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Aotrs Commander
2010-06-08, 11:36 AM
Having now got things more out of the way, I can move on to the next step of the AGMPBP, which is the actual meat of the project.

(A full explantion of what I'm attempting to accomplish can be found here (http://www.giantitp.com/forums/showthread.php?p=8472371); the short version is to make and/or update the base-class-hybridising Prestige Classes to cover all paradigms and make them not suck as much.)

Phase 1 was the broad establishment of the planned power-level from the project; the out-come of which this thread is using is that much-lower entry requirements and full casting (assuming you're already paying for lost caster levels by mutliclassing in the first place). The emphasis is on combining existing classes, rather than granting new abilities; they would perhaps better being calling Hybrid Classes, rather than Prestidge Classes, since they will be designed to work from much lower levels.

Phase 2 is the actual new or revised PrCs, to be dissected and improved.

I would like - as much as reasonably possible - to try and keep the discussion of Phase 1's basic assumptions of power level to that afore-linked thread and keep this one for just mechanically going over the PrCs at the metric of those assumptions.



First up, then, revision to Mystic Theurge

Mystic Theurge

Requirements: Ability to cast 1st level Arcane Spells and 1st level Divine spells

All else as regular Mystic Theurge.



Second up is the rogue/divine paradigm, which is sorely lacking at the moment.

Skulking Theurge

(Note henceforth, a class that grants trapfinding and Sneak Attack, Skirmish or Sudden Strike will be referred to as the "skirmishing class").

{table]Level | BAB |Fort Save |Ref Save | Will Save | Special
1st|+0|+0|+2|+2|Skulk Advancement, Sneak Attack +D6, +1 level of existing divine spellcasting class
2nd|+1|+0|+3|+3|+1 level of existing divine spellcasting class
3rd|+2|+1|+3|+3|Sneak Attack +2D6, +1 level of existing divine spellcasting class
4th|+3|+1|+4|+4|+1 level of existing divine spellcasting class
5th|+3|+1|+4|+4|Sneak Attack +3D6, +1 level of existing divine spellcasting class
6th|+4|+2|+5|+5|+1 level of existing divine spellcasting class
7th|+5|+2|+5|+5|Sneak Attack +4D6, +1 level of existing divine spellcasting class
8th|+6|+2|+6|+6|+1 level of existing divine spellcasting class
9th|+6|+3|+6|+6|Sneak Attack +5D6, +1 level of existing divine spellcasting class
10th|+7|+3|+7|+7|+1 level of existing divine spellcasting class
[/table]

Hit Die: D6.

Requirements
Spells: Able to cast 1st-level divine spells.
Special Abilities: Trapfinding, Sneak Attack, Skirmish or Sudden Strike +D6

Class Skills: The skulking theurge’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str) and Tumble (Dex)

In addition, the character may select two skills to add to his class skill list from one of his existing divine spellcasting classes, and two from one of his existing skirmishing classes.

Skill Points at Each Level: 6 + Int modifier.

Class Features
Weapon and Armor Proficiency: Skulking theurges gain no proficiency with any weapon or armor.

Skulk Advancement: When a a new skulking theurge level is attained, the character gains some class features as if he had also attained a level in any one skirmishing class he belonged to before he added the prestige class. If these abilities have a level-bade component (e.g. Uncanny Dodge) then the levels of skulking theurge stack with those of the skirmishing class.

E.g. a Rogue 1/Cleric 1/Skulking Theurge 5 has Evasion and Uncanny Dodge as a 6th level Rogue, and a Rogue 7/Cleric 3/ Skuling Theurge 10 has Evasion, Improved Uncanny Dodge (as a 17th level Rogue) and three special Rogue abilities.

Rogue: Evasion, Improved Uncanny Dodge, Rogue Special Abilities, Uncanny Dodge
Ninja: AC bonus, Evasion, Ghost Step, Ki Power, Ghost Strike, Ghost Step (ethereal), Ghost Mind, Ghost Sight
Scout: Battle Fortitude, Camoflage, Evasion, Fast Movement, Hide in Plain Sight, Uncanny Dodge

At the DM’s option class not listed here that advances these or similar abilities may be chosen.

Sneak Attack: Every odd level, the character’s Sneak Attack, Skirmish or Sudden Strike (as appropriate) increases by +D6. If the character has more than one of these abilities, they may choose which one to increase.

Spells: When a new skulking theurge level is attained, the character gains new spells per day as if he had also attained a level in any one divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic, special abilities, and so on). This essentially means that he adds the level of skulking theurge to the level of whatever other divine spellcasting the character has, then determines spells per day and caster level, accordingly.

If a character had more than one divine spellcasting class before he became a skulking theurge, he must decide to which class he adds each level of skulking theurge for purpose of determining spells per day and caster level.



Okay, in particular I'm looking for input on the skirmishing class abilities. Have I included about the right amount? Too many? Not enough? Any input would be welcomed.

Aotrs Commander
2010-06-25, 07:34 AM
Okay, not had a lot of time recently, so here's something to keep the project going for the moment...

Cerebremancer

Requirements: Ability to cast 1st level Arcane Spells and 1st level Powers

All else as regular Cerebremancer.

Wild Priest

A straight Druid/divine PrC (divine being Cleric or maybe Archivist). As this is progressing two of the strongest classes, I knocked the HD back to D6 and dropped the BAB to Poor.

It does get Wild Shape, but at character level 10 at the earliest. At best (Clr1/Drd 9, Wild Priest 10), it would give you Wild Shape as a Druid 14 (plus 11 level cleric spellcasting), which I don't think is unreasonable for a 20th level character.

Wild Empathy progression is more or less a give away (to be honest, I included it as a way to fix one of the classes druid! Rather than have a more open progression of just div/div casting classes.)

{table]Level | BAB |Fort Save |Ref Save | Will Save | Special
1st|+0|+2|+0|+2|+1 level each of two existing divine spellcasting classes, Wild Empathy
2nd|+1|+3|+0|+3|+1 level each of two existing divine spellcasting classes
3rd|+1|+3|+1|+3|+1 level each of two existing divine spellcasting classes
4th|+2|+4|+1|+4|+1 level each of two existing divine spellcasting classes
5th|+2|+4|+1|+4|+1 level each of two existing divine spellcasting classes
6th|+3|+5|+2|+5|+1 level each of two existing divine spellcasting classes
7th|+3|+5|+2|+5|+1 level each of two existing divine spellcasting classes
8th|+4|+6|+2|+6|+1 level each of two existing divine spellcasting classes, Wild Shape Progression
9th|+4|+6|+2|+6|+1 level each of two existing divine spellcasting classes
10th|+5|+7|+3|+7|+1 level each of two existing divine spellcasting classes
[/table]

Hit Die: D6.

Requirements
Spells: Able to cast 1st-level divine spells from two different classes.
Special Abilities: Wild Empathy

Class Skills: The Wild Priest’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int),Profession (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str)

Skill Points at Each Level: 4 + Int modifier.

Class Features
Weapon and Armor Proficiency: Wild Priests gain no proficiency with any weapon or armor.

Wild Empathy: Wild Priest level stacks with the levels the class that granted Wild Empathy.

Spells: When a new Wild Priest level is attained, the character gains new spells per day as if he had also attained one level in each of two divine spellcasting classes he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic, special abilities, and so on). This essentially means that he adds the level of Wild Priest to the level of whatever other divine spellcasting the character has, then determines spells per day and caster level, accordingly.

If a character had more than two divine spellcasting classes before he became a Wild Priest, he must decide to which classes he adds each level of Wild Priest for purpose of determining spells per day and caster level.

Wild Shape Progression: At 8th level, the Wild Priest gains Wild Shape (or any ACF that replace it) as the Druid class ability. The Wild Priest gains Wild Shape and it's attendant abilities as a druid is equal to to half (round down) of the Wild Priest's class level. The character's druid levels stack with this number. E.g. a Druid 1/Cleric 1/Wild Priest 8 gains Wild Shape as a level 5 druid. (Note that if the character does not have any druid levels, they will not gain access to this ability until 10th level.)



Thoughts?