Powerful PrC Needs Design Help (Long)

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
 
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First off - nice class! I like the feel of it and the powers seem to fit together with your source material.

I agree that this prestige class is overpowered. Balancing it, however, shouldn't be too difficult. I'd suggest you start by reducing the powers Lay Doom, Truth of Life, and Gallows Feast each to once per day. You might allow one or more of these to increase an additional time per day at a higher level, but I could see these becoming abusive for a player with a very high Wisdom.

Second, I'd suggest dropping the increased spell level progression at every level. I think going every-other level would be too little...so perhaps have it increase 2 out of every 3 levels.

Just a few ideas for taming it a bit without cutting any of the abilities granted.
 

Thanks for the input. I have made the changes you suggested, and detailed them at the top of the post.

I don't quite like the Special Prereq though. I need it to be tough, but I have no problem with the caster "cheating" by casting buff spells prior to the Ordeal. odin certainly could not blame one of his disciples resorting to such tactics.

Now what if the Lay Doom ability were changed to be the granted power of the Prestige Domain? Does that weaken the class too much, or would it still be effective.

The spells I had in mind for the Doom Domain are:
1st Doom (Obviously)
2nd augury
3rd Bestow Curse
4th Discern lies
5th Circle of Doom (of course)
6th geas/Quest
7th greater Scrying
8th Demand (wizard list)
9th miracle

I am at a loss on the last levels. The idea in my head of Doom is that it encompasses fate, both good and bad. because it is about fate, it should also have a tinge of prophesy to it. i don't really Like Miracle for 9th level. I don't see Odin taking that direct a hand in things. Even for someone of this stature in his faith. I'm not too keen on Deman for 8th level, it doesn't seem to quite fit. I also don't care for Greater scrying for 7th level because I don't have Scry in the progression earlier.

any thoughts?
 

An idea for the Ordeals

Instead of challenging the character's will, by having those spirits entreat him and forcing Will saves, why not challenge the player's willpower. Have the spirits offer the player things in order to induce him to give up this course. Have them offer power, like magical abilities, or gold or titles. Every player gets certain goals for their character, or has some kind of idea of what would make their player really cool (even drama queen roleplayers and munchkins). Have the spirits offer him all of that, with the firm promise that they'll give it to him if he just rejects this course. Then if he actually does accept what they offer, give it all to him...but he's dishonored forever in the eyes of Odin. If he succeeds it would prove that they were not only concerned by the power of the prestige class but by devotion to Odin, etc.

Alternatively, to represent the temptation aspect. You could start with little things, like letting them heal a bit of his health or give him food and water. Then if accepts the temptations become bigger and bigger.
 

What you describe is not too far off from the way it came out in roleplay. I made the mistake of having too much fun with it though, I fell into an old Star Wars RPG joke where I was the dark side tempting him overtly. I could not explain the joke, its in the voice I use. Would you suggest actually writing rules on that though?
 

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