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PrC - Shadowed Avenger, opinions requested
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<blockquote data-quote="SteelDraco" data-source="post: 1759444" data-attributes="member: 359"><p>I'd like some opinions on this prestige class. My inspiration should be obvious - I'm going for a Batman-type thing here, with rogue/paladin or rogue/cleric as the primary people interested in the class. Let me know what you think, balance-wise.</p><p></p><p>Shadowed Avenger</p><p></p><p>Requirements:</p><p>Alignment: Any good</p><p>Skills: Hide 8 ranks, Move Silently 8 ranks, Sense Motive 8 ranks</p><p>Feats: Sacred Strike</p><p>BAB: +5</p><p>Special: Access to Detect Evil, either as a spell, spell-like ability, or a supernatural ability, Evasion as a class ability</p><p></p><p>(Earliest Entry: Rog3/Pal3)</p><p></p><p></p><p>Class Information:</p><p>BAB: Average (3/4 level)</p><p>Saves: Good Reflex, Will; Poor Fortitude</p><p>Skill Points: 4 + Int modifier</p><p>Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex).</p><p></p><p>1 Clarity of Purpose, Know the False Heart</p><p>2 Guardian of Innocence, +1d6 sneak attack</p><p>3 Darkness is my Ally, No Secrets Are Safe</p><p>4 Uncanny Dodge, +1d6 sneak attack</p><p>5 Hide in Plain Sight</p><p>6 Improved Guardian of Innoncence, +1d6 sneak attack</p><p>7 Rogue special ability</p><p>8 +1d6 sneak attack</p><p>9 Rogue special ability</p><p>10 Debilitating Strike, +1d6 sneak attack</p><p></p><p>Clarity of Purpose (Ex): Add your Charisma modifier to all initiative rolls.</p><p></p><p>Know the False Heart (Su): Through your divine sense of justice, you are able to see the truth when others might be fooled. Whenever a divination spell you cast is blocked or interfered with by outside magic that would prevent you from gaining the true results, the DM makes a secret Will save for you, with the DC set as normal by the interfering magic (10 + spell level + caster's ability modifier). A successful save penetrates the blocking magic, revealing both the true results of your divination and that magics were used in obscuring it. If the save fails, you are fooled, and learn only the results normally revealed by the blocked spell.</p><p></p><p>Guardian of Innocence (Ex): You are trained in defending others before yourself. You may use the Aid Another action to grant an adjacent ally a +4 bonus to AC, rather than the normal +2. In addition, you may use Combat Expertise on the behalf of an adjacent ally, suffering a penalty to your attacks to grant them an increased AC. Normal restrictions on the use of Combat Expertise still apply.</p><p></p><p>Darkness is my Ally (Su): You have honed your stealth skills sufficiently that you can move at your normal speed without penalty to Hide and Move Silently checks. If you attempt to run or charge, you suffer only a -10 penalty.</p><p></p><p>No Secrets Are Safe (Su): You gain a divine bonus to all Sense Motive and Intimidate rolls equal to your class level.</p><p></p><p>Improved Guardian of Innoncence (Ex): You sacrifice of yourself for the good of others, throwing yourself in the path of danger. You can switch positions with an adjacent ally who is being attacked, before the roll is made. If the ally is willing, you swap locations, and you become the new target of the attack. Moving in this fashion does not provoke attacks of opportunity. You cannot use this ability with an ally who is of a larger size category than you. This ability may be used once per round.</p><p></p><p>Debilitating Strike (Su): By infusing your strike with the power of good, you can stun an evil opponent. To do so, you must make a successful sneak attack. The dice total of the sneak attack dice is used to set the DC of a Fortitude save. If the save fails, the target is stunned for 1d4 rounds (until just before your action on the appropriate turn). If this ability is used, the sneak attack grants no bonus damage. If this ability is used on a non-evil target, it has no effect, and the sneak attack damage is still negated.</p></blockquote><p></p>
[QUOTE="SteelDraco, post: 1759444, member: 359"] I'd like some opinions on this prestige class. My inspiration should be obvious - I'm going for a Batman-type thing here, with rogue/paladin or rogue/cleric as the primary people interested in the class. Let me know what you think, balance-wise. Shadowed Avenger Requirements: Alignment: Any good Skills: Hide 8 ranks, Move Silently 8 ranks, Sense Motive 8 ranks Feats: Sacred Strike BAB: +5 Special: Access to Detect Evil, either as a spell, spell-like ability, or a supernatural ability, Evasion as a class ability (Earliest Entry: Rog3/Pal3) Class Information: BAB: Average (3/4 level) Saves: Good Reflex, Will; Poor Fortitude Skill Points: 4 + Int modifier Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex). 1 Clarity of Purpose, Know the False Heart 2 Guardian of Innocence, +1d6 sneak attack 3 Darkness is my Ally, No Secrets Are Safe 4 Uncanny Dodge, +1d6 sneak attack 5 Hide in Plain Sight 6 Improved Guardian of Innoncence, +1d6 sneak attack 7 Rogue special ability 8 +1d6 sneak attack 9 Rogue special ability 10 Debilitating Strike, +1d6 sneak attack Clarity of Purpose (Ex): Add your Charisma modifier to all initiative rolls. Know the False Heart (Su): Through your divine sense of justice, you are able to see the truth when others might be fooled. Whenever a divination spell you cast is blocked or interfered with by outside magic that would prevent you from gaining the true results, the DM makes a secret Will save for you, with the DC set as normal by the interfering magic (10 + spell level + caster's ability modifier). A successful save penetrates the blocking magic, revealing both the true results of your divination and that magics were used in obscuring it. If the save fails, you are fooled, and learn only the results normally revealed by the blocked spell. Guardian of Innocence (Ex): You are trained in defending others before yourself. You may use the Aid Another action to grant an adjacent ally a +4 bonus to AC, rather than the normal +2. In addition, you may use Combat Expertise on the behalf of an adjacent ally, suffering a penalty to your attacks to grant them an increased AC. Normal restrictions on the use of Combat Expertise still apply. Darkness is my Ally (Su): You have honed your stealth skills sufficiently that you can move at your normal speed without penalty to Hide and Move Silently checks. If you attempt to run or charge, you suffer only a -10 penalty. No Secrets Are Safe (Su): You gain a divine bonus to all Sense Motive and Intimidate rolls equal to your class level. Improved Guardian of Innoncence (Ex): You sacrifice of yourself for the good of others, throwing yourself in the path of danger. You can switch positions with an adjacent ally who is being attacked, before the roll is made. If the ally is willing, you swap locations, and you become the new target of the attack. Moving in this fashion does not provoke attacks of opportunity. You cannot use this ability with an ally who is of a larger size category than you. This ability may be used once per round. Debilitating Strike (Su): By infusing your strike with the power of good, you can stun an evil opponent. To do so, you must make a successful sneak attack. The dice total of the sneak attack dice is used to set the DC of a Fortitude save. If the save fails, the target is stunned for 1d4 rounds (until just before your action on the appropriate turn). If this ability is used, the sneak attack grants no bonus damage. If this ability is used on a non-evil target, it has no effect, and the sneak attack damage is still negated. [/QUOTE]
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