so many XP..... Overcoming an immortal (even just one) will give less Xp for their CR... perhaps with a CR that goes up by 3 per 2 levels of Immortal PrC (i mean that a 10th level fighter, 2nd level immortal will have a CR of 13; a 10th level fighter, 10th level immortale will have a CR of 25). Did i manage to be clear?

Steven McRownt
 


It's only because these guys are the bad guys in the campaign. So the PC's can't take it. Theoretically, they don't even know how the immortals get these powers. The prestige class has not been presented to any of the players. So when they fight one for the first time, it will be a complete surprise.

In response to power question, the DM thought this was actually fine, balance wise with the stiff skill and multiclass requirements. I may cut the skill points to 2 per level though.

The skills are not listed because they aren't decided for sure. Mostly spellcaster type skills (arcana, spellcraft...).

I'd love some more precise feedback on what is too powerful compared to other WotC prestige classes.

Thanks so far,
-Mark
 

Well, if it's an NPC-only prestige class, it probably isn't so important to get it exactly balanced with the other classes. You can always adjust the circumstances where the PCs meet this guy, and the XP they get for defeating him.
 

I think it is a great idea. I'm with everyone else though, since it is an npc just get the balance close. Make 'em do whatever you want and then right the rules around that. If it is particulary powerful just bump up the CR.

Can you post a sample character? I would like to see one.
 

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