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Trying to Balance a Cleric PrC. Pls Help.
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<blockquote data-quote="Sparklegem" data-source="post: 5725991" data-attributes="member: 6685105"><p><span style="font-family: 'Verdana'">Hi all,</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">I am a first time poster here, so first off, I would like to say hello! </span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">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. </span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">Any and all suggestions/comments are appreciated. Thanks in advance. </span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><u>Sunvale Crusader</u> </span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>HD: 1d8</strong> </span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Requirements:</strong> </span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Alignment:</strong> </span><span style="font-family: 'Verdana'"> Neutral Good</span></p><p><span style="font-family: 'Verdana'"><strong>Skills:</strong> </span><span style="font-family: 'Verdana'"> Heal 8 ranks, Sense Motive 5 ranks</span></p><p><span style="font-family: 'Verdana'"><strong>Feats:</strong> </span><span style="font-family: 'Verdana'"> Endurance, Indomitable Soul (feat in PHB2), Iron Will</span></p><p><span style="font-family: 'Verdana'"><strong>Spells:</strong> </span><span style="font-family: 'Verdana'"> Able to cast 3rd-level divine spells and access to the good domain.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Skills:</strong> </span><span style="font-family: 'Verdana'"> Concentration, Diplomacy, Heal, Sense Motive.</span></p><p><span style="font-family: 'Verdana'"><strong>Skill Points at Each Level:</strong> </span><span style="font-family: 'Verdana'"> 2 + Int Modifier.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Special:</strong> </span><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">Sunvale Crusader advances divine spellcasting at every level. In addition:</span></p><p><span style="font-family: 'Verdana'">1st: Aura of Good, Smite Evil</span></p><p><span style="font-family: 'Verdana'">2nd: Divine Fortune</span></p><p><span style="font-family: 'Verdana'">3rd: Smite Evil 2/day, Magic Circle</span></p><p><span style="font-family: 'Verdana'">4th: Fiendslaying +1/+1d6</span></p><p><span style="font-family: 'Verdana'">5th: Smite Evil 3/day, Mettle</span></p><p><span style="font-family: 'Verdana'">6th: Fiendslaying +2/+2d6</span></p><p><span style="font-family: 'Verdana'">7th: Smite Evil 4/day, Rally</span></p><p><span style="font-family: 'Verdana'">8th: Sanctify Martial Strike</span></p><p><span style="font-family: 'Verdana'">9th: Smite Evil 5/day, Fiendslaying +3/+3d6</span></p><p><span style="font-family: 'Verdana'">10th:</span></p><p><span style="font-family: 'Verdana'">11th: Sunder Evil Item</span></p><p><span style="font-family: 'Verdana'">12th: Fiendslaying +4/+4d6</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Aura of Good</strong> </span><span style="font-family: 'Verdana'">: Class levels stack with cleric or paladin levels for purposes of Aura of Good.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Smite Evil:</strong> </span><span style="font-family: 'Verdana'"> As the paladin ability.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Divine Fortune:</strong> </span><span style="font-family: 'Verdana'">At 2nd level, a crusader gains the divine fortune (feat from the PHB2) feat as a bonus feat.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Magic Circle</strong><strong>:</strong></span><span style="font-family: 'Verdana'"> 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.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Fiendslaying (Ex):</strong> </span><span style="font-family: 'Verdana'"> 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.</span></p><p><span style="font-family: 'Verdana'"> 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.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Mettle (Ex):</strong> </span><span style="font-family: 'Verdana'"> 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.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Rally (Ex):</strong> </span><span style="font-family: 'Verdana'"> 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.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Sanctify Martial Strike:</strong> </span><span style="font-family: 'Verdana'"> At 8th level, a crusader gains the Sanctify Martial Strike (feat from the Book of Exalted Deeds) feat as a bonus feat.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Sunder Evil Item (Su):</strong> </span><span style="font-family: 'Verdana'"> At 11th-level, whenever a righteous crusader attacks an object that is evil (such as an <em>unholy sword</em> or a <em>darkskull</em>) or an evil construct (such as a retriever), she deals double damage. This does not stack with the benefits of the Great Sunder feat.</span></p></blockquote><p></p>
[QUOTE="Sparklegem, post: 5725991, member: 6685105"] [FONT=Verdana]Hi all, I am a first time poster here, so first off, I would like to say hello! [/FONT][FONT=Verdana] 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. [/FONT][FONT=Verdana] Any and all suggestions/comments are appreciated. Thanks in advance. [/FONT][FONT=Verdana] [U]Sunvale Crusader[/U] [/FONT][FONT=Verdana] [B]HD: 1d8[/B] [/FONT][FONT=Verdana] [B]Requirements:[/B] [/FONT][FONT=Verdana] [B]Alignment:[/B] [/FONT][FONT=Verdana] Neutral Good [B]Skills:[/B] [/FONT][FONT=Verdana] Heal 8 ranks, Sense Motive 5 ranks [B]Feats:[/B] [/FONT][FONT=Verdana] Endurance, Indomitable Soul (feat in PHB2), Iron Will [B]Spells:[/B] [/FONT][FONT=Verdana] Able to cast 3rd-level divine spells and access to the good domain. [B]Skills:[/B] [/FONT][FONT=Verdana] Concentration, Diplomacy, Heal, Sense Motive. [B]Skill Points at Each Level:[/B] [/FONT][FONT=Verdana] 2 + Int Modifier. [B]Special:[/B] [/FONT][FONT=Verdana] 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 [B]Aura of Good[/B] [/FONT][FONT=Verdana]: Class levels stack with cleric or paladin levels for purposes of Aura of Good. [B]Smite Evil:[/B] [/FONT][FONT=Verdana] As the paladin ability. [B]Divine Fortune:[/B] [/FONT][FONT=Verdana]At 2nd level, a crusader gains the divine fortune (feat from the PHB2) feat as a bonus feat. [B]Magic Circle[/B][B]:[/B][/FONT][FONT=Verdana] 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. [B]Fiendslaying (Ex):[/B] [/FONT][FONT=Verdana] 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. [B]Mettle (Ex):[/B] [/FONT][FONT=Verdana] 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. [B]Rally (Ex):[/B] [/FONT][FONT=Verdana] 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. [B]Sanctify Martial Strike:[/B] [/FONT][FONT=Verdana] At 8th level, a crusader gains the Sanctify Martial Strike (feat from the Book of Exalted Deeds) feat as a bonus feat. [B]Sunder Evil Item (Su):[/B] [/FONT][FONT=Verdana] At 11th-level, whenever a righteous crusader attacks an object that is evil (such as an [I]unholy sword[/I] or a [I]darkskull[/I]) or an evil construct (such as a retriever), she deals double damage. This does not stack with the benefits of the Great Sunder feat.[/FONT] [/QUOTE]
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