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[Trinis] Prestige Classes
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<blockquote data-quote="carpedavid" data-source="post: 653358" data-attributes="member: 6971"><p>Hello all,</p><p></p><p>My current story hour is set in my campaign world of Trinis, and I thought I'd share some of the custom prestiege classes that appear in the story. I'll update this thread as the new PrCs are encountered. Comments and criticism are especially welcome. I'd love to hear your suggestions and ideas on how to improve these PrCs.</p><p></p><p>The first custom PrC that appears is the <span style="color: green"><strong>Keeper of the Beasts</strong></span>:</p><p></p><p>The keeper of the beasts is a prestigious office within the church of Shara, the goddess of nature. They are the protectors of and advocates for groups of animals (both magical and mundane) in the various regions of Trinis. They develop a deep affinity with their particular animal, going far beyond that of even most druidic relationships, and even begin to take on the lifestyle and behavior patters of the animal.</p><p></p><p><strong>Hit Die:</strong> d8</p><p><strong>Requirements</strong></p><p>To become a Keeper of the Beasts, a character must fulfill all of the following criteria:</p><ul> <li data-xf-list-type="ul">Handle Animal: 6 ranks</li> <li data-xf-list-type="ul">Knowledge (Religion): 6 ranks</li> <li data-xf-list-type="ul">Wilderness Lore: 6 ranks</li> <li data-xf-list-type="ul">Special: The character must be a member in good standing of the Sharan church.</li> </ul><p><strong>Class Skills</strong></p><p>The Keeper of the Beasts' class skills (and the key ability for each skill) are: Animal Empathy (Cha), Climb (Str), Handle Animal (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (Religion) (Int), Knowledge (Nature) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Wilderness Lore (Wis)</p><p></p><p><strong>Skill Points at Each Level:</strong> 4 + Int Modifier</p><p><span style="font-family: 'courier new'"></span></p><p><span style="font-family: 'courier new'"><strong>Class</strong> <strong>BAB</strong> <strong>Fort</strong> <strong>Ref</strong> <strong>Will</strong> <strong>Special</strong></span></p><p><span style="font-family: 'courier new'"><strong>Level</strong> <strong>Save</strong> <strong>Save</strong> <strong>Save</strong></span></p><p><span style="font-family: 'courier new'">1st 0 +2 0 +2 Favored Creature, Wild shape</span></p><p><span style="font-family: 'courier new'">2nd +1 +3 0 +3 Animal companion</span></p><p><span style="font-family: 'courier new'">3rd +2 +3 +1 +3 Wild shape (large/tiny)</span></p><p><span style="font-family: 'courier new'">4th +3 +4 +1 +4 Speak with animals</span></p><p><span style="font-family: 'courier new'">5th +3 +4 +1 +4 Wild shape (huge/diminutive)</span></p><p><span style="font-family: 'courier new'">6th +4 +5 +2 +5 Detect animal, track</span></p><p><span style="font-family: 'courier new'">7th +5 +5 +2 +5 Wild shape (gargantuan/fine)</span></p><p><span style="font-family: 'courier new'">8th +6/+1 +6 +2 +6 Leadership</span></p><p><span style="font-family: 'courier new'">9th +6/+1 +6 +3 +6 Wild shape (colossal)</span></p><p><span style="font-family: 'courier new'">10th +7/+2 +7 +3 +7 Summon creature</span></p><p><span style="font-family: 'courier new'"></span></p><p><strong>Class Features</strong></p><ul> <li data-xf-list-type="ul"><strong>Weapon and Armor Proficiency:</strong> Keepers of the Beasts gain no proficiency in any weapon or armor.</li> <li data-xf-list-type="ul"><strong>Favored Creature:</strong> Upon taking the first level in this class, the Keeper must choose the animal that he is to become Keeper of. He may choose any animal, beast, or vermin that possesses a native intelligence of 2 or lower. The Keeper's powers stem from his intense affinity to this particular creature. If a Keeper ever intentionally harms his favored creature, he immediately loses all of his Keeper powers until he is able to atone for his misdeeds. See the spell atonement for more details.</li> <li data-xf-list-type="ul"><strong>Wild Shape (Sp):</strong> The Keeper gains the spell-like ability to polymorph self into a small or medium-sized version of his favored creature. As per the spell description, the Keeper regains hit points as if he had rested for a day. In addition, he does not risk being disoriented while in his wild shape. The keeper can use this power once per class level per day. At 3rd level, the Keeper can choose to assume the wild shape of a large or tiny version of his favored creature. At 5th level, he can assume a huge or diminutive version; at 7th, a gargantuan or fine version; and at 9th, a colossal version.</li> <li data-xf-list-type="ul"><strong>Animal Companion (Su):</strong> At 2nd level, the Keeper gains the ability to recruit companions when he encounters her favored creature. This ability functions much like the animal friendship spell, except that the Keeper may only use it on his favored creature. The Keeper can have companions whose Hit Dice total no more than twice his class level. He may dismiss animal friends at any time in order to befriend new ones.</li> <li data-xf-list-type="ul"><strong>Speak With Animals (Su):</strong> At 4th level, the Keeper may speak with his favored creature as if under the influence of a speak with animals spell. This power is continuously in effect, but only works when communicating with his favored creature.</li> <li data-xf-list-type="ul"><strong>Detect Animal (Sp):</strong> At 6th level, the Keeper can detect the presence of his favored creature within a 1 mile radius, as if having cast a detect animals or plants spell. The Keeper can use this power at will.</li> <li data-xf-list-type="ul"><strong>Track (Ex):</strong> Also at 6th level, the Keeper gains a +20 familiarity bonus when attempting to track his favored creature. If the Keeper does not possess the Tracking feat, he gains the benefit of the feat when attempting to follow the tracks of his favored creature.</li> <li data-xf-list-type="ul"><strong>Leadership (Ex):</strong> Because of his affinity to his favored creature, a Keeper begins to attract cohorts of his favored creature at 8th level. These cohorts are not magically attached to the Keeper; so do not count against the number of creatures that he may befriend using his Animal Companion ability. Creatures are considered 1st level at their base hit dice. Each additional hit die beyond the base number of hit dice for that creature is considered an additional level for purposes of determining the number of cohorts a Keeper may recruit. In all other respects, this power functions like the Leadership feat.</li> <li data-xf-list-type="ul"><strong>Summon Creature (Sp):</strong> At 10th level, a Keeper may magically summon his favored creature. He must take a full round action to concentrate, at the end of which the creature appears immediately. A Keeper may use this power as often as he wishes, but may only summon up to twice his level in hit dice of creatures per day.</li> </ul></blockquote><p></p>
[QUOTE="carpedavid, post: 653358, member: 6971"] Hello all, My current story hour is set in my campaign world of Trinis, and I thought I'd share some of the custom prestiege classes that appear in the story. I'll update this thread as the new PrCs are encountered. Comments and criticism are especially welcome. I'd love to hear your suggestions and ideas on how to improve these PrCs. The first custom PrC that appears is the [COLOR=green][b]Keeper of the Beasts[/b][/COLOR]: The keeper of the beasts is a prestigious office within the church of Shara, the goddess of nature. They are the protectors of and advocates for groups of animals (both magical and mundane) in the various regions of Trinis. They develop a deep affinity with their particular animal, going far beyond that of even most druidic relationships, and even begin to take on the lifestyle and behavior patters of the animal. [b]Hit Die:[/b] d8 [b]Requirements[/b] To become a Keeper of the Beasts, a character must fulfill all of the following criteria: [list][*]Handle Animal: 6 ranks [*]Knowledge (Religion): 6 ranks [*]Wilderness Lore: 6 ranks [*]Special: The character must be a member in good standing of the Sharan church.[/list] [b]Class Skills[/b] The Keeper of the Beasts' class skills (and the key ability for each skill) are: Animal Empathy (Cha), Climb (Str), Handle Animal (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (Religion) (Int), Knowledge (Nature) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Wilderness Lore (Wis) [b]Skill Points at Each Level:[/b] 4 + Int Modifier [FONT=courier new] [b]Class[/b] [b]BAB[/b] [b]Fort[/b] [b]Ref[/b] [b]Will[/b] [b]Special[/b] [b]Level[/b] [b]Save[/b] [b]Save[/b] [b]Save[/b] 1st 0 +2 0 +2 Favored Creature, Wild shape 2nd +1 +3 0 +3 Animal companion 3rd +2 +3 +1 +3 Wild shape (large/tiny) 4th +3 +4 +1 +4 Speak with animals 5th +3 +4 +1 +4 Wild shape (huge/diminutive) 6th +4 +5 +2 +5 Detect animal, track 7th +5 +5 +2 +5 Wild shape (gargantuan/fine) 8th +6/+1 +6 +2 +6 Leadership 9th +6/+1 +6 +3 +6 Wild shape (colossal) 10th +7/+2 +7 +3 +7 Summon creature [/font] [b]Class Features[/b] [list][*][b]Weapon and Armor Proficiency:[/b] Keepers of the Beasts gain no proficiency in any weapon or armor. [*][b]Favored Creature:[/b] Upon taking the first level in this class, the Keeper must choose the animal that he is to become Keeper of. He may choose any animal, beast, or vermin that possesses a native intelligence of 2 or lower. The Keeper's powers stem from his intense affinity to this particular creature. If a Keeper ever intentionally harms his favored creature, he immediately loses all of his Keeper powers until he is able to atone for his misdeeds. See the spell atonement for more details. [*][b]Wild Shape (Sp):[/b] The Keeper gains the spell-like ability to polymorph self into a small or medium-sized version of his favored creature. As per the spell description, the Keeper regains hit points as if he had rested for a day. In addition, he does not risk being disoriented while in his wild shape. The keeper can use this power once per class level per day. At 3rd level, the Keeper can choose to assume the wild shape of a large or tiny version of his favored creature. At 5th level, he can assume a huge or diminutive version; at 7th, a gargantuan or fine version; and at 9th, a colossal version. [*][b]Animal Companion (Su):[/b] At 2nd level, the Keeper gains the ability to recruit companions when he encounters her favored creature. This ability functions much like the animal friendship spell, except that the Keeper may only use it on his favored creature. The Keeper can have companions whose Hit Dice total no more than twice his class level. He may dismiss animal friends at any time in order to befriend new ones. [*][b]Speak With Animals (Su):[/b] At 4th level, the Keeper may speak with his favored creature as if under the influence of a speak with animals spell. This power is continuously in effect, but only works when communicating with his favored creature. [*][b]Detect Animal (Sp):[/b] At 6th level, the Keeper can detect the presence of his favored creature within a 1 mile radius, as if having cast a detect animals or plants spell. The Keeper can use this power at will. [*][b]Track (Ex):[/b] Also at 6th level, the Keeper gains a +20 familiarity bonus when attempting to track his favored creature. If the Keeper does not possess the Tracking feat, he gains the benefit of the feat when attempting to follow the tracks of his favored creature. [*][b]Leadership (Ex):[/b] Because of his affinity to his favored creature, a Keeper begins to attract cohorts of his favored creature at 8th level. These cohorts are not magically attached to the Keeper; so do not count against the number of creatures that he may befriend using his Animal Companion ability. Creatures are considered 1st level at their base hit dice. Each additional hit die beyond the base number of hit dice for that creature is considered an additional level for purposes of determining the number of cohorts a Keeper may recruit. In all other respects, this power functions like the Leadership feat. [*][b]Summon Creature (Sp):[/b] At 10th level, a Keeper may magically summon his favored creature. He must take a full round action to concentrate, at the end of which the creature appears immediately. A Keeper may use this power as often as he wishes, but may only summon up to twice his level in hit dice of creatures per day. [/list] [/QUOTE]
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