Skade
Explorer
edits: I rearanged the Inspire Berserker abilities and removed three caster levels. I worry that might be too few spell casting levels for characters that do not go beyond 20th. I have also changed the class abilities to1/day.
I have been a little afraid to post this prestige class here for several reasons. Even I think it is a little too powerful. I intended it to be campaign changing, and in playtest it did not completly dominate the game play, but my games can usually withstand a little more power in the players hands, without them abusing it.
I have had a hard time working up flavor text for this class, which I regret because I think the flavor would help a lot in this case. The class is based on my view of Odin, emphasizing his darker, but no less "Good" aspects. He is a god of Judgment, but not Law, of Knowledge and Magic, but also of Pain and Dooms (Prophesy).
I have not yet worked up the prestige domain, Dooms. I also need help with the Special requisite.
Thanks in advance everyone.
-kane
Doombringer
The hard frozen lands of the North breed even harder men, and gods whose hearts are made of stone. Faith is rewarded with promises of doom, and nothing is granted without a price. The eldest of the gods of men bears many names, Wotan, Odin All-Father, Stormbringer, and the Gallows’ Fell God. You see, in order to gain the knowledge of the worlds and all that lies upon them Odin sacrificed of himself on the Tree of Woe, hanging there for three days and offering his own eye in payment for the knowledge for which he sought.
To gain the knowledge of the sorcery Odin suffered upon the tree, he expects the same of those who would do his will upon the Earth.
Requisites
Will Bonus: +5
Alignment: Any non lawful, non evil
Skills: Knowledge Religion 8 ranks
Knowledge Arcana 4 Ranks
Knowledge History, or
Knowledge Legends 4 Ranks
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), Composure (Wis), Concentration (con), Craft (Wis), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge All, individually (Int), Ritual Magic (Int), Runecraft (Int), Scry (Int), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int),
Base Attack should be the same as a cleric
Good Will Save
Poor Fort and Ref Saves
1st level gains animal companions, Knowledge of the Tree, and Prestige Domain: Dooms, and a Caster Level
2nd Level gains Baleful Eye and a Spell caster level
3rd level gains Inspire Berserker 1/day and a spell caster level
4th level gains Trick of Pain
5th level gains Inspire Berserker 2 per day and a spell level
6th level gains Lay Doom and a spellcaster level
7th level gains Inspire Berserker 3 per day and a spell level
8th level gains Truth of Life
9th level gains a spell level
10th level gains Gallows Feast
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.
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.
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.
Lay Doom: Doombringer may bestow Curse as a spell like ability 1/day
Trick of Pain: The Scarred Priest no longer suffers pain as mere mortals do, allowing him to ignore the effects of negative hit points with a Will save, DC equal to 10 + hit points below 0. Note: It is called the Trick of Pain because he has found the trick to defeating his pain.
Truth of Life: With a successful touch attack the Scarred Priest affects the victim with the feeling of death. The victim is allowed a Will save DC equal to 15 + wisdom modifier. If the victim fails he is knocked unconscious. Note: It is the Truth of Life because life is simply a journey towards death.
Gallows Feast: This dark power is the ultimate manifestation of the Scarred Priest mastery of life and death. As a full round action the scarred priest may absorb the remaining life energies of the dead within a 20 foot radius, speeding them along their way to the afterworld. When he does so he gains 1d4 hit points per body. this may be done 1/day
I have been a little afraid to post this prestige class here for several reasons. Even I think it is a little too powerful. I intended it to be campaign changing, and in playtest it did not completly dominate the game play, but my games can usually withstand a little more power in the players hands, without them abusing it.
I have had a hard time working up flavor text for this class, which I regret because I think the flavor would help a lot in this case. The class is based on my view of Odin, emphasizing his darker, but no less "Good" aspects. He is a god of Judgment, but not Law, of Knowledge and Magic, but also of Pain and Dooms (Prophesy).
I have not yet worked up the prestige domain, Dooms. I also need help with the Special requisite.
Thanks in advance everyone.
-kane
Doombringer
The hard frozen lands of the North breed even harder men, and gods whose hearts are made of stone. Faith is rewarded with promises of doom, and nothing is granted without a price. The eldest of the gods of men bears many names, Wotan, Odin All-Father, Stormbringer, and the Gallows’ Fell God. You see, in order to gain the knowledge of the worlds and all that lies upon them Odin sacrificed of himself on the Tree of Woe, hanging there for three days and offering his own eye in payment for the knowledge for which he sought.
To gain the knowledge of the sorcery Odin suffered upon the tree, he expects the same of those who would do his will upon the Earth.
Requisites
Will Bonus: +5
Alignment: Any non lawful, non evil
Skills: Knowledge Religion 8 ranks
Knowledge Arcana 4 Ranks
Knowledge History, or
Knowledge Legends 4 Ranks
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), Composure (Wis), Concentration (con), Craft (Wis), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge All, individually (Int), Ritual Magic (Int), Runecraft (Int), Scry (Int), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int),
Base Attack should be the same as a cleric
Good Will Save
Poor Fort and Ref Saves
1st level gains animal companions, Knowledge of the Tree, and Prestige Domain: Dooms, and a Caster Level
2nd Level gains Baleful Eye and a Spell caster level
3rd level gains Inspire Berserker 1/day and a spell caster level
4th level gains Trick of Pain
5th level gains Inspire Berserker 2 per day and a spell level
6th level gains Lay Doom and a spellcaster level
7th level gains Inspire Berserker 3 per day and a spell level
8th level gains Truth of Life
9th level gains a spell level
10th level gains Gallows Feast
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.
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.
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.
Lay Doom: Doombringer may bestow Curse as a spell like ability 1/day
Trick of Pain: The Scarred Priest no longer suffers pain as mere mortals do, allowing him to ignore the effects of negative hit points with a Will save, DC equal to 10 + hit points below 0. Note: It is called the Trick of Pain because he has found the trick to defeating his pain.
Truth of Life: With a successful touch attack the Scarred Priest affects the victim with the feeling of death. The victim is allowed a Will save DC equal to 15 + wisdom modifier. If the victim fails he is knocked unconscious. Note: It is the Truth of Life because life is simply a journey towards death.
Gallows Feast: This dark power is the ultimate manifestation of the Scarred Priest mastery of life and death. As a full round action the scarred priest may absorb the remaining life energies of the dead within a 20 foot radius, speeding them along their way to the afterworld. When he does so he gains 1d4 hit points per body. this may be done 1/day
Last edited: