Zaydos
2010-01-08, 11:11 PM
Okay a couple of threads about warlocks got my mind on them. Helping optimize an eldritch theurge got my mind on warlock theurges. And a thread on making homebrew got me wanting to homebrew something.
So I sat down and made a prestige class. I will admit I based it on Eldritch Theurge and Arcane Hierophant (my favorite PrC :smallsmile:)
I haven't gotten the fluff, but I mostly see it as some type of warrior for the Unseelie Fey although do to overlapping alignment restrictions you'd have to be chaotic neutral or neutral evil (either can work with Unseelie Fey though). My last campaign did away with alignment restrictions (except paladins) as long as you role-played (kept alignments though) and the fey courts had occasional wars so maybe that's why I assume they'd be used by the unseelie court to kill seelie fey... Either way I'll get fluff later.
The Unseelie Chancellor:
Prerequisites:
Skills: Knowledge (Nature) 8 ranks, Knowledge (Arcana) 5 ranks, Bluff 5 ranks.
Spellcasting: Ability to cast 2nd level divine spells.
Special: 2d6 Eldritch Blast.
Special: Ability to use Least Invocations.
Language: Sylvan.
Purely fluff based: Must have had friendly contact with an Unseelie fey. May not be good or lawful aligned (for those that go in via Cleric/Warlock).
Unseelie Chancellor
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|DR 1/cold iron|+1 level of existing divine spellcasting class/+1 level of existing invocation using class
2nd|
+1|
+0|
+0|
+3|Animal Companion|+1 level of existing divine spellcasting class/+1 level of existing invocation using class
3rd|
+2|
+1|
+1|
+3|Wild Shape|+1 level of existing divine spellcasting class/+1 level of existing invocation using class
4th|
+3|
+1|
+1|
+4|DR 2/cold iron|+1 level of existing divine spellcasting class/+1 level of existing invocation using class
5th|
+3|
+1|
+1|
+4|Eldritch Summons|+1 level of existing divine spellcasting class/+1 level of existing invocation using class
6th|
+4|
+2|
+2|
+5|Feywrought Protection|+1 level of existing divine spellcasting class/+1 level of existing invocation using class
7th|
+5|
+2|
+2|
+5|DR 3/cold iron|+1 level of existing divine spellcasting class/+1 level of existing invocation using class
8th|
+6|
+2|
+2|
+6|Cold Iron Blast|+1 level of existing divine spellcasting class/+1 level of existing invocation using class
9th|
+6|
+3|
+3|
+6|Eldritch Claws|+1 level of existing divine spellcasting class/+1 level of existing invocation using class
10th|
+7|
+3|
+3|
+7|DR 4/cold iron, Step of the Fey Woods|+1 level of existing divine spellcasting class/+1 level of existing invocation using class[/table]
HD type: d6.
Skills per level: 4 + Int.
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).
Class Abilities:
DR: You gain the listed DR or your existing DR /cold iron improves by this much.
Animal Companion: Starting at 2nd level you gain an animal companion of as a druid 1 level lower than your Unseelie Chancellor levels. This animal companion has certain fey like qualities gaining an extra +2 on all saves versus enchantment effects. In addition you may apply any personal ranged invocation on it, but while it is active on the animal companion it cannot be active on yourself as well and using it on one of you immediately ends its effect on both. If you also have levels as a druid your Unseelie Chancellor levels (-1) stack with your druid levels to determine your animal companion's hit dice, abilities, etc.
Wild Shape: Starting at 3rd level you gain the ability to wild shape as a druid of 5th level or your Unseelie Chancellor + Druid (or Wild Shape Ranger) levels whichever is higher. Unless you have levels in Druid you never gain additional wild shape forms beyond small and large animals but you continue to gain maximum HD and uses per day.
Eldritch Summons (Su): Starting at 5th level whenever you summon one or more creatures with Summon Nature's Ally you may perform an eldritch summons. When you perform an eldritch summons all the creatures summoned gain DR 5/cold iron and when they are summoned they appear in a burst of eldritch energy. Any creature adjacent to an creature summoned in this way takes damage as if from your eldritch blast, with a Ref save (DC 10 + Your Charisma + Summon Nature's Ally spell level) for half. A creature adjacent to multiple summoned creatures only takes the normal damage from one eldritch blast and only has to make 1 saving throw.
Feywrought Protection (Ex): Starting at 6th level you gain a +4 on saves versus Enchantment effects. In addition if you fail a save versus an enchantment effect you get a second save 1 round later without this bonus.
Cold Iron Blast (Sp): At 8th level you gain a special eldritch essence Cold Iron Blast (Lv 6, Greater). Any creature with DR /cold iron hit by a blast modified with this ability takes +1d6 damage and has its DR reduced by 5. In addition it must make a Will save or be shaken for 1 round.
Eldritch Claws (Su): Starting at 9th level while wild shaped your first melee attack each round deals extra damage equal to one-half your eldritch blast damage. If your first attack misses you do not gain this extra damage.
Step of the Fey Woods (Sp): Starting at 10th level you may take a quick shortcut through the woods of the fey and move from one mortal forest to another in a matter of moments. While in forested terrain you may teleport (as spell) 1 + Charisma modifier times per day. When you do so you are healed a number of hp and ability damage as if you had one night's worth of natural healing or gain a +1 morale bonus to attack and +1/die morale bonus to damage with your Eldritch Blast for 1 minute.
So what do people think? Just felt their should be one.
So I sat down and made a prestige class. I will admit I based it on Eldritch Theurge and Arcane Hierophant (my favorite PrC :smallsmile:)
I haven't gotten the fluff, but I mostly see it as some type of warrior for the Unseelie Fey although do to overlapping alignment restrictions you'd have to be chaotic neutral or neutral evil (either can work with Unseelie Fey though). My last campaign did away with alignment restrictions (except paladins) as long as you role-played (kept alignments though) and the fey courts had occasional wars so maybe that's why I assume they'd be used by the unseelie court to kill seelie fey... Either way I'll get fluff later.
The Unseelie Chancellor:
Prerequisites:
Skills: Knowledge (Nature) 8 ranks, Knowledge (Arcana) 5 ranks, Bluff 5 ranks.
Spellcasting: Ability to cast 2nd level divine spells.
Special: 2d6 Eldritch Blast.
Special: Ability to use Least Invocations.
Language: Sylvan.
Purely fluff based: Must have had friendly contact with an Unseelie fey. May not be good or lawful aligned (for those that go in via Cleric/Warlock).
Unseelie Chancellor
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|DR 1/cold iron|+1 level of existing divine spellcasting class/+1 level of existing invocation using class
2nd|
+1|
+0|
+0|
+3|Animal Companion|+1 level of existing divine spellcasting class/+1 level of existing invocation using class
3rd|
+2|
+1|
+1|
+3|Wild Shape|+1 level of existing divine spellcasting class/+1 level of existing invocation using class
4th|
+3|
+1|
+1|
+4|DR 2/cold iron|+1 level of existing divine spellcasting class/+1 level of existing invocation using class
5th|
+3|
+1|
+1|
+4|Eldritch Summons|+1 level of existing divine spellcasting class/+1 level of existing invocation using class
6th|
+4|
+2|
+2|
+5|Feywrought Protection|+1 level of existing divine spellcasting class/+1 level of existing invocation using class
7th|
+5|
+2|
+2|
+5|DR 3/cold iron|+1 level of existing divine spellcasting class/+1 level of existing invocation using class
8th|
+6|
+2|
+2|
+6|Cold Iron Blast|+1 level of existing divine spellcasting class/+1 level of existing invocation using class
9th|
+6|
+3|
+3|
+6|Eldritch Claws|+1 level of existing divine spellcasting class/+1 level of existing invocation using class
10th|
+7|
+3|
+3|
+7|DR 4/cold iron, Step of the Fey Woods|+1 level of existing divine spellcasting class/+1 level of existing invocation using class[/table]
HD type: d6.
Skills per level: 4 + Int.
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).
Class Abilities:
DR: You gain the listed DR or your existing DR /cold iron improves by this much.
Animal Companion: Starting at 2nd level you gain an animal companion of as a druid 1 level lower than your Unseelie Chancellor levels. This animal companion has certain fey like qualities gaining an extra +2 on all saves versus enchantment effects. In addition you may apply any personal ranged invocation on it, but while it is active on the animal companion it cannot be active on yourself as well and using it on one of you immediately ends its effect on both. If you also have levels as a druid your Unseelie Chancellor levels (-1) stack with your druid levels to determine your animal companion's hit dice, abilities, etc.
Wild Shape: Starting at 3rd level you gain the ability to wild shape as a druid of 5th level or your Unseelie Chancellor + Druid (or Wild Shape Ranger) levels whichever is higher. Unless you have levels in Druid you never gain additional wild shape forms beyond small and large animals but you continue to gain maximum HD and uses per day.
Eldritch Summons (Su): Starting at 5th level whenever you summon one or more creatures with Summon Nature's Ally you may perform an eldritch summons. When you perform an eldritch summons all the creatures summoned gain DR 5/cold iron and when they are summoned they appear in a burst of eldritch energy. Any creature adjacent to an creature summoned in this way takes damage as if from your eldritch blast, with a Ref save (DC 10 + Your Charisma + Summon Nature's Ally spell level) for half. A creature adjacent to multiple summoned creatures only takes the normal damage from one eldritch blast and only has to make 1 saving throw.
Feywrought Protection (Ex): Starting at 6th level you gain a +4 on saves versus Enchantment effects. In addition if you fail a save versus an enchantment effect you get a second save 1 round later without this bonus.
Cold Iron Blast (Sp): At 8th level you gain a special eldritch essence Cold Iron Blast (Lv 6, Greater). Any creature with DR /cold iron hit by a blast modified with this ability takes +1d6 damage and has its DR reduced by 5. In addition it must make a Will save or be shaken for 1 round.
Eldritch Claws (Su): Starting at 9th level while wild shaped your first melee attack each round deals extra damage equal to one-half your eldritch blast damage. If your first attack misses you do not gain this extra damage.
Step of the Fey Woods (Sp): Starting at 10th level you may take a quick shortcut through the woods of the fey and move from one mortal forest to another in a matter of moments. While in forested terrain you may teleport (as spell) 1 + Charisma modifier times per day. When you do so you are healed a number of hp and ability damage as if you had one night's worth of natural healing or gain a +1 morale bonus to attack and +1/die morale bonus to damage with your Eldritch Blast for 1 minute.
So what do people think? Just felt their should be one.