PrCs: Favored and Undead Bane

Two of my players have proposed these custom prestige classes for their characters; I'd appreciate some independent opinions.

The Favored is essentially a cleric given the ability to manifest certain powers directly from his or her deity (for a cleric of a sun god).

The Undead Bane is an undead hunter who specializes in the whip (for a fighter/cleric specialized in the Whip).

Forgive the formatting; these were done by two different people (Favored needs a class skill list, likely the cleric's).


Favored

Description: This Prestige class is one of Honor for the Cleric, Paladin or Druid that it is bestowed upon. Unlike other PrCs, this one cannot be sought out or invited by others so Favored to become a member. Rather this status is a Gift of the Deity for exemplary duty and comes as a reward of successful completion of a Quest. Those so Favored carry about an obvious Mark of their Deity's appreciation and grace which shows those who recognize it that they are so Favored. It also means that enemies of that God will recognize the Favored and work against them directly.

Requirements: Cast Divine Spells of 2nd level, Spellcraft 10, KN (Religion) 10, Diplomacy 10, BAB +5, WIS 14+. Cannot have had to Atone at any time previously for a transgression against his/her Deity. Must complete a Divine Quest assigned by the deity.

Hit Die: d8
Skill points: 2 + Int Mod per level

BAB: As cleric
Saves: As cleric

Level Ability
1 Mark of Favor, Spiritual Fortitude
2 Bonus Feat, Quest
3 Domain Favor (+1), Additional Domain
4 Divine Manifestation 0
5 Domain Enhancement
6 Quest, Divine Favor (+2)
7 Divine Manifestation 1
8 Bonus Feat
9 Quest, Domain Favor (+3)
10 Divine Manifestation 2

Weapon and Armor Proficiency: The Favored gains no new proficiencies with weapons or armor.

Special Abilities:

Mark of Favor: This special ability is more of a warning and proclamation to those who would recognize such a thing. The Gods places a special is granted extra powers but also is often sent on (Un)Holy quests in their Gods name. Unfortunately this also has the effect of marking the Favored as a target to his Gods enemies.

Spiritual Fortitude: This granted power allows the Cleric or Paladin to gain bonus Hit Points for their WS Mod rather than their CN. This is an extraordinary ability and applies only to levels gained as a Favored.

Bonus Feat: This Bonus Feat can only be chosen from the list of metamagic or divine feats.

Quest: At these levels the Favored is sent on a Quest directed by their God. These missions can be anything along their God's alignment and Directive as long as it furthers the God's agenda or hinders his/her enemies. A new Quest level of Favored cannot be earned until the previous Quest is completed, regardless of the XP accumulated. Completion of a Quest marks the elevation to a new spiritual plateau for the character and earns him/her the right to progress to the next Quest level as a Favored.

Domain Favor: Each time the Favored gains the Domain Favor ability, the character may treat his or her spellcaster level as one level higher for the purposes of casting domain spells and using domain-based abilities.

Additional Domain: This granted ability allows a character with Domains to choose an additional Domain. This Domain may be a Prestige Domain if the God offers it and the GM allows it.

Divine Manifestation 0: Choose up to your Wis modifier in 0-level divine spells. The Favored may manifest each of these spells 1/day as a spell-like ability.

Divine Manifestation 1: As Divine Manifestation 0, but choose up to your Wis modifier in 1st-level divine spells.

Divine Manifestation 2: As Divine Manifestation 0, but choose up to your Wis modifier in 2d-level divine spells.

Domain Enhancement: When the Favored prepares a domain spell using a metamagic feat, the cost of the metamagic feat is two spell levels lower than it would be otherwise. Metamagic feats that cost two or fewer spell levels thus do not require higher level spell slots.



Undead Bane

The Undead Bane is a feared hunter of the unliving, who has learned to use an otherwise suboptimal weapon – the whip – in his pursuit of his undead foe.

Prerequisites:
BAB: +5
Skills: Knowledge (undead) 6 ranks, Knowledge (Religion) 4 ranks
Feats: Weapon Focus (Whip), Sworn Enemy (Undead) [or Favored Enemy (Undead) ability]
Spellcasting: Ability to cast the spell detect undead
Alignment: Any Non-evil
Special: Must slay an undead creature of at least 8 HD in single combat.

Hit Dice: d8
Skill Points/level: 2+Int Modifier

Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Knowledge (Undead) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Spellcraft (Int), Tumble (Dex)

Weapon and Armor Proficiency: The Undead Bane gains no new proficiencies in weapons or armor.

Base Attack Bonus: As Cleric
Base Saves: As Cleric

Level Class Feature
1… Thorn Whip, Detect Undead, Turn Undead
2… Bonus Feat, Smite Undead, +1 existing spellcasting level
3… Whip Mastery
4… Third Hand, +1 existing spellcasting level
5… Disrupt Undead
6… Bonus Feat, +1 existing spellcasting level
7… True Death
8…+1 existing spellcasting level
9… Circle of Death
10…Bonus Feat +1 existing spellcasting level

Class Features

Turn Undead: At 1st level, the Undead Bane gains the ability to turn or destroy undead as a cleric of 1st level. If the Undead Bane already has this ability, add his or her Undead Bane levels to any previous levels to determine effective level for turning.

Thorn Whip: At 1st level, the Undead Bane has such power over his whip, that it now deals regular damage instead of subdual damage.

Detect Undead: At 1st level, at will, the Undead Bane can detect undead as a spell-like ability. This ability duplicates the effects of the spell detect undead.

+1 existing Spellcasting level: At 2nd level and every other level thereafter, the Undead Bane gains additional spells and spells per day as if he or she had gained one level in a previous spellcasting class.

Bonus Feat: At 2nd level and every fourth level thereafter, the Undead Bane can select a bonus feat for which he qualifies from among the following list: Dodge, Mobility, Expertise, Combat Reflexes, Extra Turning, Alertness, Improved Initiative, Lightning Reflexes, Iron Will, Power Attack, Cleave, Improved Trip, Improved Disarm, Improved Critical, Spring Attack, Toughness, Point Blank Shot, Rapid Shot, Precise Shot, Shot On The Run.

Smite Undead: At 2nd level, once per day, an Undead Bane may attempt to smite undead with one attack. He adds his Charisma modifier (if positive) to the Undead Bane's attack roll and deals 1 extra point of damage per level. If the Undead Bane accidentally smites a creature that is not undead, the smite has no effect but it is still used up for that day. The Undead Bane may add any paladin levels to his Undead levels when using the Smite Undead ability. Smite undead is a supernatural ability.

Whip Mastery: At 3rd level, the Undead Bane may use his whip without provoking an attack of opportunity.

Third Hand: At 4th level, the Undead Bane can act as if his whip was a hand. It can do any of the following if he makes an attack roll against the appropriate AC: AC 15 (Push a button, snuff out a candle, pick a coin off the ground as a move equivalent action); AC 20 (Retrieve an unattended object from 15 ft away and deposit into your off hand as a move equivalent action). If you fall, you may use your whip to snag a pillar or projection with an attack against AC 22.

Disrupt Undead: At 5th level, undead struck by the Undead Bane’s whip are affected as if struck by a disrupt undead spell.

True Death: At 7th level, any undead of under 15 HD slain by the Undead Bane are forever dead.

Circle of Death: At 9th level, the Undead Bane can use his whip to threaten the area around him to a distance of 15 feet.
 

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I'm just sort of confused.

Favored: It has no spellcasting progression whatsoever? Not that you can't make a good spell-less PrC, but that's a huge thing to give up. Even with the abilities you give here, you still come out way behind IMO. Making be a "+1 level" at every even level would be better, although you'd have to tone down a few abilities then.

Undead Bane: You're crossing a Hunter of the Dead with a Lasher. Half the abilities have nothing to do with undead, and the others have nothing to do with whips. Only the Disrupt Undead ability combines the two at all.
It just seems a nonsensical combination to me: using a Exotic weapon designed to do subdual damage against an enemy type immune to subdual damage.
If he wants these abilities, I'd tell the player to take those two splatbook PrCs instead.
 

I'm guessing that the Undead Bane is a ripoff of the Castlevania series. If that is the case, it might be better to use the Lasher as a starting point, then replace abilities and with things to mimic the Castlevania special weapons.

For instance:
Dagger/Axe: These weapons can be represented very well by giving the character an ability which grants the returning property to any weapon he throws. Rapid shot and/or quick draw could also be given as bonus feats.

Holy Water: The character's patron god gives him a way to make holy water, even if they have no cleric levels. At later levels, the character can make hallowed water, which is stronger.

Stopwatch: The character can make a device which casts halt undead once per day.

Laurel/Holy Book: The character can prepare a chemical substance that grants negative energy protection.

And yes, making the whip do regular damage will help a lot.
 


The favored looks fine to me, and is probably on the weak side (particularly given that it is a cleric PrC with no spellcasting progression). Domain favor, domain enhancement and the divine manifestations all seem like they'd be fairly powerful abilities, but they are more than balanced out by the lost oomph from having no further spell progression.

Without some more flavor/background info, I agree with Spatzimaus about the undead bane PrC: it seems somewhat muddled. From a balance standpoint, how powerful this PrC is will depend heavily on how often the party fights undead. Assuming that's taken into account, the undead bane looks to be on the weak side of average to me.
 

Yea I think that about says it. the Favored looks good..very flavourful...could probably use an every other level spell progression.
The other one is just odd. I'd try replacing some of those abilities with more that actualy combine the whip use and the undead hunting. Perhaps at 9th or 10th level the whip could become a disruption weapon. the 3rd hand seems particularly out of place.
 

Thanks for the feedback.

Undead Bane is a bit muddled because the player who suggested it is playing an undead hunter with specialization in the whip, wanted something to fit that, and will probably be Ftr4/Clr2 when taking this class (I know, I know ... but sometimes you have to let them hang themselves. I'm not familiar with Castlevania, so maybe it is a rip from that.) He's looking for some sort of cross between Lasher and Hunter of the Dead; hence this PrC. It's been through quite a few revisions since he first proposed it, toned down each time ... only the bonus feat/Circle of Death balance bothers me now -- but I don't think he'll have the patience to take the class for 9 levels.

For the Favored, I may add in a couple of +1 spellcasting levels. The player would like a way of allowing him to use some of his domain abilities more than once per day (character has Renewal and Sun right now) -- any suggestions for a mechanically sound way to do that?
 

Offhand, I'd say just work it into the level progression of the prestige class. Perhaps an extra use of a domain power at 1st level and every 3 or 4 thereafter?
 

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