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Looking for help balancing a prestige class
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<blockquote data-quote="Rune" data-source="post: 262481" data-attributes="member: 67"><p>Okay, here's a revised draft of the prestige class:</p><p></p><p><strong>Sentinel of Rage</strong> (title subject to change, of course)</p><p></p><p>Hit Die</p><ul> <li data-xf-list-type="ul">d10</li> </ul><p></p><p>Requirements</p><ul> <li data-xf-list-type="ul">Any Non-lawful alignement</li> <li data-xf-list-type="ul">Worshipper of Battle Rager</li> <li data-xf-list-type="ul">Base Attack bonus of +5ish</li> <li data-xf-list-type="ul">Ability to Cast 3rd Level Divine Spells</li> <li data-xf-list-type="ul">Fulfillment of Divine Trials set by Church (or something like that)</li> <li data-xf-list-type="ul">Access to the Strength Domain</li> <li data-xf-list-type="ul">Feats: Cleave, Power Attack, and Toughness</li> <li data-xf-list-type="ul">7 Ranks in Concentrate</li> <li data-xf-list-type="ul">7 Ranks in Intimidate</li> </ul><p></p><p>Skills at new level = 2 + Int modifier</p><ul> <li data-xf-list-type="ul">Climb</li> <li data-xf-list-type="ul">Concentration</li> <li data-xf-list-type="ul">Craft</li> <li data-xf-list-type="ul">Heal</li> <li data-xf-list-type="ul">Intimidate</li> <li data-xf-list-type="ul">Jump</li> <li data-xf-list-type="ul">Knowledge (religion)</li> <li data-xf-list-type="ul">Listen</li> <li data-xf-list-type="ul">Spellcraft</li> </ul><p></p><p>Class Features</p><ul> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Favored Weapon: If the character does not already have it, he gains the feat: "Weapon Focus: Battleaxe" at 1st level, as the battleaxe is Battle Rager's favored weapon.</li> <li data-xf-list-type="ul">Rage of Faith: The Sentinel gains the ability to trade in a single turn attempt, if any previous classes have yeilded this ability, to engage in a state somewhat like less powerful rage. The Sentinel's Str and Con scores are increased by 2 and the Sentinel gets a bonus of +2 to Will saves, but also provokes a penalty of -2 to the Sentinel's AC. This effect lasts until the Sentinel makes a successful strike in combat (which may be an attack of opportunity), at which time it dissipates. If the Sentinel is able to cleave through one or more opponents, the effect lasts until after the last attack made with the Cleave or Greater Cleave feats. At 8th level, the bonuses imparted by Rage of Faith may stack with the bonuses imparted by a regular rage and the AC penalty no longer applies.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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), unless they successfully make a Will save against <strong>DC 10+Sentinel level+Cha bonus</strong>. An enemy that makes this save may not be affected by this ability for an entire day. This ability lasts as long as the hostile creature threatens the Sentinel. This ability does not function if a Sentinel is Unconscious, Paralyzed, or otherwise incapacitated.</li> <li data-xf-list-type="ul">Rush of Adrenaline: At 5th level, the Sentinel may trade in one turning attempt, if any previous classes have yielded this ability, to add his <strong>Sentinel level+Cha bonus</strong> to any one action roll, of any kind, including damage. At 7th level, this ability may be used as a reaction, for example, it may be added to saving throws and to reactionary skills.</li> <li data-xf-list-type="ul">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 rolls 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 any divine 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 raging. The Sentinel may attempt to resist the effects of this ability by making a Will save each round after the first that he wishes to remain outside of melee combat at a DC of <strong>10+Sentinel level+round after the first</strong>.</li> <li data-xf-list-type="ul">Aura of Menace: At 9th level, divine favor radiates from the Sentinel, acting as a 15ft circle of Fear that only affects hostile creatures that have been hit by the Sentinel in combat, provided that they fail a Will save at <strong>DC 10+Sentinel level+Cha bonus</strong> of the Sentinel. This can be supressed at will, except when raging. A creature that has made its saving throw cannot be affected by this ability for an entire day. Also, as above, this ability does not work when the Sentinel is unconcious, paralyzed or otherwise incapacitated.</li> <li data-xf-list-type="ul">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, but it is not triggered unless the Sentinel suffers an amount of damage equal to <strong>Con bonus X character level</strong> in a single round. This ability lasts until the Sentinel disengages from melee.</li> </ul><p></p><p>BAB = Level of Sentinel</p><p>Fort = Strong</p><p>Ref = Weak</p><p>Will = Strong</p></blockquote><p></p>
[QUOTE="Rune, post: 262481, member: 67"] Okay, here's a revised draft of the prestige class: [b]Sentinel of Rage[/b] (title subject to change, of course) Hit Die [list][*]d10[/list] Requirements [list] [*]Any Non-lawful alignement [*]Worshipper of Battle Rager [*]Base Attack bonus of +5ish [*]Ability to Cast 3rd Level Divine Spells [*]Fulfillment of Divine Trials set by Church (or something like that) [*]Access to the Strength Domain [*]Feats: Cleave, Power Attack, and Toughness [*]7 Ranks in Concentrate [*]7 Ranks in Intimidate [/list] Skills at new level = 2 + Int modifier [list][*]Climb [*]Concentration [*]Craft [*]Heal [*]Intimidate [*]Jump [*]Knowledge (religion) [*]Listen [*]Spellcraft [/list] Class Features [list] [*]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: Battleaxe" at 1st level, as the battleaxe is Battle Rager's favored weapon. [*]Rage of Faith: The Sentinel gains the ability to trade in a single turn attempt, if any previous classes have yeilded this ability, to engage in a state somewhat like less powerful rage. The Sentinel's Str and Con scores are increased by 2 and the Sentinel gets a bonus of +2 to Will saves, but also provokes a penalty of -2 to the Sentinel's AC. This effect lasts until the Sentinel makes a successful strike in combat (which may be an attack of opportunity), at which time it dissipates. If the Sentinel is able to cleave through one or more opponents, the effect lasts until after the last attack made with the Cleave or Greater Cleave feats. At 8th level, the bonuses imparted by Rage of Faith may stack with the bonuses imparted by a regular rage and the AC penalty no longer applies. [*]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), unless they successfully make a Will save against [b]DC 10+Sentinel level+Cha bonus[/b]. An enemy that makes this save may not be affected by this ability for an entire day. This ability lasts as long as the hostile creature threatens the Sentinel. This ability does not function if a Sentinel is Unconscious, Paralyzed, or otherwise incapacitated. [*]Rush of Adrenaline: At 5th level, the Sentinel may trade in one turning attempt, if any previous classes have yielded this ability, to add his [b]Sentinel level+Cha bonus[/b] to any one action roll, of any kind, including damage. At 7th level, this ability may be used as a reaction, for example, it may be added to saving throws and to reactionary skills. [*]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 rolls 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 any divine 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 raging. The Sentinel may attempt to resist the effects of this ability by making a Will save each round after the first that he wishes to remain outside of melee combat at a DC of [b]10+Sentinel level+round after the first[/b]. [*]Aura of Menace: At 9th level, divine favor radiates from the Sentinel, acting as a 15ft circle of Fear that only affects hostile creatures that have been hit by the Sentinel in combat, provided that they fail a Will save at [b]DC 10+Sentinel level+Cha bonus[/b] of the Sentinel. This can be supressed at will, except when raging. A creature that has made its saving throw cannot be affected by this ability for an entire day. 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, but it is not triggered unless the Sentinel suffers an amount of damage equal to [b]Con bonus X character level[/b] in a single round. This ability lasts until the Sentinel disengages from melee. [/list] BAB = Level of Sentinel Fort = Strong Ref = Weak Will = Strong [/QUOTE]
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