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PrC: Wearers of Black (My first, please tear it apart)
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<blockquote data-quote="Technik4" data-source="post: 633859" data-attributes="member: 7211"><p>I think most of it is good except Sin is the enemy. The bonuses are way too high and seem to apply to ... everyone PCs would fight? I dont know how many gods your homebrew has, but with the allusions to God and Satan, Im gonna assume 2. Therefore, you basically get your sin bonuses against anyone who is evil, which will be the majority of people you fight. Also, the ranger's favored enemy bonus applies only to damage rolls, not attack and damage rolls.</p><p></p><p>I would lump together an aspect of unremarkable investigator with sin is the enemy. Try a progression that ends up with a total of +4, which stacks with any ranger bonus (if you allow rangers to pick organizations as enemies). You could give a +1 at 1st, +2 at 3rd, +3 at 6th, and +4 at 9th. This bonus would apply to Bluff, Sense Motive, Listen, Spot and Disguise checks when dealing with servants of Sin. You could also let it apply to melee attack rolls OR melee damage rolls. </p><p></p><p>Sense Motive is opposed by bluff, so you could say that at 6th level the Wearer of Black has grown so used to the constant lies he must weave that he may take 10 on any bluff check to dissuade someone of thinking he is more than he seems (may NOT be used in combat).</p><p></p><p>I would tone down weapon and armors gained by taking this prc. Any existing weapons from previous classes should suffice.</p><p></p><p>Your skill list is wayyy too good, note the skill list I suggest at the end of this post.</p><p></p><p>I would raise the BAB prereq to +5 or +6.</p><p></p><p>Raise the intimidate rank prereq to at least 4, change the Gather Information prereq to Bluff and require 6 ranks.</p><p></p><p></p><p>My final take:</p><p></p><p>Prereqs: BAB +5, Track, Bluff 6+ ranks, Intimidate 4+ ranks, Knowledge (Religion) 4+ ranks, oath.</p><p>Alignment: Lawful Neutral</p><p></p><p>HD: d10</p><p>BAB: +1/level</p><p>Saves: Good Fort, Good Will, Bad Reflex</p><p>Skill List: Bluff, Diplomacy, Disguise, Forgery, Gather Information, Hide, Intimidate, Knowledge (Religion), Listen, Move Silently, Pick Pocket, Search, Sense Motive, Spot and Wilderness Lore.</p><p>Skills/lvl: 4+int</p><p>Weapon and Armor Prof: none gained, none restricted</p><p></p><p>Abilities:</p><p></p><p>1- Sin is the enemy +1, Urban Track</p><p>2- Resolute Aura</p><p>3- Sin is the enemy +2</p><p>4- Detect Evil</p><p>5- Indistinguishable Appearance</p><p>6- Sin is the enemy +3</p><p>7- Implacable Hunt</p><p>8- Discern Lies</p><p>9- Sin is the enemy +4</p><p>10- Learn the Truth</p><p></p><p>Sin is the enemy: This bonus applies to Bluff, Disguise, Listen, Search, Sense Motive, Spot and Wilderness Lore checks when dealing with servants of Sin. This bonus also applies to melee damage rolls and ranged damage rolls within 30 ft.</p><p></p><p>Urban Track: Using search instead of wilderness lore the Wearer of Black may track its quarry in an urban environment regardless of the DC. Tracking in this manner uses Search instead of Wilderness Lore, but is otherwise unchanged.</p><p></p><p>Resolute Aura: Wearers of Black may add their WoB level to their intimidate checks.</p><p></p><p>Indistinguishable Appearance: Wearers of Black may take 10 on Bluff or Disguise checks.</p><p></p><p>Implacable Hunt: As you wrote.</p><p></p><p>Discern Lies: As you wrote.</p><p></p><p>Know the Truth: As you wrote.</p><p></p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 633859, member: 7211"] I think most of it is good except Sin is the enemy. The bonuses are way too high and seem to apply to ... everyone PCs would fight? I dont know how many gods your homebrew has, but with the allusions to God and Satan, Im gonna assume 2. Therefore, you basically get your sin bonuses against anyone who is evil, which will be the majority of people you fight. Also, the ranger's favored enemy bonus applies only to damage rolls, not attack and damage rolls. I would lump together an aspect of unremarkable investigator with sin is the enemy. Try a progression that ends up with a total of +4, which stacks with any ranger bonus (if you allow rangers to pick organizations as enemies). You could give a +1 at 1st, +2 at 3rd, +3 at 6th, and +4 at 9th. This bonus would apply to Bluff, Sense Motive, Listen, Spot and Disguise checks when dealing with servants of Sin. You could also let it apply to melee attack rolls OR melee damage rolls. Sense Motive is opposed by bluff, so you could say that at 6th level the Wearer of Black has grown so used to the constant lies he must weave that he may take 10 on any bluff check to dissuade someone of thinking he is more than he seems (may NOT be used in combat). I would tone down weapon and armors gained by taking this prc. Any existing weapons from previous classes should suffice. Your skill list is wayyy too good, note the skill list I suggest at the end of this post. I would raise the BAB prereq to +5 or +6. Raise the intimidate rank prereq to at least 4, change the Gather Information prereq to Bluff and require 6 ranks. My final take: Prereqs: BAB +5, Track, Bluff 6+ ranks, Intimidate 4+ ranks, Knowledge (Religion) 4+ ranks, oath. Alignment: Lawful Neutral HD: d10 BAB: +1/level Saves: Good Fort, Good Will, Bad Reflex Skill List: Bluff, Diplomacy, Disguise, Forgery, Gather Information, Hide, Intimidate, Knowledge (Religion), Listen, Move Silently, Pick Pocket, Search, Sense Motive, Spot and Wilderness Lore. Skills/lvl: 4+int Weapon and Armor Prof: none gained, none restricted Abilities: 1- Sin is the enemy +1, Urban Track 2- Resolute Aura 3- Sin is the enemy +2 4- Detect Evil 5- Indistinguishable Appearance 6- Sin is the enemy +3 7- Implacable Hunt 8- Discern Lies 9- Sin is the enemy +4 10- Learn the Truth Sin is the enemy: This bonus applies to Bluff, Disguise, Listen, Search, Sense Motive, Spot and Wilderness Lore checks when dealing with servants of Sin. This bonus also applies to melee damage rolls and ranged damage rolls within 30 ft. Urban Track: Using search instead of wilderness lore the Wearer of Black may track its quarry in an urban environment regardless of the DC. Tracking in this manner uses Search instead of Wilderness Lore, but is otherwise unchanged. Resolute Aura: Wearers of Black may add their WoB level to their intimidate checks. Indistinguishable Appearance: Wearers of Black may take 10 on Bluff or Disguise checks. Implacable Hunt: As you wrote. Discern Lies: As you wrote. Know the Truth: As you wrote. Technik [/QUOTE]
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PrC: Wearers of Black (My first, please tear it apart)
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