drunkadelic
First Post
Howdy everyone.
Currently, I'm playing in Rune's Another Runic Story Hour: Kingdom of Kalamar in the Dream. My character a Clr2 / Bar1, serves the Battlerager, a diety with a portfolio that's easy to guess from his name. Just to make things interesting, he's allowed me to try and come up with a prestige class for my character that combines the Barbarian and Cleric together in a holy way... but only if it's balanced. Here's what I've come up with so far, and I'd appreciate any input or suggestions you all may have.
Also, lots of thanks to Wulf for inspiration for some of the abilities my prestige class has from his Heroes of High Favor: Dwarves book. I've been peeking at Rune's copy when he doesn't have his nose jammed in it himself and it's fantastic.
Sentinel of Rage
Hit Die
- d10
Requirements
- Worshipper of Battlerager
- Ability to Rage
- Ability to Cast 3rd Level Divine Spells
- Fulfillment of Divine Trials set by Church
Skills at new level = 2 + Int modifier
- Climb
- Concentration
- Heal
- Intimidate
- Jump
- Spellcraft
- Spot
Class Features
- Weapon and Armor Proficiency: Proficient with all martial and simple weapons; Proficient with all types of armor, but certain Barbarian abilities may be lost if armor heavier than "light" is worn.
- Favored Weapon: If the character does not already have it, he gains the feat: "Weapon Focus: Axe" at 1st level, as the Axe is Battlerager's favored weapon.
- Additional Rages: At 2nd, 6th, and 9th levels, the amount of times the character can rage per day increases by one.
- Spells: At 2nd, 4th, 6th, 8th, and 10th levels, a Sentinel increases their divine spellcasting level by one, gaining new spells and number of spells per day.
- Grim Aura: At 3rd Level the Sentinels determination in battle is so unwavering that all enemies that attack him in melee suffer the effects of Bane (-1 to hit, -1 to fear saves). This ability lasts as long as the hostile creature remains in an adjacent position to the Sentinel. This ability does not function if a Sentinel is Unconscious, Paralyzed, or otherwise incapacitated.
- Extended Rage: At 5th level, the Sentinel gains the feat Extended Rage (from MotW) for free.
- Compulsion of Battle: By 6th level, the Sentinel's bloodlust has become so strong that he will seek to enter melee as soon as possible. Every round after combat begins that the Sentinel is *not* engaged in Melee, he suffers a -2 circumstance penalty on all his actions as the compulsion to get "stuck in" gnaws at him. Likewise, if the Sentinel ever willfully and knowingly retreats from a battle (barring magical fear and other effects) he may not rage or cast higher than 1st level spells until proper penance is made (Usually, an Atonement ) As a benefit to this however, the Sentinel no longer applies the -2 AC penalty when charging.
- Damage Reduction: At 7th level, the Sentinel gains DR1
- Improved Rage: At 8th level, when a Sentinel rages he gains +6 to his STR and CON instead of the previous +4. The AC penalty, however remains at -2.
- Aura of Menace: At 9th level, divine favor radiates from the Sentinel, acting as a 15ft circle of Fear that only affects hostile creatures. This can be supressed at will, except when raging. Also, as above, this ability does not work when the Sentinel is unconcious, paralyzed or otherwise incapacitated.
- Fury of Battle: at 10th level, the Sentinel has honed his rage so sharply that he is considered to be always raging if engaged in melee combat. This ability can *not* be supressed. Also, he is no longer winded after a rage.
BAB = Level of Sentinel
Fort = 2, 2, 3, 3, 4, 4, 5, 5, 6, 7
Ref = 0, 1, 1, 2, 2, 3, 3, 4, 4, 5
Will = 2, 2, 3, 3, 4, 4, 5, 5, 6, 7
Thanks again.
Drunkadelic
Currently, I'm playing in Rune's Another Runic Story Hour: Kingdom of Kalamar in the Dream. My character a Clr2 / Bar1, serves the Battlerager, a diety with a portfolio that's easy to guess from his name. Just to make things interesting, he's allowed me to try and come up with a prestige class for my character that combines the Barbarian and Cleric together in a holy way... but only if it's balanced. Here's what I've come up with so far, and I'd appreciate any input or suggestions you all may have.
Also, lots of thanks to Wulf for inspiration for some of the abilities my prestige class has from his Heroes of High Favor: Dwarves book. I've been peeking at Rune's copy when he doesn't have his nose jammed in it himself and it's fantastic.
Sentinel of Rage
Hit Die
- d10
Requirements
- Worshipper of Battlerager
- Ability to Rage
- Ability to Cast 3rd Level Divine Spells
- Fulfillment of Divine Trials set by Church
Skills at new level = 2 + Int modifier
- Climb
- Concentration
- Heal
- Intimidate
- Jump
- Spellcraft
- Spot
Class Features
- Weapon and Armor Proficiency: Proficient with all martial and simple weapons; Proficient with all types of armor, but certain Barbarian abilities may be lost if armor heavier than "light" is worn.
- Favored Weapon: If the character does not already have it, he gains the feat: "Weapon Focus: Axe" at 1st level, as the Axe is Battlerager's favored weapon.
- Additional Rages: At 2nd, 6th, and 9th levels, the amount of times the character can rage per day increases by one.
- Spells: At 2nd, 4th, 6th, 8th, and 10th levels, a Sentinel increases their divine spellcasting level by one, gaining new spells and number of spells per day.
- Grim Aura: At 3rd Level the Sentinels determination in battle is so unwavering that all enemies that attack him in melee suffer the effects of Bane (-1 to hit, -1 to fear saves). This ability lasts as long as the hostile creature remains in an adjacent position to the Sentinel. This ability does not function if a Sentinel is Unconscious, Paralyzed, or otherwise incapacitated.
- Extended Rage: At 5th level, the Sentinel gains the feat Extended Rage (from MotW) for free.
- Compulsion of Battle: By 6th level, the Sentinel's bloodlust has become so strong that he will seek to enter melee as soon as possible. Every round after combat begins that the Sentinel is *not* engaged in Melee, he suffers a -2 circumstance penalty on all his actions as the compulsion to get "stuck in" gnaws at him. Likewise, if the Sentinel ever willfully and knowingly retreats from a battle (barring magical fear and other effects) he may not rage or cast higher than 1st level spells until proper penance is made (Usually, an Atonement ) As a benefit to this however, the Sentinel no longer applies the -2 AC penalty when charging.
- Damage Reduction: At 7th level, the Sentinel gains DR1
- Improved Rage: At 8th level, when a Sentinel rages he gains +6 to his STR and CON instead of the previous +4. The AC penalty, however remains at -2.
- Aura of Menace: At 9th level, divine favor radiates from the Sentinel, acting as a 15ft circle of Fear that only affects hostile creatures. This can be supressed at will, except when raging. Also, as above, this ability does not work when the Sentinel is unconcious, paralyzed or otherwise incapacitated.
- Fury of Battle: at 10th level, the Sentinel has honed his rage so sharply that he is considered to be always raging if engaged in melee combat. This ability can *not* be supressed. Also, he is no longer winded after a rage.
BAB = Level of Sentinel
Fort = 2, 2, 3, 3, 4, 4, 5, 5, 6, 7
Ref = 0, 1, 1, 2, 2, 3, 3, 4, 4, 5
Will = 2, 2, 3, 3, 4, 4, 5, 5, 6, 7
Thanks again.
Drunkadelic