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*Dungeons & Dragons
Prestige Class: Death's Gate of Raef
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<blockquote data-quote="Torx" data-source="post: 44065" data-attributes="member: 2730"><p>Looking for some feedback on 5 priestly prestige classes meant to bring back the feeling of 2nd edit. specialty priests. I know I've made them too powerful, particularly the entry requirements. The point is to focus them on being a cleric for minimum 3 levels before entering the new class (something I probably need to rethink). So some feedback would be appreciated. </p><p></p><p>Two last notes: All abilities are treated as spell-like abilities unless otherwise noted. Members of these prestige classes are forbidden from casting spells belonging to the banned domains.</p><p></p><p>Death's Gate of Raef</p><p></p><p>Requirements:</p><p>Race: Goblinoid, Human, Orcish</p><p>Alignment: Lawful Evil</p><p>Ability Score: Con 14, Int 12 </p><p>Base Attack Bonus: +4</p><p>Skills: Sense Motive 4</p><p>Feats: Great Fortitude, Toughness</p><p>Spellcasting: 4th level Divine</p><p></p><p>Domains: Death, Destruction, Evil</p><p>Banned Domains: Air, Animal, Chaos, Earth, Good, Healing, Knowledge, Luck, Plant, Sun, Travel, Trickery, Water</p><p></p><p>Lvl Att F R W Spells Special</p><p>1 -- 1 --1--0--0--+1divine Bonus <em>Death Knell</em>*</p><p>2 -- 2 --2--0--0--+1divine</p><p>3 -- 3 --3--1--1--+1divine Torture*</p><p>4 -- 4 --4--1--1--+1divine Ignore <em>Death Ward</em></p><p>5 -- 4 --5--1--1--+1divine </p><p>6 -- 5 --6--2--2--+1divine <em>Slay Living</em> Ray*</p><p>7 -- 6 --7--2--2--+1divine</p><p>8 -- 7 --8--2--2--+1divine Destructive Circle*</p><p>9 -- 8 --9--3--3--+1divine</p><p>10-- 8 -10--3--3--+1divine <em>Power Word, Kill</em> 1/3days</p><p></p><p>Class Features:</p><p>Hit Die: 1d6</p><p>Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Int), Move Silently (Dex), Ride (Dex), Scry (Int), Sense Motive (Wis) </p><p>Skill Points at each level: 2 + Int modifier</p><p></p><p>*Bonus <em>Death Knell</em>: May cast Death Knell as a partial action at any time the casting requirements are met.</p><p>*Torture: May attempt to torture for information or pleasure. The Death's Gate has the ability to keep a creature hovering around 1 hit point. At anytime a creature is rendered immobile, the Death's Gate may inflict torture, bringing the creature down to 1 hit point (as long as the Death's Gate has the ability to harm the creature normally). The Death's Gate can inflict pain upon the creature for as many hours as Death's Gate levels before the creature lapses to 0 hit points. Once the creature has lapses, it must remain unconscious for as many hours as it was tortured before it can be awakened, and the Death's Gate may not use the ability to keep a victim at 1 hit point until 24 hours have passed since she first began torture. In most cases, healing will need to be applied, as bleeding will begin to work normally. It is within the DM's discretion to determine if any information being withheld is granted due to torture.</p><p>*Slay Living Ray: As per the spell, <em>Slay Living</em>, but the Range has increased to Close (25 ft. + 5 ft./2 levels) and the target also receives a Reflex saving throw to avoid the Ray entirely. The targets Fortitude also applies if struck, as does damage if save is successful. This is cast as a partial action.</p><p>*Destructive Circle: As per the spell, <em>Destruction</em>, but it affects an Area of a circle with a 10 ft. radius. This is cast as a full action.</p></blockquote><p></p>
[QUOTE="Torx, post: 44065, member: 2730"] Looking for some feedback on 5 priestly prestige classes meant to bring back the feeling of 2nd edit. specialty priests. I know I've made them too powerful, particularly the entry requirements. The point is to focus them on being a cleric for minimum 3 levels before entering the new class (something I probably need to rethink). So some feedback would be appreciated. Two last notes: All abilities are treated as spell-like abilities unless otherwise noted. Members of these prestige classes are forbidden from casting spells belonging to the banned domains. Death's Gate of Raef Requirements: Race: Goblinoid, Human, Orcish Alignment: Lawful Evil Ability Score: Con 14, Int 12 Base Attack Bonus: +4 Skills: Sense Motive 4 Feats: Great Fortitude, Toughness Spellcasting: 4th level Divine Domains: Death, Destruction, Evil Banned Domains: Air, Animal, Chaos, Earth, Good, Healing, Knowledge, Luck, Plant, Sun, Travel, Trickery, Water Lvl Att F R W Spells Special 1 -- 1 --1--0--0--+1divine Bonus [i]Death Knell[/i]* 2 -- 2 --2--0--0--+1divine 3 -- 3 --3--1--1--+1divine Torture* 4 -- 4 --4--1--1--+1divine Ignore [i]Death Ward[/i] 5 -- 4 --5--1--1--+1divine 6 -- 5 --6--2--2--+1divine [i]Slay Living[/i] Ray* 7 -- 6 --7--2--2--+1divine 8 -- 7 --8--2--2--+1divine Destructive Circle* 9 -- 8 --9--3--3--+1divine 10-- 8 -10--3--3--+1divine [i]Power Word, Kill[/i] 1/3days Class Features: Hit Die: 1d6 Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Int), Move Silently (Dex), Ride (Dex), Scry (Int), Sense Motive (Wis) Skill Points at each level: 2 + Int modifier *Bonus [i]Death Knell[/i]: May cast Death Knell as a partial action at any time the casting requirements are met. *Torture: May attempt to torture for information or pleasure. The Death's Gate has the ability to keep a creature hovering around 1 hit point. At anytime a creature is rendered immobile, the Death's Gate may inflict torture, bringing the creature down to 1 hit point (as long as the Death's Gate has the ability to harm the creature normally). The Death's Gate can inflict pain upon the creature for as many hours as Death's Gate levels before the creature lapses to 0 hit points. Once the creature has lapses, it must remain unconscious for as many hours as it was tortured before it can be awakened, and the Death's Gate may not use the ability to keep a victim at 1 hit point until 24 hours have passed since she first began torture. In most cases, healing will need to be applied, as bleeding will begin to work normally. It is within the DM's discretion to determine if any information being withheld is granted due to torture. *Slay Living Ray: As per the spell, [i]Slay Living[/i], but the Range has increased to Close (25 ft. + 5 ft./2 levels) and the target also receives a Reflex saving throw to avoid the Ray entirely. The targets Fortitude also applies if struck, as does damage if save is successful. This is cast as a partial action. *Destructive Circle: As per the spell, [i]Destruction[/i], but it affects an Area of a circle with a 10 ft. radius. This is cast as a full action. [/QUOTE]
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