I have tried to redesign some of the prestige classes from defenders of the faith that either I or my players found to be unbalanced. Brief writeups are given below. What do you think of them?
1: Consecrated Harrier
I felt that several of the abilities of this class, particularly "blessing of scripture" were too powerful. I have therefore toned down the class somewhat. I gave him favored enemy because I see this class as the "clerical equivalent" of the ranger class.
Requirements
Alignment: Any Lawful
BAB: +5
Skills: Disguise 5, Gather information 5
Feats: Track
Special: The candidate must accept an assignment from her church to locate and destroy some specific individual enemy of the church. A character who fails must wait for a year and a day before applying again.
Features
Hit Die: 1d10
BAB: Good
Fort save: Good
Ref save: Normal
Will save: Normal
Class Skills: concentration, diplomacy, disguise, gather information, intimidate, intuit direction, knowledge (religion), profession, search, spellcraft, wilderness lore.
Skill Points: 4+ int modifier.
Weapons & Armor: All simple and martial weapons, all armor, and shields.
Favored Enemy (ex): As the ranger ability. A character who is already a ranger adds his ranger levels and his consecrated harrier levels together to determine the strength of this ability. A consecrated harrier can choose an organization rather than a species as a favored enemy. A typical example would be the followers of a particular god.
Detect Chaos (sp): You may Detect Chaos, as the spell, at will.
Sanctified Sight (su): At 3rd level, you gain a +4 bonus to saving throws against illusions.
False Vision (su): At 6th level, you may hide yourself from scrying as with the spell False Vision cast as a wizard one level below your level. You may use this ability one time per day plus your wisdom bonus (if any).
Implacable Hunt (su): At 8th level, if you wound a creature that you have been assigned by your church to hunt and that creature escapes, you always know the direction and approximate distance to the creature. This ability only works if you and the creature are on the same plane of existence.
Faultless Hunt (su): At 10th level, if you have an Implacable Hunt on a creature, and the creature is on another plane, you now know which plane it is on.
Spells: Use the spell progression table for Holy Liberator. Use the spell list for consecrated harrier for spells of levels 1 to 4.
Multiclass note: A paladin who becomes a consecrated harrier may continue advancing as a paladin.
2: Holy Liberator
My players felt that immunity to an entire school of magic (enchantment) was too powerful. I have therefore toned down the holy liberator somewhat.
Requirements
Alignment: Chaotic Good
BAB: +5
Skills: Diplomacy 5 ranks
Feats: Iron Will
Features
Hit Die: 1d8
BAB: Good
Fort save: Good
Ref save: Normal
Will save: Good
Class Skills: Concentration (con), Craft (int), Diplomacy (cha), Handle Animal (cha), Heal (wis), intimidate (cha), knowledge (religion) (int), profession (wis), ride (dex), sense motive (wis).
Skill Points: 2+ int modifier.
Weapons & Armor: All simple and martial weapons, all armor, and shields
Detect Evil, Divine Grace, Smite Evil, Celestial Companion and Spell casting as given in defenders of the faith.
Resistant Mind: You get a +1 bonus as a morale bonus to saving throws against mind-affecting effects at 1st level. This bonus increases by +1 at 3rd, 5th, 7th and 9th level.
Subversion: At 10th level, as a full-round action, you can touch a target to attempt to free it from a mind-affecting effect. The target may make a new saving throw against the effect with a bonus equal to your charisma bonus
3: Hospitaler
The version of this class in Defenders of the Faith allows a cleric to get fighter BAB with no drawbacks. I felt this was too powerful and wanted to make a class for a warrior type rather than a cleric.
Requirements
Alignment: Lawful Good or Neutral Good
BAB: +4
Skills: Handle Animal 5 ranks, Ride 5 ranks
Feats: Mounted Combat, Ride-By Attack
Features
Hit Die: 1d10
BAB: Good
Fort save : Good
Ref save: Normal
Will save: Normal
Class Skills: Concentration (con), Craft (int), Diplomacy (cha), Handle Animal (cha), Heal (wis), knowledge (religion) (int), profession (wis), ride (dex).
Skill Points: 2+ int modifier.
Weapons & Armor: All simple and martial weapons, all armor, and shields.
Lay on Hands: As the paladin ability. Paladin levels and Hospitaler levels stack for the purpose of this ability.
Improved Lay on Hands: At 6th level, you can heal an additional number of hit points equal to your hospitaler levels times your wisdom bonus (minimum +1) with your lay on hands ability.
Spells: A hospitaler gains a small number of divine spells. To cast these spells you must have a wisdom score at least equal to the spell level of the spell. The save DC is 10 + spell level + wisdom bonus. Use the progression for the holy liberator. Use the spell list at the end of this post.
Remove Disease: You may use Remove Disease as if you were a paladin of a level equal to your hospitaler levels. If you have paladin levels, these levels and hospitaler levels stack.
Lesser Restoration: At 3rd level, you may use your Remove Disease ability to cast Lesser Restoration instead.
Remove Paralysis: At 5th level, you may use your Remove Disease ability to cast Remove Paralysis instead.
Remove Blindness/Deafness: At 7th level, you may use your Remove Disease ability to cast Remove Blindness/Deafness instead.
Remove Curse: At 9th level, you may use your Remove Disease ability to cast Remove Curse instead.
Neutralize Poison: At 10th level, you may use your Remove Disease ability to cast Neutralize Poison instead.
Multiclass Note: A paladin who becomes a hospitaler may continue advancing as a paladin.
Spell List:
1st: Cure Light Wounds, Endure Elements, Protection from Evil, Remove Fear, Resistance
2nd: Aid, Calm Emotions, Cure Moderate Wounds, Delay Poison, Lesser Restoration, Remove Paralysis, Resist Elements, Shield Other
3rd: Cure Serious Wounds, Magic Circle against Evil, Negative Energy Protection, Protection from Elements, Remove Blindness/Deafness, Remove Curse, Remove Disease
4th: Cure Critical Wounds, Death Ward, Healing Circle, Neutralize Poison, Restoration, Status
I apologize if this post is difficult to read due to poor formatting. I don't post much so I have little experience with the posting system.
By the way, is there any good way to create tables on this board?
-- Retan
1: Consecrated Harrier
I felt that several of the abilities of this class, particularly "blessing of scripture" were too powerful. I have therefore toned down the class somewhat. I gave him favored enemy because I see this class as the "clerical equivalent" of the ranger class.
Requirements
Alignment: Any Lawful
BAB: +5
Skills: Disguise 5, Gather information 5
Feats: Track
Special: The candidate must accept an assignment from her church to locate and destroy some specific individual enemy of the church. A character who fails must wait for a year and a day before applying again.
Features
Hit Die: 1d10
BAB: Good
Fort save: Good
Ref save: Normal
Will save: Normal
Class Skills: concentration, diplomacy, disguise, gather information, intimidate, intuit direction, knowledge (religion), profession, search, spellcraft, wilderness lore.
Skill Points: 4+ int modifier.
Weapons & Armor: All simple and martial weapons, all armor, and shields.
Favored Enemy (ex): As the ranger ability. A character who is already a ranger adds his ranger levels and his consecrated harrier levels together to determine the strength of this ability. A consecrated harrier can choose an organization rather than a species as a favored enemy. A typical example would be the followers of a particular god.
Detect Chaos (sp): You may Detect Chaos, as the spell, at will.
Sanctified Sight (su): At 3rd level, you gain a +4 bonus to saving throws against illusions.
False Vision (su): At 6th level, you may hide yourself from scrying as with the spell False Vision cast as a wizard one level below your level. You may use this ability one time per day plus your wisdom bonus (if any).
Implacable Hunt (su): At 8th level, if you wound a creature that you have been assigned by your church to hunt and that creature escapes, you always know the direction and approximate distance to the creature. This ability only works if you and the creature are on the same plane of existence.
Faultless Hunt (su): At 10th level, if you have an Implacable Hunt on a creature, and the creature is on another plane, you now know which plane it is on.
Spells: Use the spell progression table for Holy Liberator. Use the spell list for consecrated harrier for spells of levels 1 to 4.
Multiclass note: A paladin who becomes a consecrated harrier may continue advancing as a paladin.
2: Holy Liberator
My players felt that immunity to an entire school of magic (enchantment) was too powerful. I have therefore toned down the holy liberator somewhat.
Requirements
Alignment: Chaotic Good
BAB: +5
Skills: Diplomacy 5 ranks
Feats: Iron Will
Features
Hit Die: 1d8
BAB: Good
Fort save: Good
Ref save: Normal
Will save: Good
Class Skills: Concentration (con), Craft (int), Diplomacy (cha), Handle Animal (cha), Heal (wis), intimidate (cha), knowledge (religion) (int), profession (wis), ride (dex), sense motive (wis).
Skill Points: 2+ int modifier.
Weapons & Armor: All simple and martial weapons, all armor, and shields
Detect Evil, Divine Grace, Smite Evil, Celestial Companion and Spell casting as given in defenders of the faith.
Resistant Mind: You get a +1 bonus as a morale bonus to saving throws against mind-affecting effects at 1st level. This bonus increases by +1 at 3rd, 5th, 7th and 9th level.
Subversion: At 10th level, as a full-round action, you can touch a target to attempt to free it from a mind-affecting effect. The target may make a new saving throw against the effect with a bonus equal to your charisma bonus
3: Hospitaler
The version of this class in Defenders of the Faith allows a cleric to get fighter BAB with no drawbacks. I felt this was too powerful and wanted to make a class for a warrior type rather than a cleric.
Requirements
Alignment: Lawful Good or Neutral Good
BAB: +4
Skills: Handle Animal 5 ranks, Ride 5 ranks
Feats: Mounted Combat, Ride-By Attack
Features
Hit Die: 1d10
BAB: Good
Fort save : Good
Ref save: Normal
Will save: Normal
Class Skills: Concentration (con), Craft (int), Diplomacy (cha), Handle Animal (cha), Heal (wis), knowledge (religion) (int), profession (wis), ride (dex).
Skill Points: 2+ int modifier.
Weapons & Armor: All simple and martial weapons, all armor, and shields.
Lay on Hands: As the paladin ability. Paladin levels and Hospitaler levels stack for the purpose of this ability.
Improved Lay on Hands: At 6th level, you can heal an additional number of hit points equal to your hospitaler levels times your wisdom bonus (minimum +1) with your lay on hands ability.
Spells: A hospitaler gains a small number of divine spells. To cast these spells you must have a wisdom score at least equal to the spell level of the spell. The save DC is 10 + spell level + wisdom bonus. Use the progression for the holy liberator. Use the spell list at the end of this post.
Remove Disease: You may use Remove Disease as if you were a paladin of a level equal to your hospitaler levels. If you have paladin levels, these levels and hospitaler levels stack.
Lesser Restoration: At 3rd level, you may use your Remove Disease ability to cast Lesser Restoration instead.
Remove Paralysis: At 5th level, you may use your Remove Disease ability to cast Remove Paralysis instead.
Remove Blindness/Deafness: At 7th level, you may use your Remove Disease ability to cast Remove Blindness/Deafness instead.
Remove Curse: At 9th level, you may use your Remove Disease ability to cast Remove Curse instead.
Neutralize Poison: At 10th level, you may use your Remove Disease ability to cast Neutralize Poison instead.
Multiclass Note: A paladin who becomes a hospitaler may continue advancing as a paladin.
Spell List:
1st: Cure Light Wounds, Endure Elements, Protection from Evil, Remove Fear, Resistance
2nd: Aid, Calm Emotions, Cure Moderate Wounds, Delay Poison, Lesser Restoration, Remove Paralysis, Resist Elements, Shield Other
3rd: Cure Serious Wounds, Magic Circle against Evil, Negative Energy Protection, Protection from Elements, Remove Blindness/Deafness, Remove Curse, Remove Disease
4th: Cure Critical Wounds, Death Ward, Healing Circle, Neutralize Poison, Restoration, Status
I apologize if this post is difficult to read due to poor formatting. I don't post much so I have little experience with the posting system.
By the way, is there any good way to create tables on this board?
-- Retan