Heh, yeah, some big changes I suppose... possibly a subset or tertiary of maybe multiple types of odin priests.
I'd say leave the tree in, depending on the campaign. Some PC's may feel slighted if half a session is taken up watching their party-mate hang from a tree. Personally, I really like it. One of my favorite trilogies(Fionvar) dealt with this in a very powerful way. It's possible that it could be done thru emails and such, but like the option there for the right campaign.
Gather Info vs. Scry - Odin was kinda sneaky. often taking on the form of an old man, or a dark stranger in order to gain some of his knowledge(mixing in with the common folks, sharing a mead, pumping them fer info or sharing stories). Goes hand in hand with Disguise. His ravens were his scrying device for the most part.
I replaced Composure(heh, missed it) with ride. Sleipnir will be happy about that.
The raise dead part, that's a gimme. There are various mentions that Odin did not do this very often(if at all). Had to do with not all the dead being his(possibly). Healing, for that matter, is not Odin's strong suit(poor Balder).
The Gallows Feast: I've been a big fan of Norse myth for a long time, and I may have missed it, but death isn't a big thing with him. Your 2nd explanation(clarification) of the ability is great, but I don't see as how it relates to the ability(gaining strength from the deaths of others, in a way), I have to assume all the additional hitpoints gained in this fashion are temporary...
I had originally made the 10th level ability something like this:
Knowledge of Mortality - As Odin himself is damned to know his Fate, so too are his priests. Once per day, LotHG may make a Will save (DC 15) to ignore one attack that would outright kill him(if the attack was a spell, he may make an additional save, if it was a monstrous critical, he may save to ignore the damage).
"I know my death, Cur! this... is... NOT... IT!!!!" <--- Bargeth, Grizzled Lance of the 11th Circinate.
Ultimately, I went with a take on the battlefield aspect of Odin, and did the Prayer thing. Tho I like KoM alot too.
It's been said that Gugnir had the ability to choose the mightiest foe on the battlefield(it was loaned out sometimes). Since, out a multitude of classes, different people have diff ideas of what class poses the greatest threat, it seemed like a huge judgement call. This narrows it.
Let me say tho, none of my changes were criticisms, merely that I possibly have gotten a different take on Odin, and chose abilities that reflect that take.
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(any type)
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), Concentration (con), Craft (Wis), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge All, individually (Int), Ritual Magic (Int), Ride (Dex), Runecraft (Int), Gather Information (Int), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int)
Base Attack same as a cleric
Good Will Save
Poor Fort and Ref Saves
Turn As per previous class
-------------------------------------------
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.
-------------------------------------------
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.
--------------------------------------------
2nd Level gains Baleful Eye and a Spell caster level
--------------------------------------------
3rd - Inspire Berserker or Herald of Valkries: Brass 1x/day, caster level +1.
--------------------------------------------
4th - Forgotten Lore 1, caster level +1
---------------------------------------------
5th - Inspire Berserker x2 or Herald of Valkries: Brass x2 or Bronze x1, caster level +1
---------------------------------------------
6th - Forgotten Lore 2, Caster level +1
---------------------------------------------
7th - Inspire Berserker x2 or Herald of Valkries: Brass x3, Bronze x2, or Iron x1, caster level +1
---------------------------------------------
8th - Aspect of Gugnir, caster level +1
---------------------------------------------
9th - Forgotten Lore 3, caster level +1
---------------------------------------------
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.
---------------------------------------------
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).
---------------------------------------------
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.
----------------------------------------------
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
----------------------------------------------
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. CLARIFICATION: as appropriate Horn of Valhalla: Brass 2d4 +1 level 3, Bronze 2d4 level 4, Iron 1d4+1 5th level
-----------------------------------------------
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.
-----------------------------------------------
Knowledge of the Tree: The Scarred Priest may make three Knowledge or Craft skills Trained, with ranks equal to his wisdom modifier.
-----------------------------------------------
Warrior of the World's End: LotHG gains a constant, double-strength Prayer(per spell) aura 10'r. Does not stack with Prayer spell
I'd say leave the tree in, depending on the campaign. Some PC's may feel slighted if half a session is taken up watching their party-mate hang from a tree. Personally, I really like it. One of my favorite trilogies(Fionvar) dealt with this in a very powerful way. It's possible that it could be done thru emails and such, but like the option there for the right campaign.
Gather Info vs. Scry - Odin was kinda sneaky. often taking on the form of an old man, or a dark stranger in order to gain some of his knowledge(mixing in with the common folks, sharing a mead, pumping them fer info or sharing stories). Goes hand in hand with Disguise. His ravens were his scrying device for the most part.
I replaced Composure(heh, missed it) with ride. Sleipnir will be happy about that.
The raise dead part, that's a gimme. There are various mentions that Odin did not do this very often(if at all). Had to do with not all the dead being his(possibly). Healing, for that matter, is not Odin's strong suit(poor Balder).
The Gallows Feast: I've been a big fan of Norse myth for a long time, and I may have missed it, but death isn't a big thing with him. Your 2nd explanation(clarification) of the ability is great, but I don't see as how it relates to the ability(gaining strength from the deaths of others, in a way), I have to assume all the additional hitpoints gained in this fashion are temporary...
I had originally made the 10th level ability something like this:
Knowledge of Mortality - As Odin himself is damned to know his Fate, so too are his priests. Once per day, LotHG may make a Will save (DC 15) to ignore one attack that would outright kill him(if the attack was a spell, he may make an additional save, if it was a monstrous critical, he may save to ignore the damage).
"I know my death, Cur! this... is... NOT... IT!!!!" <--- Bargeth, Grizzled Lance of the 11th Circinate.
Ultimately, I went with a take on the battlefield aspect of Odin, and did the Prayer thing. Tho I like KoM alot too.
It's been said that Gugnir had the ability to choose the mightiest foe on the battlefield(it was loaned out sometimes). Since, out a multitude of classes, different people have diff ideas of what class poses the greatest threat, it seemed like a huge judgement call. This narrows it.
Let me say tho, none of my changes were criticisms, merely that I possibly have gotten a different take on Odin, and chose abilities that reflect that take.
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(any type)
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), Concentration (con), Craft (Wis), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge All, individually (Int), Ritual Magic (Int), Ride (Dex), Runecraft (Int), Gather Information (Int), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int)
Base Attack same as a cleric
Good Will Save
Poor Fort and Ref Saves
Turn As per previous class
-------------------------------------------
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.
-------------------------------------------
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.
--------------------------------------------
2nd Level gains Baleful Eye and a Spell caster level
--------------------------------------------
3rd - Inspire Berserker or Herald of Valkries: Brass 1x/day, caster level +1.
--------------------------------------------
4th - Forgotten Lore 1, caster level +1
---------------------------------------------
5th - Inspire Berserker x2 or Herald of Valkries: Brass x2 or Bronze x1, caster level +1
---------------------------------------------
6th - Forgotten Lore 2, Caster level +1
---------------------------------------------
7th - Inspire Berserker x2 or Herald of Valkries: Brass x3, Bronze x2, or Iron x1, caster level +1
---------------------------------------------
8th - Aspect of Gugnir, caster level +1
---------------------------------------------
9th - Forgotten Lore 3, caster level +1
---------------------------------------------
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.
---------------------------------------------
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).
---------------------------------------------
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.
----------------------------------------------
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
----------------------------------------------
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. CLARIFICATION: as appropriate Horn of Valhalla: Brass 2d4 +1 level 3, Bronze 2d4 level 4, Iron 1d4+1 5th level
-----------------------------------------------
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.
-----------------------------------------------
Knowledge of the Tree: The Scarred Priest may make three Knowledge or Craft skills Trained, with ranks equal to his wisdom modifier.
-----------------------------------------------
Warrior of the World's End: LotHG gains a constant, double-strength Prayer(per spell) aura 10'r. Does not stack with Prayer spell