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Looking for help balancing a prestige class
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<blockquote data-quote="Al" data-source="post: 260501" data-attributes="member: 2486"><p>Ok, here's my lowdown on the Battlerager:</p><p></p><p>Prerequisites, skills, hit dice and saves are all fine. Nothing out of the ordinary. Non-lawful alignment is probably preferable, though you'd be foolish not to have it anyway (on account of not being able to rage.)</p><p></p><p>- 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.</p><p>- 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.</p><p></p><p>No problems here. Weapon Focus: Axe is probably already present assuming a cleric of a deity with War domain.</p><p></p><p>- Additional Rages: At 2nd, 6th, and 9th levels, the amount of times the character can rage per day increases by one.</p><p>- 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.</p><p></p><p>No problem.</p><p></p><p>- 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.</p><p></p><p>Seems okay. Bane is not that powerful a spell anyway. Is there a save though? I think that the original Bane spell offers a save. 10+prestige class level+Cha bonus (or Str bonus perhaps?) would be usual.</p><p></p><p>- Extended Rage: At 5th level, the Sentinel gains the feat Extended Rage (from MotW) for free.</p><p></p><p>No problem.</p><p></p><p>- 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</p><p></p><p>Wow! Quite a drawback. Is there any way to circumvent this (saves or the like?) You need to make explicit what the circumstance penalty applies too as well. All his actions sounds to me like attacks and checks, but would it (for example) include saves? You just need to clear this up.</p><p></p><p>- Damage Reduction: At 7th level, the Sentinel gains DR1</p><p></p><p>Okay.</p><p></p><p>- 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.</p><p></p><p>Again, no problem. A single-classed barbarian would be getting Improved Rage around now anyway.</p><p></p><p>- 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.</p><p></p><p>Very powerful! For one, you need to make explicit the saving throw DC. Secondly, this is probably a tad too strong. You should perhaps limit this to a number of times per day. You also need to make explicit that once an opponent has saved against this, they cannot be effected again in the same day (I hope, at least!)</p><p></p><p>- 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.</p><p></p><p>Many are saying that this is too powerful, but I see it as balanced. It is a mixed blessing after all. When raging, you cast use your clerical spells, so if you're up against a straight or prestige barbarian or fighter, you're probably in trouble.</p><p></p><p></p><p>All in all, this class seems fine to me. The only ability I have significant qualms about is Aura of Menace- fix this and it should be fine.</p></blockquote><p></p>
[QUOTE="Al, post: 260501, member: 2486"] Ok, here's my lowdown on the Battlerager: Prerequisites, skills, hit dice and saves are all fine. Nothing out of the ordinary. Non-lawful alignment is probably preferable, though you'd be foolish not to have it anyway (on account of not being able to rage.) - 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. No problems here. Weapon Focus: Axe is probably already present assuming a cleric of a deity with War domain. - 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. No problem. - 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. Seems okay. Bane is not that powerful a spell anyway. Is there a save though? I think that the original Bane spell offers a save. 10+prestige class level+Cha bonus (or Str bonus perhaps?) would be usual. - Extended Rage: At 5th level, the Sentinel gains the feat Extended Rage (from MotW) for free. No problem. - 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 Wow! Quite a drawback. Is there any way to circumvent this (saves or the like?) You need to make explicit what the circumstance penalty applies too as well. All his actions sounds to me like attacks and checks, but would it (for example) include saves? You just need to clear this up. - Damage Reduction: At 7th level, the Sentinel gains DR1 Okay. - 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. Again, no problem. A single-classed barbarian would be getting Improved Rage around now anyway. - 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. Very powerful! For one, you need to make explicit the saving throw DC. Secondly, this is probably a tad too strong. You should perhaps limit this to a number of times per day. You also need to make explicit that once an opponent has saved against this, they cannot be effected again in the same day (I hope, at least!) - 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. Many are saying that this is too powerful, but I see it as balanced. It is a mixed blessing after all. When raging, you cast use your clerical spells, so if you're up against a straight or prestige barbarian or fighter, you're probably in trouble. All in all, this class seems fine to me. The only ability I have significant qualms about is Aura of Menace- fix this and it should be fine. [/QUOTE]
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