I'm working on a PrC for a wizard in my campaign... capital-G Goody-two-shoes type, using the Book of Exalted Deeds.
Influence 1: there is a PrC in BoED called the "Celestial Mystic". I love the flavor of the class, but some of the abilities are a little odd... they get Uncanny Dodge (?) and a "turn-a-spell-into-a-ranged-touch-SR-ignoring-attack" ability. So I figure I can roll my own. Here's my ideas so far:
Flavor: character gains some celestial traits, and is surrounded by a glow that carries other benefits to all Good/Neutral characters within a certain radius.
Rereqs: 8 ranks in K(religion), Diplomacy; "Servant of the Heavens" (AKA useless Exalted feat) and Nimbus of Light. 3rd level spells. Earliest entry: 6th level. (So 6-15th level).
Hit die: d4. Saves: good Will, poor Fort and Ref. Skill points: 2 or 4 (unsure).
Abilities that I want to add in:
1) Warding effects of Protection from Evil/Magic Circle. By "warding" I mean "the non-numeric effects" since having allies remember "Oh, right, +2 deflection bonus, oh wait, I'm out of range" is a pain for us.
2) Celestial Knowledge, AKA bardic knowledge.
3) Immunity to petrification/poison/death magic at some point.
4) Bump the nimbus range from 10' to 20'.
5) 10th level ability: positive energy radiation within the nimbus. Basically, fast healing 2 within the nimbus range; undead cannot enter if they have fewer HD than the PrC class levels; automatic turn (as cleric == PrC class levels) for other undead.
Finally, full caster progression.
However, I'm unsure about a) which levels to put these in, b) if there is any other cool flavor to do with a glowing mage, and c) if any of these will be overpowered. I'm quite aware that a 20' radius fast healing 2 will eventually heal the entire party between fights, but at level 15 that seems okay. Also, the party doesn't have a cleric and we haven't seen that many undead; so a 10th-level turn shouldn't be overpowering.
Help!
Influence 1: there is a PrC in BoED called the "Celestial Mystic". I love the flavor of the class, but some of the abilities are a little odd... they get Uncanny Dodge (?) and a "turn-a-spell-into-a-ranged-touch-SR-ignoring-attack" ability. So I figure I can roll my own. Here's my ideas so far:
Flavor: character gains some celestial traits, and is surrounded by a glow that carries other benefits to all Good/Neutral characters within a certain radius.
Rereqs: 8 ranks in K(religion), Diplomacy; "Servant of the Heavens" (AKA useless Exalted feat) and Nimbus of Light. 3rd level spells. Earliest entry: 6th level. (So 6-15th level).
Hit die: d4. Saves: good Will, poor Fort and Ref. Skill points: 2 or 4 (unsure).
Abilities that I want to add in:
1) Warding effects of Protection from Evil/Magic Circle. By "warding" I mean "the non-numeric effects" since having allies remember "Oh, right, +2 deflection bonus, oh wait, I'm out of range" is a pain for us.
2) Celestial Knowledge, AKA bardic knowledge.
3) Immunity to petrification/poison/death magic at some point.
4) Bump the nimbus range from 10' to 20'.
5) 10th level ability: positive energy radiation within the nimbus. Basically, fast healing 2 within the nimbus range; undead cannot enter if they have fewer HD than the PrC class levels; automatic turn (as cleric == PrC class levels) for other undead.
Finally, full caster progression.
However, I'm unsure about a) which levels to put these in, b) if there is any other cool flavor to do with a glowing mage, and c) if any of these will be overpowered. I'm quite aware that a 20' radius fast healing 2 will eventually heal the entire party between fights, but at level 15 that seems okay. Also, the party doesn't have a cleric and we haven't seen that many undead; so a 10th-level turn shouldn't be overpowering.
Help!
