PrC Submitted for Comment/Idea

dvvega

Explorer
Okay so I'm working up some material for my campaign. Specifically I have two elvish orders working in certain regions of my world, one solely female, one solely male. One group was to patrol the upperlands (the trees etc), one to patrol the lowerlands (the ground).

The prestige class here is for the Female group. A lot of the naming is from collective nouns related to Ravens. It is mostly point form for now. It has been influenced by other Prestige Classes out there, however I'm hoping the flavour is unique enough.

The mention of pre-resurrection/post-resurrection are just time periods in my campaign world. During the time of resurrection, all of the communities of the order were destroyed. A few survived that were out on patrol. The order was saved by a human who had been trained in the order since the elves needed defences. After being saved, the group was reformed, but opened to many.

They rely on using natural venoms/poisons to disable foes and capture, or incapacitate as required. If they know a local patrol of their male counterparts is about they will go for capture.

Constable of the Raven
- requirements
* BAB +5
* Feats: Precise Shot, Far Shot, Weapon Focus (bow, not crossbow)
* Skills: Hide(6), Move Silently(6), Climb(4), Balance(4), Craft (poisonmaking)(4), Spot(6)
* Race: pre-resurrection: elves, post-resurrection: any
* Sex: Females only.
* Ritual: must be accepted into the order during which a tatoo is branded on their bow forearm. It is not dishonorable to hide the tatoo to cover the allegiance.

- bab/saves
* as per ranger

- hit points
* as per ranger

- specials
This is what I'm hoping for help on. The level pacing of these abilities and if they're not too overpowered.

Aerie of Ravens
* animal companion of a Raven. This should be a combination of a familiar and an animal companion. Not sure if other companions should be made to leave or not.
* what I would like in the long run is that it is an animal companion, however they have a telepathic link of communication. At higher levels, the Constable can see and hear through the Raven and somehow translate this into a line of sight to fire.

Unkindness of Ravens
* the Constable gains Safe Poison Use but limited to natural poisons (perhaps this limit is silly).

Conspiracy of Ravens
* an arrow fired from the bow of a Constable will be accompanied by a ghostly raven. This raven essentially adds damage to the shot (perhaps the same as iniital arrow or +1d6 as most of these things do). The damage is classifed as magical piercing.

Rant of Ravens
* two ravens accompany the arrow

Congress of Ravens
* three ravens accompany the arrow

Parliament of Ravens
* a flock of ravens issues from a fired arrow. The arrow is consumed in the process, however the target of the shot is affect by 6d6 damage. And must save vs Reflex (DC 10+Class Level+Dex Mod of Constable) or be Stunned for 1d4 rounds.

Tower of Ravens (Forest)
Tower of Ravens (Hills)
Tower of Ravens (Plains)
* as per terrain mastery from Horizon Walker in DMG

Any other ideas on this concept?
 

log in or register to remove this ad

dvvega said:
Constable of the Raven
- requirements
* BAB +5
* Feats: Precise Shot, Far Shot, Weapon Focus (bow, not crossbow)
* Skills: Hide(6), Move Silently(6), Climb(4), Balance(4), Craft (poisonmaking)(4), Spot(6)
* Race: pre-resurrection: elves, post-resurrection: any
* Sex: Females only.
* Ritual: must be accepted into the order during which a tatoo is branded on their bow forearm. It is not dishonorable to hide the tatoo to cover the allegiance.

Any other ideas on this concept?

My suggestions for the actual level based abilities ;)

- bab
* as cleric (3/4)
- saves
* as ranger (will/fort)
- hit points
* as per ranger (d8)

- specials

1: Aerie of Ravens
2: Unkidness of Ravens
3: Conspiracy of Ravens
4: Lands of Ravens
5: Rant of Ravens
6: Lands of Ravens
7: Congress of Ravens
8: Lands of Ravens
9: Parliament of Ravens
10: One as Raven




Aerie of Ravens
* Gain a Raven animal companion. If you already have a familiar or animal companion then it slowly turns into a raven. If you have both an animal companion and a familiar choose one of the two to become the raven.

* Each level in this class increases your ravens power as though it were both an animal companion and a familiar. The raven gains all bonuses thereof. If you gained your raven by a transformation of your previous animal companion or familiar then add levels of this class and the other class together to determine abilities.

Unkindness of Ravens
* the Constable gains Safe Poison Use but limited to natural poisons. Choose one natural poison each level, your raven becomes immune to this poison and may use it safely for its natural attacks.

Conspiracy of Ravens
* Everytime the constable fires an arrow from her bow she may take one point of damage and one point of subdual damage. If she does then that arrow is accompanied by a ghostly raven. This raven adds a special ability to the arrow from one of the following:
Keen, d4 damage from one element, d4 points of bludgeoning damage, d4 points of slashing damage, level 2 dispel magic (targeted only, on whatever it hits, if multiple ravens carry this then there is only one spell but the level stacks), carries one dose of poison that you have on your person and your raven pet is immune to (no need to prepoison arrows), carries one 10 word message that it will say once when the arrow strikes.

Rant of Ravens
* up to two ravens may accompany the arrow, special abilities may be chosen more than once. If the message is chosen more than once the ravens will repeat the message in the proper order, one at a time. Poison choices must all be the same poison, multiple doses of the same poison increase the dc of the poison by 2 only, not an extra save.

Congress of Ravens
* up to three ravens may accompany the arrow

Parliament of Ravens
* Up to six ravens may accompany the arrow. All six can be used to carry one special power. This power consumes the arrow utterly (no arrow damage) but the ravens cause 6d6 points of damage to the target (shooters choice of peircing, bludgeoning, or slashing) and the target must make a reflex save (DC 10 + class level + Wisdom modifier) or be stunned for d4 rounds.

Lands of Ravens
*Choose one of the following to gain as the horizon walker(each may be chosen only once):
Tower of Ravens (Forest)
Tower of Ravens (Hills)
Tower of Ravens (Plains)

One as Raven
* You and your raven may freely transfer hp to one another if you are within 30' of one another.
* 3/day you may change into an exact copy of your raven companion for up to 1 hour each time.
* You may shrink down to a size appropriate to ride your raven. This requires the ride skill to be used properly. This may only be done for up to 1 hour per day, and you may not make any attacks nor cast spells while in this form.
* If you are ever killed you may choose to be reincarnated one day later as a raven with the ability to change into your fomer self 3/day as above instead of the raven. You lose one level if you choose this option.
 
Last edited:

Wow!

I like some of your stuff there.

Was thinking to keep them strongly in the Ranger field so BAB would be Ranger, not Cleric. Was there a reason you made it like that?

With the animal companion, I like how you've worded it, giving them both Familiar and Companion abilities, however this is something that makes me baulk a little. Would it be more appropriate to add the telepathic link ability from the familiar, and the special Scry ability?

The Poison use I like, and the Raven Companion gaining immunity is nice too. I don't know if anyone will send that Raven in to attack but its a nice "backup" if required.

The way you've handled the increasing "ghost ravens" is nice. Given a selection of abilities that they could supply. The reduction in damage to 1d4 for the elemental types is a good idea. Since I was only ever thinking of pure damage, that is where the d6s came in, much like Sneak Attack Damage. I was unsure if I should limit that to 1 per round or a number per day. Your suggestion is interesting, I might have to make the cost higher (hit points) or limit it somehow, because I can see abuse creeping in, or maybe I am being over cautious.

I was leaning towards these ghostly ravens doing magical damage, to bypass DR, so your suggestions are good.

The Parliament - did you intend for them to get 6d4 elemental PLUS 6d6 damage? Or just 6d6 damage?

The one as Raven idea is pure cool. The transfer of HP is a bit "useless" at 10th level since a 6th level Ranger/10th level Constable would have a substantial amount of hit points and the raven wouldn't ... unless of course we go with the familiar ability of 1/2 master's hit points. Might need a bit of work but certainly a nice flavourful ability.
 

dvvega said:
Wow!

I like some of your stuff there.

thanks! ;)

dvvega said:
Was thinking to keep them strongly in the Ranger field so BAB would be Ranger, not Cleric. Was there a reason you made it like that?

Yes, a fairly strong reason actually. I figured you were trying to keep them more in the ranger line, but the class has to give up 'something' for its extra powers. I actually almost suggested changing their hd to d6 and giving them a good reflex save as well.

Giving up those 3 bab is a definate pain, but I think that the rest of the class abilities make up for it. Since they are useing archery they wont need quite as much bab most of the time anyway, especially if they really max out the dex as most do.

dvvega said:
With the animal companion, I like how you've worded it, giving them both Familiar and Companion abilities, however this is something that makes me baulk a little. Would it be more appropriate to add the telepathic link ability from the familiar, and the special Scry ability?

I mainly put it that way so that you could hit the class multiple different ways and still be effective. Lets check out the max ability with this gal (well, max level 10 for her)

16th level (more or less) 6 ranger, 10 constable
Level 10 familiar bonuses:
Natural armor +5, int 10
Alertness, improved evasion, share spells, empathic link, Deliver touch spells, Speak with master, Speak with animals of its kind

Level 16 companion bonuses:
+10 bonus hd (d8's in this case), Natural armor +10, str/dex +5, Link, share spells, Evasion, Devotion, Multiattack, Improved evasion

Base raven
RAVEN

Tiny Animal
Hit Dice: 1/4 d8 (1 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/–13
Attack: Claws +4 melee (1d2–5)
Full Attack: Claws +4 melee (1d2–5)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen +3, Spot +5

Maxed out raven (only changes listed)
HD: 1/4d8 + 10d8 (46)
Initiative: +5
Armor class: 32 (+2 size, +5 dex, +15 natural)
Base attack: +5? +7? I dont have the actual monstrous manual with me, dont know what the progression is for animals.
Attack: Claws +base+5
Saves: they change, dont know what the animal saves are either
Abilities: Str: 6, Dex: 20, Con 10, Int 10, Wis 14, Cha 6
Skills: lots of bonus points hopefully
Alertness, improved evasion, share spells, empathic link, Deliver touch spells, Speak with master, Speak with animals of its kind, Devotion, Multiattack, +3 to your appraise checks, speaks one language of your choice.

Also I think it would gain 3 feats and 2 stat adjustment points from hd.
So not a huge powerhouse at this level (not even close really) but definately interesting and useful. I put the two together for ease of use, and because both of the two have things it needs. Increased inteligence, enough natural armor to have a decent ac, and a few other perks that you were looking for. ;)

dvvega said:
or maybe I am being over cautious.

Overly cautious is ok, you can always power them up slightly later if you feel it is not powerful enough, but it is hard to take power away without seeming to be a jerk of some kind. Plus, if you make it cost my hp you could always have some special magical item quest pop up later to cut the hp cost in half.. or a special bow enchantment.

dvvega said:
The Parliament - did you intend for them to get 6d4 elemental PLUS 6d6 damage? Or just 6d6 damage?

6d6 plus chance of stun only. This with the above cost of 6 hp and 6 subdual makes it an incredibly strong ability already. Mainly from that chance of stun. but 6d6 from one arrow isnt anything to be sneezed at either..lol

dvvega said:
The one as Raven idea is pure cool. The transfer of HP is a bit "useless" at 10th level since a 6th level Ranger/10th level Constable would have a substantial amount of hit points and the raven wouldn't ... unless of course we go with the familiar ability of 1/2 master's hit points. Might need a bit of work but certainly a nice flavourful ability.

Thanks again! I thought it was cool too ;) not sure if it was in line with what you are going for though. But having little women ride around on ravens through the foret is just too good to pass up..lol

As I have shown above their hp are not negligable. If you are knocked down to -5 hp the raven wings down and drops you 20 hp, hopefully enough for you to get away. Possibly even sacrificing itself in order to let you get out alive. I didnt put any penalties for loseing the raven, you will have to come up with those on your own whatever you feel is appropirate. Though personally I hate the exp lose, waiting a year and a day with none of the class features seems appropriate as the peson attones. But that is not very useful for pc's generally.
 
Last edited:

Thanks for your feedback. I will try to put together a proper class description and repost. Just cruncy bits of course.
 

Dragon Magazine recently had a spell template (Elemalfic?), where little elementals keep attacking after your spell hits, doing another 1d4 each round. Perhaps the ravens could do that, with it doing another 1d4 each round, and the number of ravens is the number of rounds. Not quite as powerful (same damage, but spread out), but kind of cool, as ghostly ravens continue to peck on your targets.

Also, you might want to look at the number of times you can do this per round. 4 shots (rapid shot and +11 BAB) at 6d6 each is a lot of damage each round.

PS
 

Storminator said:
Dragon Magazine recently had a spell template (Elemalfic?), where little elementals keep attacking after your spell hits, doing another 1d4 each round. Perhaps the ravens could do that, with it doing another 1d4 each round, and the number of ravens is the number of rounds. Not quite as powerful (same damage, but spread out), but kind of cool, as ghostly ravens continue to peck on your targets.

Also, you might want to look at the number of times you can do this per round. 4 shots (rapid shot and +11 BAB) at 6d6 each is a lot of damage each round.

PS

Yes, currently my concern is munchkinism. Although the player for which this PrC is being developed is far from being a munchkin, the minute you give them something powerful they will go nuts with it..

The attacking ravens idea is cool. Similiar to a Melf's Acid Arrow concept. Perhaps a +1d4 damage initially plus 1 round per raven of 1d4.

Instead of giving them the different options of what damage the ravens did I was thinking of limiting it to just damage which is magic/aligned (alignment being that of the Constable). I think this would weaken the abilities just enough to allow the Ranger's BAB.

The other option would be to make these ghostly ravens actual ghostly ravens that can roll to attack and last 1 round per raven (like a summon nature's ally spell). They can attack as per normal ravens or even Dire Ravens.

The hit point sacrifice is a good way to limit its use. at 2 hit points (1 damage/1 subdual) per shot, a 3 round combat of full attacks with rapid shot will cost 72 hit points (36 damage/36 sudual). Pretty hefty. Even though this player has had sickening hit point rolls (all in front of me) and has 104 hit points (CON bonus +2) Ranger 11. And this is even after I made them roll with my d8s, someone elses d8s. Destiny intervened and said "thou shalt have almost maximum hit points".

The concern here is that they go "yeah sure hit points, pfft, cleric!!"

Perhaps the damage sustained must be healed naturally? Or by transferance to the raven?

That would really make it dangerous just to shoot off arrows.
 

Okay ... here goes version 1.00

It's taken a lot of your suggestions, and added my own things.

I wanted to keep the BAB of a ranger so I put a limit on the hit point expenditure from the special arrows being healed. This way, the constable isn't going to run around shooting off arrows when the party cleric cannot heal her. The raven I modified as a mix of familiar and animal companion. Although I liked the shapeshifting ability, it reminded my a little of the Swanmay of Greyhawk and I'm trying to keep a unique flavour to the setting.

I added a pretty powerful 10th level ability, however I don't think it's that good since by 16th level (the dead set minimum to gain all levels in the PrC) most creatures are strong enough to take the damage.

So comments are most welcome again.

CONSTABLE OF THE RAVEN
Hit Die: d8.
Requirements
To qualify to become a constable of the raven, a character must fulfill all the following criteria.
Race/Sex: pre-resurrection Elf/Female, post-ressurection Any/Female
Base Attack Bonus: +5
Skills: Balance 4 ranks, Climb 4 ranks, Craft (Poisonmaking) 4 ranks, Handle Animal 4 ranks,
Hide 4 ranks, Listen 4 ranks, Spot 4 ranks.
Feats: Far Shot, Point Blank Shot, Weapon Focus (any bow or crossbow).
Special: Must be initiated into the ranks of the Contables and receive the tatoo.

Class Skills
The constable’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str),
Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str),
Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex),
Profession (Wis), Search (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skill Points at Each Level: 6 + Int modifier.

Table: The Constable of the Raven
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Aerie of Ravens, Unkindness of Ravens
2nd +2 +3 +0 +0 Conspiracy of Ravens
3rd +3 +3 +1 +1 Tower of Ravens (Forest)
4th +4 +4 +1 +1 Aerie of Ravens (Unkindness)
5th +5 +4 +1 +1 Rant of Ravens
6th +6 +5 +2 +2 Tower of Ravens (Plains)
7th +7 +5 +2 +2 Aerie of Ravens (Shared Sight)
8th +8 +6 +2 +2 Parliament of Ravens
9th +9 +6 +3 +3 Tower of Ravens (Hills)
10th +10 +7 +3 +3 Suicide of Ravens

Class Features
All of the following are features of the constable of the raven prestige class.

Weapon and Armor Proficiency: Constables gain no proficiency with any weapon or armor.

Aerie of Ravens:
The constable gains an animal companion, specifically a raven. This creature is treated similarly to animal companions of druids and familiars of wizards. Although similar to both animal companions and familiars, there are some differences. If the constable had an animal companion previously, that animal companion slowly becomes the raven, keeping any abilities it originally had (such as share spells), however the rest of its powers are derived solely from the constable's class level.

Class Bonus Nat. Str/Dex/ Bonus
Level HD Armor Int Adj Tricks Special
-------------------------------------------------------------------------------
1 +1 +1 +0 1 Alertness, empathic link, shared life (25%)
2 +2 +2 +0 2 Evasion
3 +3 +3 +1 3 Devotion, speak with Master
4-5 +4 +4 +1 4 Multi-attack, shared life (50%), unkindess
6-7 +5 +5 +2 5 Shared Sight
7-8 +6 +6 +2 6 Improved Evasion
9-10 +7 +7 +3 7 Shared sight (ranged attack), shared life (100%)


Speak Language: The Raven can naturally speak the elven language pre-resurrection and a language of choice post-resurrection. However, to honour the group, elven is normally chosen.
Hit Points: The Raven has 1/2 the constable's total hit points regardless of hit dice.
Alertness: The Raven grants the constable the Alertness feat as long as it remains within 1 mile of the constable.
Empathic Link: As per familiars
Speak with Master: As per familiars
Evasion: as per rogue ability.
Improved Evasion: as per rogue ability.
Devotion: as animal companion.
Multiattack: as animal companion.
Shared Sight: the constable's bond with her Raven is such that she may see/hear through the raven's senses as long as the raven is within 1 mile of the constable. Additionally the constable may use the raven's senses for her own. Thus if the raven has spotted a hidden target which can conceivably be hit by a constable's bowshot, the constable may make the shot via the raven's senses. At 9th level, this ability allows the constable to shoot a target up to 1 mile away once per day. The penalty on the attack roll for the shot is -30.
Shared Life: The raven and the constable are so inextricably linked that they share the same life-force. As a free action, either may transfer hit points to the other for whatever reason, but are not able to cause the other to exceed their normal maximum. The percentage is the maximum number of hit points allowed to be transfered in a day.
Unkindness: the raven gains the constable's ability to use poisons at no risk to itself.

Unkindness of Ravens:
The constable learns to use all types of natural poisons to such a degree that she no long runs the risk of poisoning herself accidentally when employing them.

Conspiracy of Ravens: Whenever the constable fires an arrow, a single ghostly raven will accompany the shot. The raven may supply any one of the following attributes to the arrow: +1 enhancement bonus, 25% increase in range, +1d6 additional damage, DR category (silver, adamantine, etc). This ability causes the constable of 1 hit point of damage and causes one hit point of subdual damage per raven. This damage cannot be healed by any means except rest, the constable herself or transference from the raven.

Rant of Ravens: Two ghostly ravens will accompany the shot. Each may be given a seperate attribute, or the same which will stack with itself.

Congress of Ravens: Three ghostly ravens will accompany the shot. Each may be given a seperate attribute, or the same which will stack with itself.

Parliament of Ravens: Four ghostly ravens will accompany the shot. Each may be given a seperate attribute, or the same which will stack with itself.

Suicide of Ravens: The ultimate ability and sacrifice of the constable is the suicide of ravens. Once per day, the constable can fire an arrow that bypasses all DR, has an additional 150% range increment, has a +5 enhancement bonus, and causes +10d6 damage. As it leaves the bow, the arrow becomes a flock of ghostly ravens. The cost of this mighty feat is that the constable takes 50% of maximum hit points in damage and an equivalent amount of subdual damage. Even if the constable does not fall unconscious from this, she is exhausted (as the condition), and will be fatigued for the next day.

Tower of Ravens: At the listed levels, the Constable adds a new terrain environment to their repertoire. Tower of Ravens gives a constable a bonus on checks involving a skill useful in that terrain or some other appropriate benefit. She knows how to fight dangerous creatures typically found in that terrain, gaining a +1 insight bonus on attack rolls and damage rolls against creatures with that terrain mentioned in the Environment entry of their descriptions. The constable only gains the bonus if the creature description specificially lists the terrain type. The constable takes this terrain mastery with them wherever they go. They retain their tower of ravens bonus on skill checks, attack rolls, and damage rolls whether they're actually in the relevant terrain or not.
Tower of Ravens Benefits
Forest: You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.
Plains: You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.
Hills: You gain a +4 competence bonus on Listen checks. You gain a +1 insight bonus on attack and damage rolls against hills creatures.
 

Pets & Sidekicks

Remove ads

Top