PrC of the Demon Queen

The Serge

First Post
Feel free to offer any constructive criticism or advice.

BTW, Ostensis is an Intermediate goddess of the Abyss (she's an ascended Balor Demon). She holds sway over curses, murder, discord, blood, and darkness. Recently she acquired fear and is struggling to maintain sovereignty over Undeath (she's slowly losing this fight to a Greater god).

Requirements
To qualify to become a Bloodletter, a character must fulfill all of the following criteria.

Alignment: Chaotic evil or Neutral evil
Base Attack Bonus: +6
Intimidate: 3 ranks
Knowledge (Religion): 8 ranks
Wilderness Lore: 3 ranks
Spells: Ability to cast Divine spells of at least 4th level, and access to at least one of the following domains: Chaos, Darkness, Death, Evil, Moon, Undeath. A character who can cast at least one spell from a domain counts as having access for this purpose.
Special: Ability to channel negative energy. Additionally, the character must be an ardent worshipper of Ostensis, the Demon Queen.
Turn Undead

Advancement

BAB and Saves as Cleric levels 1-10

Class Skills
Bloodletter class skills are Climb (Str), Concentration (Con), Diplomacy (Chr), Hide (Dex), Intimidate (Chr), Knowledge (religion) (Int), Knowledge (Lycanthropy) (Int), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Wilderness Lore (Wis).

Skill points at Each Level: 2 + Int modifier.

Class Feature
All of the following are class features of the Bloodletter prestige class.
Weapon and Armor Proficiency: Bloodletters are proficient with all simple weapons, Short swords, and Longswords, light armor, and all shields.
Spells per Day: Bloodletters advance in spellcasting ability as well as in their prestige class. When a new Bloodletter level is gained, the character gains new spells per day as if she also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefits a character of that class would have gained. This means that she adds the level of Bloodletter to the level of another spellcaster class the character has, then determines spells per day accordingly.
Prestige Domains: Upon adopting the Bloodletter class, the character loses access to all future Domain progression.

For example, an 8th level cleric of Ostensis with access to the Chaos and Evil Domains may cast spells as follows: 4+1/3+1/3+1/2+1. Upon taking one level of the Bloodletter Prestige class, the character would cast as follows: 4+1/4+1/3+1/2+1/1; the character would continue to have access to the benefits of the Domain and have access to Domain spells up to the level of their prior Domain capability but would not progress any further upon taking the Prestige class.

The Bloodletter does retain any Domain powers.

Bloodletter Powers: All special abilities function as the total level of the Bloodletter character unless otherwise stated. The DC is always 10 + Bloodletter level + Wisdom Modifier unless otherwise stated.
* Bloodletters wield significant power over Undead. All Bloodletters receive the Extra Turning Feat.

*Bloodletters may attempt to Turn neutral or good Lycanthropes, or Rebuke/Control evil Lycanthropes as if they had the powers of the Moon Domain as a Priest of half their total levels. If the Bloodletter already has access to the Moon Domain, they receive a +1 to their attempts.
· Bloodletters receive Darkvision up to 60 feet. If the character had Darkvision before becoming a Bloodletter, this effect is doubled.

1st Level: *Bloodletters may cast darkness (sp) 1/day per their prestige class level.
*Bloodletters may animate dead (sp) 1/day. This special version functions only at night and limits the Bloodletter to six Skeletons or four Zombies who serve the Bloodletter for two rounds per caster level.

2nd Level: *Bloodletters may enact dark leech (sp) 1/ day per every six character levels. A ranged touch attack up to 60 feet, this spell causes blood to drain from the victim?s nose and ears and magically leap to the Bloodletter?s mouth, weakening the victim and invigorating the Bloodletter for half as many rounds as the Bloodletter?s character level. Victims suffer 1d4 temporary point reductions in Strength or Dexterity (50% of either) while the caster gains as much in bonuses. The victim regains the lost points immediately after the duration. The increased Bloodletter?s abilities never raise more than 4 points.
*Bloodletters may cause fear (sp) to all within 10 feet 1/day.

3rd Level: *Bloodletters may become filled with bloodlust (su) 1/week every three levels beyond 6th. As a standard action, the Bloodletter enters a rage in which he receives a +4 bonus on all attacks against a specific foe. The Bloodletter is then committed to this foe until either the foe or the Bloodletter die or until the duration (two rounds per the Bloodletter?s total levels) expires. The elected victim takes an additional 4 points of bleeding damage after the first successful attack for 2 rounds per the Bloodletter?s class level. A Heal attempt against a DC = Bloodletter?s character level + 5 will stop the Bleeding. Later attacks do not stack additional bleeding damage. If the Bloodletter does not succeed in killing and drinking the blood of their foe before Bloodlust expires, the Priest will suffer 1 point of damage for every 3 points their victim suffered.

4th Level: *Bloodletters may sow discord (su) 1/day. This supernatural ability is similar to the confusion spell except the Bloodletter has the option to force all victims to attack the person closest to them save the Priest herself.

5th Level: *A Bloodletter may become a creature of the night (su) 1/week at night only. The Bloodletter receives the ability take on a hybrid form similar to that of a Werewolf and receives the applicable bonuses for as many rounds as the caster?s level. The transformation into or out of the form is a full round action and grants the Bloodletter the following:
1. Str +2, Dex +4, Con +4
2. Blind-Fighting, Improved Initiative, Weapon Finesse (bite).
3. 2 Unarmed strikes and 1 Bite. The strike bonus is equal to Bloodletter?s first attack bonus while the Bite suffers a ?5. The damage is 1d4 subdual for the strikes, and 1d6+1 for the bites plus an additional 2 points of bleeding damage per round.
4. Improved Trip on a successful Bite attack.
Such a change grants the Bloodletter all of their lost Hit Points and allows the Bloodletter to continue casting spells, although he will not use weapons and always loses any armor AC bonuses (unless the Bloodletter is outfitted with special armor).

6th Level: *A Bloodletter may call on the blackest night (sp) 1/day. This functions identically to dark leach with the following adjustments. It also causes 3d6 points of damage to the victim and lost ability points are gained 1 per hour unless lesser restoration is cast on the victim.

7th Level: *Bloodletters may draw on the blood (sp) 1/day. With a ranged touch attack up to 60 feet away, the Bloodletter will cause the victim to lose tremendous amounts of blood which comes pouring from the victim?s eyes, ears, nostrils, and mouth, causing 1d6 points of damage per Priest level. If the victim fails a Fortitude DC save = 10 + Caster level + Wisdom modifier, the Victim also permanently loses 1d8 points of Constitution from the attack. A remove curse cast may counter this latter effect within three days only, while greater restoration, limited wish, miracle, or wish require no time limit.

8th Level: *Bloodletters may attempt a Bloody Attack (ex) 1/day per half the class level. After five rounds of observation, the Bloodletter may attack any victim who has lost their Dexterity bonus or is flanked. The Victim receives a Fortitude DC=10+Bloodletter class level+Wisdom Modifier. Those who save take an additional 1d8 points of damage from the attack. Those who fail are reduced to 1d4 Hit points and Dazed for one round.

9th Level: *Bloodletters may call on the likeness of the beast (sp) 1/day. This spell-like effect explodes in a blast of unholy light in a 30-foot radius of the Bloodletter. All victims within the area of effect must make a successful Will save = 10 + Caster level + Wisdom modifier or sprout claws and fangs and have their Int reduced by 2d6 points and their features take on a feral, animalistic quality. Those effected by this assault will be unable to speak, may lose the ability to cast any spells, will not use normal weapons, and have a 5% chance per class level of the Bloodletter to react as if confused during the spell?s duration. The victim gains three attacks, claws and fangs dealing 1d2 and 1d4+1 point of damage respectively at half the victim?s primary attack bonuses. This effect lasts for half as many rounds as the Bloodletter?s character level, although there is a 5% chance per class level of the Bloodletter that the change is permanent. dispel evil, or restoration cast within three days of the effect may cancel likeness of the beast.

10th Level: *Bloodletters may speak the curse of the Dark Lady (sp) 1/day. This dreadful act randomly assigns one of six curses unless to all foes within 10 feet of the Bloodletter succeed a Will DC=10+Bloodletter class level+Wisdom modifier. The effects are:
1. 2 random Abilities lose 4 points permanently.
2. Be reduced to 1d4 HP permanently.
3. Polymorphed into a Dire Rat.
4. Blind/deafened (50% either) and slow permanently.
5. Suffer 6 + the Bloodletter?s Charisma modifier in points of bleeding damage for 10 rounds for every Standard or Move Equivalent Action taken per round. This damage does stack.
6. Roll again. If the result is a 6 the second time, the victim immediately becomes a Chaotic evil werewolf under the Bloodletter?s permanent control.
With the exception of the werewolf transformation, these effects may restored with greater restoration, limited wish, wish or miracle within three days of the curse. Werewolves may be cured as normal.

(Edit: removed Chr requirement)
(Edit: added Advancement description)
(Edit: reduced Undead powers)
 
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In an article in Dragon mag they siad not to use ability scores (ie Charisma) as a reuirement for a prestige class. I'll have to look throuh the rest when I am not half asleep :)
 

Eternalknight said:
In an article in Dragon mag they siad not to use ability scores (ie Charisma) as a reuirement for a prestige class. I'll have to look throuh the rest when I am not half asleep :)

You know, someone else mentioned that as well. Guess I'll have to take it out. (Is there a reason as to why? Does it have to do with the availability of Skills?) Do you know which Dragon this was?

Thanks!
 

The Serge said:


You know, someone else mentioned that as well. Guess I'll have to take it out. (Is there a reason as to why? Does it have to do with the availability of Skills?) Do you know which Dragon this was?

Thanks!
I think it's so that anyone can aspire to a particular prestige class, even if they don't have buffed up stats. As long as a character plods his way through the classes needed to get the prerequisite skills, feats, and abilities, then he can be any prestige class his little heart desires.
 


The Serge said:
(Is there a reason as to why?

The requirements of PrC should always be something you cannot gain through magic, also the ability to use a feat gained from a magical item does not qualify for the PrCs prereq's.

This is because of the problem of what happens if you loose the item, you ability is damaged, etc.
 

A bunch of neat ideas but what is the drawback?

You get a ton of stuff at 1st level and then new abilities each additional level AND a +1 level in spellcasting?

All I saw as a drawback is that the PrC no longer advances its domain spells. AM I missing something?
 

trentonjoe said:
A bunch of neat ideas but what is the drawback?

You get a ton of stuff at 1st level and then new abilities each additional level AND a +1 level in spellcasting?

All I saw as a drawback is that the PrC no longer advances its domain spells. AM I missing something?

At last! Someone actually offering criticism!

I think the loss of Domain progression, the fact that the more potent Bloodletter abilities can only be cast once a week, are the balancing factor.... especially if you compare this PrC to those presented in Defenders of the Faith. You'll notice that the Hospitaler has BAB of a fighter, a number of pretty decent extras (like those feats), and continues to gain spells while retaining any Domain access it previously had.

However, I will probably take away the bonus to Turning attempts, while leaving the Extra Turning Feat. I will also probably reduce some of the abilities to strictly 1/week rather than 1/week per this or that level.
 

Serge I think the Criticism is at least in part due to my rant over in my PrC post about lurkers who lurk to much and let rot nice Ideas.

I am to tired tonight to work on my own PrC after Dagredel's good criticism of my piece, and alas I am not qualified to post my own criticism as of yet...

But I am happy that my ranting helped albeit for a little while.
 

I would just like to say I commented because I like the idea not for any other reason. PrC's are often very specific not all of them interest me. This one does.

BAck to balance. Defenders of the Faith DOES have some really strong PrCs. That is undeniable. However, I would not use them as the baseline for all PrCs.


Let's take this level by level:

First level:

1. Bloodletters automatically receive the Extra Turning Feat.
2. Bloodletters receive a +2 bonus to their Charisma modifier.
3. When assessing Rebuking Damage, Bloodletters add 2 to their die rolls to all Undead within 30 feet.
4. Duration of Rebuking is doubled.
5. Bloodletters may attempt to Turn neutral or good Lycanthropes, or Rebuke/Control evil Lycanthropes as if they had the powers of the Moon Domain as a Priest of half their total levels. If the Bloodletter already has access to the Moon Domain, they receive a +1 to their attempts.
6. Bloodletters receive Darkvision up to 60 feet. If the character had Darkvision before becoming a Bloodletter, this effect is doubled.
7. *Bloodletters may cast darkness (sp) 1/day per their prestige class level.
8. Bloodletters may animate dead (sp) 1/day. This special version functions only at night and limits the Bloodletter to six Skeletons or four Zombies who serve the Bloodletter for two rounds per caster level.


(8 is to much. Maybe you could spread them out over 10 levels? None of these are very powerful but they do add up.)

Second level:

1)Bloodletters may enact dark leech (sp) 1/ day per every six character levels. A ranged touch attack up to 60 feet, this spell causes blood to drain from the victim?s nose and ears and magically leap to the Bloodletter?s mouth, weakening the victim and invigorating the Bloodletter for half as many rounds as the Bloodletter?s character level. Victims suffer 1d4 temporary point reductions in Strength or Dexterity (50% of either) while the caster gains as much in bonuses. The victim regains the lost points immediately after the duration. The increased Bloodletter?s abilities never raise more than 4 points.
2)Bloodletters may cause fear (sp) to all within 10 feet 1/day.

( THe leech spell is very appropriate for a 2nd level ability. I would consider making this a spell <maybe Cleric 2, Blackguard 2, Blood Domain 2>. I would change the duration to 3 rounds + 1/3 caster level though.)

(The fear ability is to good. This should be a 5+ level power.)

Third level:

3rd Level:

1)Bloodletters may become filled with bloodlust (su) 1/week every three levels beyond 6th. As a standard action, the Bloodletter enters a rage in which he receives a +4 bonus on all attacks against a specific foe. The Bloodletter is then committed to this foe until either the foe or the Bloodletter die or until the duration (two rounds per the Bloodletter?s total levels) expires. The elected victim takes an additional 4 points of bleeding damage after the first successful attack for 2 rounds per the Bloodletter?s class level. A Heal attempt against a DC = Bloodletter?s character level + 5 will stop the Bleeding. Later attacks do not stack additional bleeding damage. If the Bloodletter does not succeed in killing and drinking the blood of their foe before Bloodlust expires, the Priest will suffer 1 point of damage for every 3 points their victim suffered.

(Okay very complicated, pretty powerful. You basically get +4/+4 vs one creature right? I like this but I would include you can't just rage against anyone it has to be a known foe. I would try to avoid "I rage against the largets orc!" and aim for "Ah, that is General Aznertk. Twice his legions have defeated our armies in battle. I will engage him myself this time!)

Fourth Level:

4th Level: *Bloodletters may sow discord (su) 1/day. This supernatural ability is similar to the confusion spell except the Bloodletter has the option to force all victims to attack the person closest to them save the Priest herself.

( I would push this back a level or two. Confusion is an awfully powerful 5th level spell.)


Fifth level
5th Level: *A Bloodletter may become a creature of the night (su) 1/week at night only. The Bloodletter receives the ability take on a hybrid form similar to that of a Werewolf and receives the applicable bonuses for as many rounds as the caster?s level. The transformation into or out of the form is a full round action and grants the Bloodletter the following:
1. Str +2, Dex +4, Con +4
2. Blind-Fighting, Improved Initiative, Weapon Finesse (bite).
3. 2 Unarmed strikes and 1 Bite. The strike bonus is equal to Bloodletter?s first attack bonus while the Bite suffers a ?5. The damage is 1d4 subdual for the strikes, and 1d6+1 for the bites plus an additional 2 points of bleeding damage per round.
4. Improved Trip on a successful Bite attack.
Such a change grants the Bloodletter all of their lost Hit Points and allows the Bloodletter to continue casting spells, although he will not use weapons and always loses any armor AC bonuses (unless the Bloodletter is outfitted with special armor).

( This confuses me. By the time you could do this you wouldn't want to for combat. YOu would need to be a Cleric8/Prc5 If you are only doing 1-4/1-4/1-6 for combar at this point you won't last long! Maybe if you raged as well it would be effective. What I would do is droop this down to 8th level power or so and make it ALL night. There is a on of stuff you could do as a werewolf that isn't combat based.)



The rest of the abilities I would make spells. I would take the above abilities and spread them through 10 levels.

I do think this is an interesting idea with a ton of new and neat abilities but I just think there are to many of them. Maybe you could make 2 PrCs. One a warrior and one a cleric. That might let you use all your work and not make the PrC so powerful.


These are only opinions, take what you want and ignore the rest.




































Okay that is 8 special abilities. I would spread these out over 10 levels. These are all minor things but 8 at 1st level is to much.
 

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