Trying to Balance a Cleric PrC. Pls Help.

Sparklegem

First Post
Hi all,

I am a first time poster here, so first off, I would like to say hello!


Now, on to my question. I am running a relatively high-powered game and I have a player with a neutral good cleric who is looking for a prestige class. None of the published classes quite fit what he had in mind, so I wrote this class up for him. As I mentioned, this is a high-powered game where I regularly pit the PCs against challenges well above their level, so I don't mind it being a powerful class, but I wanted to make sure that it is at least roughly in line with published PrCs like the Dweomerkeeper or the Radiant Servant of Pelor. I have told the player that he has to commit to the class if he takes it, which means that I don't have to worry about dipping, and generally with this player I am not worried about him trying to pull any cheesy shenanigans anyways. Also, I already have all the fluff figured out: all I need is advice on how the mechanical abilities of the class stack up against other powerful cleric PrCs. Basically my thought was to require the player to take subpar skills, feats (denying him DMM or persist until high levels), and a domain in exchange for some good class features.


Any and all suggestions/comments are appreciated. Thanks in advance.


Sunvale Crusader

HD: 1d8


Requirements:

Alignment:
Neutral Good
Skills:
Heal 8 ranks, Sense Motive 5 ranks
Feats:
Endurance, Indomitable Soul (feat in PHB2), Iron Will
Spells:
Able to cast 3rd-level divine spells and access to the good domain.

Skills:
Concentration, Diplomacy, Heal, Sense Motive.
Skill Points at Each Level:
2 + Int Modifier.

Special:

Sunvale Crusader advances divine spellcasting at every level. In addition:
1st: Aura of Good, Smite Evil
2nd: Divine Fortune
3rd: Smite Evil 2/day, Magic Circle
4th: Fiendslaying +1/+1d6
5th: Smite Evil 3/day, Mettle
6th: Fiendslaying +2/+2d6
7th: Smite Evil 4/day, Rally
8th: Sanctify Martial Strike
9th: Smite Evil 5/day, Fiendslaying +3/+3d6
10th:
11th: Sunder Evil Item
12th: Fiendslaying +4/+4d6

Aura of Good
: Class levels stack with cleric or paladin levels for purposes of Aura of Good.

Smite Evil:
As the paladin ability.

Divine Fortune:
At 2nd level, a crusader gains the divine fortune (feat from the PHB2) feat as a bonus feat.

Magic Circle:
A 3rd-level crusader is constantly surrounded by a magic circle against evil effect, as the spell cast by a cleric of the crusader’s character level.

Fiendslaying (Ex):
Crusaders gain a number of special benefits in combat with evil outsiders. A 4th-level crusader gets a +1 competence bonus on attack rolls against evil outsiders. On a successful attack, she deals an extra 1d6 points of damage due to her expertise in combating these creatures. These bonuses increase as the righteous crusader advances in level, indicated.
A 4th-level crusader’s competence bonus also applies to Intimidate, Listen, Sense Motive, and Spot checks when she uses these skills against evil outsiders. She gets the same bonus on Will saving throws against attacks from evil outsiders, and on opposed ability checks she makes against evil outsiders.


Mettle (Ex):
A crusader can resist magical attacks with greater effectiveness than other warriors. By drawing on her boundless energy and dedication to her cause, a crusader can shrug off effects that would hinder even the toughest warrior. Beginning at 5th level, if a crusader succeeds on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), she instead negates the effect. The crusader does not gain the benefit of mettle when she is unconscious or sleeping.


Rally (Ex):
Beginning at 7th level, a crusader who currently is not suffering from a fear effect can use this ability as a standard action. Allies within 60 feet who are suffering from any fear effect and who can hear the crusader are allowed another saving throw against the fear effect, with a +1 morale bonus per crusader level.


Sanctify Martial Strike:
At 8th level, a crusader gains the Sanctify Martial Strike (feat from the Book of Exalted Deeds) feat as a bonus feat.


Sunder Evil Item (Su):
At 11th-level, whenever a righteous crusader attacks an object that is evil (such as an unholy sword or a darkskull) or an evil construct (such as a retriever), she deals double damage. This does not stack with the benefits of the Great Sunder feat.
 

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I'd say ditch levels 11 and 12, you need to indicate the bab, and saves, Consider having the class continue turn undead, and spell casting.
 

It looks to be combat oriented. Give it full BAB. Since you say this is a high power game, it wouldn't be stretching it to give it full casting too, since the entry feats kind of blow.
 

Ah yes, I was planning on giving the class full BAB, good Fort and Will saves, and poor reflex saves. Also, the class will definitely be providing full casting progression.

Rampant you think I should continue turn undead advancement, as well?
 
Last edited:

Ah yes, I was planning on giving the class full BAB, good Fort and Will saves, and poor reflex saves. Also, the class will definitely be providing full casting progression. Rampant you think I should continue turn undead advancement, as well?

Maybe. Keeping in mind that there are better things to do with Turn Undead than actually turning undead; Law Devotion spammage might be an example.
 

Maybe. Keeping in mind that there are better things to do with Turn Undead than actually turning undead; Law Devotion spammage might be an example.

I don't actually own Complete Champion, and a quick search online tells me that Law Devotion grants a 1/day ability to boost your attack rolls or AC. Could you explain to me how turn undead could be used to spam it?
 

I don't actually own Complete Champion, and a quick search online tells me that Law Devotion grants a 1/day ability to boost your attack rolls or AC. Could you explain to me how turn undead could be used to spam it?

Special: You can select this feat multiple times, gaining one additional daily use each time you take it.|||If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each three daily turn or rebuke uses you expend.
 

Special: You can select this feat multiple times, gaining one additional daily use each time you take it.|||If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each three daily turn or rebuke uses you expend.

I see now. Thanks for explaining that. It seems like whether or not the class advances turn undead progression is irrelevant to things like law devotion, then, since law devotion only makes use of attempts per day, rather than effective turning level. So do you suggest I have the class continue in its turn undead progression, or rather replace that ability with some other class feature?
 


Thoughts:
1. The BAB it gives is somewhat less relevant as all clerics run around with a Divine Power or two prepared.
2. Why is this prestige class 12 levels long?
3. No it isn't. (Directed at the poster above me.)
 

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