Thanks again guys.
I really like the flavor of the Doombringer PrC , but I had initially dismissed it out of hand due to the staggered spell advancement(seems unfair to gyp fellow party members out of the best healing magic possible). I would like to use some parts so I had some ideas to modify it.
Some of this is the original poster's but stuff I have changed will be highlighted(caps/or color).:
LANCE OF THE HANGED GOD
Requisites
Will Bonus: +5
Alignment: ANY GOOD, non evil
Skills: Knowledge Religion 8 ranks
Knowledge Arcana 4 Ranks
Knowledge History, or
Knowledge Legends 4 Ranks
CANDIDATE must have been instrumental in the defeat of a giant
Special: Must survive the ordeal of the Tree, having been chosen for the test by Odin. This test needs to be very dramatic, and should be done with great care. In general the mechanic should involve initial damage of 4d4 as the character is impaled upon the tree, hourly checks of Fort saves to prevent further blood loss, and attempts by spirits to dissuade him from this course, requiring Will saves. The DC should start at 14 for the Fort save, and 12 for the will save. The saves will continue to get more difficult if they are failed
Skills: 4+ Int modifier
Class Skills: Bluff (Cha), Composure (Wis), Concentration (con), Craft (Wis), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge All, individually (Int), Ritual Magic (Int), Runecraft (Int), Scry (Int), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Substitute 'Gather Information' for 'Scry'
Base Attack same as a cleric
Good Will Save
Poor Fort and Ref Saves
CANDIDATE must have been instrumental in the defeat of a giant(any type)
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A PrC LANCE may never assist a giant of any kind(except by omission of action or accident).
A PrC LANCE if forced to flee combat(no matter how bad the odds), will be denied his highest spell level, until such time as he has recieved Atonement(per spell/quest).
A PrC LANCE will never receive access to True Resurrection.
A PrC LANCE may raise the dead(raise dead/resurrection) only 1x/week for every 5 levels he possesses(exception: scroll from another deity). Odin has never been on the best of terms with Hel, goddess of the underworld.
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1st level gains animal companions, Knowledge of the Tree, and Prestige Domain: Dooms, and a Caster Level
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1st - Gains access to a familiar(Raven only). Animal friendship(effective only on wolves, only one) is added to spell list. Knowledge of the Tree, caster level +1.
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2nd Level gains Baleful Eye and a Spell caster level
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2nd - Leave as is.
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3rd level gains Inspire Berserker 1/day and a spell caster level
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3rd - Inspire Berserker or Herald of Valkries: Brass 1x/day, caster level +1.
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4th level gains Trick of Pain
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4th - Forgotten Lore 1, caster level +1
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5th level gains Inspire Berserker 2 per day and a spell level
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5th - Inspire Berserker x2 or Herald of Valkries: Brass x2 or Bronze x1, caster level +1
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6th level gains Lay Doom and a spellcaster level
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6th - Forgotten Lore 2, Caster level +1
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7th level gains Inspire Berserker 3 per day and a spell level
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7th - Inspire Berserker x2 or Herald of Valkries: Brass x3, Bronze x2, or Iron x1, caster level +1
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8th level gains Truth of Life
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8th - Aspect of Gugnir, caster level +1
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9th level gains a spell level
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9th - Forgotten Lore 3, caster level +1
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10th level gains Gallows Feast
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10th - Warrior of the World's End, caster level +1
Animal Companions: a wolf and a raven, sent by his god to serve him, approach The Scarred Priest. The Scarred Priest is allowed to treat one as a Familiar, with all the benefits, and dangers inherent, while the other is treated as if under the animal friendship spell. I LOVED this one. Very cool.
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Aspect of Gugnir:Any Spear wielded by a LotHG takes on the following properties: If held aloft at the beginning of combat, it points to the most powerful melee. All enemies within 20'r must make a will save(DC 15+ wis bonus) or be affected as per Fear spell(foes with a higher CR than the LotHG's CL are immune).
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Baleful Eye: 1/day Having lost his eye to the tree, the Scarred Priest now bears the aspect of his god, a visage that brings fear into even the hearts of kings. The Scarred priest may add his wisdom bonus to any Intimidate Check, and may do so as a standard action. Another very cool one. Couldn't thing of something to improve.
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Forgotten Lore 1/2/3: Odin hung at the Tree of Knowledge(Yggdrasil) to gain forbidden knowledge for man. LotHG may choose a Metamagic Feat(range increasing feats forbidden). LotHG may choose 1 spell from any list(unless diametrically opposed to alignment/ethos) and may memorize it as one in his spell list. 1: any spell up lvl 4thlvl, 2: up to 5thlvl, 3: up to 6thlvl
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Herald of the Valkries: LotHG may treat any horn as though it is a Horn of the Valhalla. These will be summoned spirits(treat as outsider).If LotHG actually uses one of these horns, the summoning is treated as though the PC has the 'Augment Summoning' feat. Barbarians summoned in this manner(with actual horn of Valhalla) will have max HP per die.
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Inspire Berserker: With a successful Bluff check, DC 15, the Scarred Priest may inspire those listening, equal to his charisma modifier to enter into a Rage, as a barbarian of their character level.Can't change a thing here
Knowledge of the Tree: The Scarred Priest may make three Knowledge or Craft skills Trained, with ranks equal to his wisdom modifier. Bad*ss. Totally in tune with the portfolio.
Lay Doom: Doombringer may bestow Curse as a spell like ability 1/day
Trick of Pain: The Scarred Priest no longer suffers pain as mere mortals do, allowing him to ignore the effects of negative hit points with a Will save, DC equal to 10 + hit points below 0. Note: It is called the Trick of Pain because he has found the trick to defeating his pain.
Truth of Life: With a successful touch attack the Scarred Priest affects the victim with the feeling of death. The victim is allowed a Will save DC equal to 15 + wisdom modifier. If the victim fails he is knocked unconscious. Note: It is the Truth of Life because life is simply a journey towards death.
Gallows Feast: This dark power is the ultimate manifestation of the Scarred Priest mastery of life and death. As a full round action the scarred priest may absorb the remaining life energies of the dead within a 20 foot radius, speeding them along their way to the afterworld. When he does so he gains 1d4 hit points per body. this may be done 1/day. I had trouble envisioning this. Odin has no innate connection with the dead and depending on the campaign this is either immensely powerful, or incredibly weak.
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Warrior of the World's End: LotHG gains a constant, double-strength Prayer(per spell) aura 10'r. Does not stack with Prayer spell
Overall, I think I changed about half of the original. Some of the abilities are fairly powerful, but are balanced by the restrictions. IMO. Additionally, several of the abilities are totally DM dependant(if PC never gets horn...). Do me a favor and shoot holes in it if you can(heh, of course you can).