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PrC: Need redemption
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<blockquote data-quote="jasin" data-source="post: 3541889" data-attributes="member: 7531"><p>Ah, fair enough. If just atonement + reselect deity and domains, as in PHB, cannot be done in the campaign, the class makes much more sense.</p><p></p><p>If it's not, though, does that mean you'd have to go straight from cleric of Hextor into seeker of redemption back into cleric, this time of Heironeus? What happens if a Clr5 decides to turn away from Evil? What does he do for the two levels until he gets concentration 10 and knowledge (religion) 10? Just grin and bear it, or do you expect some other option to be available...?</p><p></p><p></p><p>No, not really. I was just objecting to it with the assumption that the standard deity switch option is also available, in which case it doesn't make sense that focusing on your redemption means you're redeemed more slowly than if you don't focus on it.</p><p></p><p>But since that option isn't there, the ability itself is great. It's a disadvantage which gives you a bit more room to maneuver with beneficial abilities, without being too dangerous, since the heroes won't routinely get hammered on with anti-Evil effects.</p><p></p><p>Now more constructive suggestions: I'd drop or improve Resist Temptation. These are clerics who have Iron Will, +1 to Will under limited circumstances is just enough to mean a little extra bookkeeping, and not enough to be a really cool ability.</p><p></p><p>Another ability you might want to work in is an ability to use anti-Good effects on Evil folks. For example, an seeker of temptation wielding his unholy flail back from his days as a Hextorite would add +2d6 to damage against Evil creatures. This does give the whole a bit darker tone, though. Not sure if you'd like that.</p><p></p><p>I'd also include some sort of social skill bonuses in Reject the Old Faith. As an ex-Hextorite, you should know their dogma, you should know their tricks, you should know the way they think. It would be cool if that could help you convert them (diplomacy), shake their confidence (intimidate), see through their deception (sense motive), not just kill them.</p><p></p><p>Finally, making it Hextor/Heironeus specific might be easier. It will make it less reusable, but you're obviously not averse to making a new PrC if a concept requirese it, so that's not too bad. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> And it lets you be more specific with the abilities. After all, it stands to reason that a Hextorite warlord turned noble champion of Heironeus would have significantly different abilities than a Vecna-worshipping schemer turned investigator of St. Cuthbert. Further, the Hextor-Heironeus pairing is more than just a random Evil god-Good god pick: they're archenemies with much similarity in their philosophy, and it would make sense that a larger than usual number of LN waverers switch sides at one point.</p></blockquote><p></p>
[QUOTE="jasin, post: 3541889, member: 7531"] Ah, fair enough. If just atonement + reselect deity and domains, as in PHB, cannot be done in the campaign, the class makes much more sense. If it's not, though, does that mean you'd have to go straight from cleric of Hextor into seeker of redemption back into cleric, this time of Heironeus? What happens if a Clr5 decides to turn away from Evil? What does he do for the two levels until he gets concentration 10 and knowledge (religion) 10? Just grin and bear it, or do you expect some other option to be available...? No, not really. I was just objecting to it with the assumption that the standard deity switch option is also available, in which case it doesn't make sense that focusing on your redemption means you're redeemed more slowly than if you don't focus on it. But since that option isn't there, the ability itself is great. It's a disadvantage which gives you a bit more room to maneuver with beneficial abilities, without being too dangerous, since the heroes won't routinely get hammered on with anti-Evil effects. Now more constructive suggestions: I'd drop or improve Resist Temptation. These are clerics who have Iron Will, +1 to Will under limited circumstances is just enough to mean a little extra bookkeeping, and not enough to be a really cool ability. Another ability you might want to work in is an ability to use anti-Good effects on Evil folks. For example, an seeker of temptation wielding his unholy flail back from his days as a Hextorite would add +2d6 to damage against Evil creatures. This does give the whole a bit darker tone, though. Not sure if you'd like that. I'd also include some sort of social skill bonuses in Reject the Old Faith. As an ex-Hextorite, you should know their dogma, you should know their tricks, you should know the way they think. It would be cool if that could help you convert them (diplomacy), shake their confidence (intimidate), see through their deception (sense motive), not just kill them. Finally, making it Hextor/Heironeus specific might be easier. It will make it less reusable, but you're obviously not averse to making a new PrC if a concept requirese it, so that's not too bad. :) And it lets you be more specific with the abilities. After all, it stands to reason that a Hextorite warlord turned noble champion of Heironeus would have significantly different abilities than a Vecna-worshipping schemer turned investigator of St. Cuthbert. Further, the Hextor-Heironeus pairing is more than just a random Evil god-Good god pick: they're archenemies with much similarity in their philosophy, and it would make sense that a larger than usual number of LN waverers switch sides at one point. [/QUOTE]
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