Erevar
2010-08-31, 01:41 PM
This prestige class is made in order to combine a barbarian with a divine casting class i am hoping to use this in a game that i am about to play and i need your help in order to make it more balanced or even more unique.
Spirit warrior
Spirit warrior usually appear when a great tribal warrior has a near death experience in which he sees a vision of his animal spirit which brings him back to the world of the living. After that brief encounter with death that person learns how to communicate with his spirit and how to utilize its strength into the battles he has to face. His close connection with his spirit eventually transforms him into a spirit and gives him great power over other spirits.
HD: d8
Requirements
BAB: +4
Skills: Knowledge (nature) 8, Knowledge (the planes) 5
Spellcasting: Must be able to cast 2nd level divine spells
Feats: Spirit sense
Special: Must be able to rage,must have a spirit guide
Class Skills: Balance, Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Knowledge (the planes), Listen, Move Silently, Profession, Ride, Sense Motive, Spellcraft, Spot, Survival, Swim
Skills per level: 4+Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+2|
+0|
+2| Shaman's rage, Rage, Spirit Guide|-
2nd|
+1|
+3|
+0|
+3|Ghost warrior|+1 level of existing spellcasting class
3rd|
+2|
+3|
+1|
+3|Warriors guidance+1d6|+1 level of existing spellcasting class
4th|
+3|
+4|
+1|
+4|Spirit's rage|+1 level of existing spellcasting class
5th|
+3|
+4|
+1|
+4|Will of the guide|+1 level of existing spellcasting class
6th|
+4|
+5|
+2|
+5|Warriors Guidance +2d6|+1 level of existing spellcasting class
7th|
+5|
+5|
+2|
+5|Walk among the ancestors|+1 level of existing spellcasting
8th|
+6|
+6|
+2|
+6|Spirit's rage|+1 level of existing spellcasting class
9th|
+6|
+6|
+3|
+6|Warrior Guidance +3d6|+1 level of existing spellcasting class
10th|
+7|
+7|
+3|
+7|One with the ancestors, Spirit king|+1 level of existing spellcasting class [/table]
Rage: Your spirit warrior levels stack with your barbarian levels for determining the power of your rage, including increased bonuses the rage grants and whether or not the rage still tires you.
Spirit guide: Your spirit warrior levels stuck with your spirit shaman levels in order to determine the abilities you gain from your spirit guide.
Shaman's rage: When you enter a rage you are able to rely on your spirit guide to best utilize your magical abilities. While in a rage you are able to cast spells and use the concentrate skill in regards to your spell casting by allowing your spirit guide to temporally possess your body. This ability does not allow you to use anything else that you would otherwise be unable to use during a rage.
Ghost warrior: You gain access to the spirit shaman feature of the same name p.17 Complete divine.
Warriors Guidance: Your intimate connection with the spirit world allows you to tap into the knowledge of the greatest warrior spirit. By expending a spell slot as a swift action during a rage your attacks deal an additional 1d6 damage and you gain an additional attack at your highest attack modifier for a number of rounds equal to the level of the expended spell slot. However, this additional attack plus any other you perform using this ability suffer a -2 penalty. At the 6th level the additional damage you gain increases by 1d6 and again at the 9th level.
Spirit's rage: Whenever you cast a spell during a rage your spirit guide may lend you some of its strength. When you cast a spell during a rage your caster level increases by 1, in addition the spell is harder to resist adding +1 to the DC. At the 8th level while casting spells during a rage your caster level increases by 2 and the DC to resist the effects of your spell increases by +2. This caster level cannot increase your caster level beyond your total HD. However you lose access to the abilities granted by your spirit guide for a number of rounds equal to the level of the spell you just cast using this ability.
Will of the guide: When you enter a rage your close bond spirit guide is able to better protect your mind. Like the spirit shaman follow the guide ability, if you roll a will save against any mind effecting spell or effect and fail you may roll a second will save after one round.
Walk among the ancestors: Whenever you enter a rage you become part spirit your self as your connection with them becomes stronger during that time. When you are in a rage and are willingly moving you turn incorporeal, you can suppress or resume this ability as a move action.
One with the ancestors: Your connection with the spirit realms has reached such heights that you have now become a spirit like your ancestors. You gain the fey type and gain DR 10/cold iron.
Spirit King: By becoming a spirit you are able to command other spirits into doing your bidding. You are able to rebuke spirits as a cleric equal to your HD. As to what is a spirit please check page 17 of Complete Divine. This class feature does not allow you to take feats, which require turn or rebuke. You can however use items, which boost your rebuke check.
Critic away and thank you in advance for any comments.
Spirit warrior
Spirit warrior usually appear when a great tribal warrior has a near death experience in which he sees a vision of his animal spirit which brings him back to the world of the living. After that brief encounter with death that person learns how to communicate with his spirit and how to utilize its strength into the battles he has to face. His close connection with his spirit eventually transforms him into a spirit and gives him great power over other spirits.
HD: d8
Requirements
BAB: +4
Skills: Knowledge (nature) 8, Knowledge (the planes) 5
Spellcasting: Must be able to cast 2nd level divine spells
Feats: Spirit sense
Special: Must be able to rage,must have a spirit guide
Class Skills: Balance, Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Knowledge (the planes), Listen, Move Silently, Profession, Ride, Sense Motive, Spellcraft, Spot, Survival, Swim
Skills per level: 4+Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+2|
+0|
+2| Shaman's rage, Rage, Spirit Guide|-
2nd|
+1|
+3|
+0|
+3|Ghost warrior|+1 level of existing spellcasting class
3rd|
+2|
+3|
+1|
+3|Warriors guidance+1d6|+1 level of existing spellcasting class
4th|
+3|
+4|
+1|
+4|Spirit's rage|+1 level of existing spellcasting class
5th|
+3|
+4|
+1|
+4|Will of the guide|+1 level of existing spellcasting class
6th|
+4|
+5|
+2|
+5|Warriors Guidance +2d6|+1 level of existing spellcasting class
7th|
+5|
+5|
+2|
+5|Walk among the ancestors|+1 level of existing spellcasting
8th|
+6|
+6|
+2|
+6|Spirit's rage|+1 level of existing spellcasting class
9th|
+6|
+6|
+3|
+6|Warrior Guidance +3d6|+1 level of existing spellcasting class
10th|
+7|
+7|
+3|
+7|One with the ancestors, Spirit king|+1 level of existing spellcasting class [/table]
Rage: Your spirit warrior levels stack with your barbarian levels for determining the power of your rage, including increased bonuses the rage grants and whether or not the rage still tires you.
Spirit guide: Your spirit warrior levels stuck with your spirit shaman levels in order to determine the abilities you gain from your spirit guide.
Shaman's rage: When you enter a rage you are able to rely on your spirit guide to best utilize your magical abilities. While in a rage you are able to cast spells and use the concentrate skill in regards to your spell casting by allowing your spirit guide to temporally possess your body. This ability does not allow you to use anything else that you would otherwise be unable to use during a rage.
Ghost warrior: You gain access to the spirit shaman feature of the same name p.17 Complete divine.
Warriors Guidance: Your intimate connection with the spirit world allows you to tap into the knowledge of the greatest warrior spirit. By expending a spell slot as a swift action during a rage your attacks deal an additional 1d6 damage and you gain an additional attack at your highest attack modifier for a number of rounds equal to the level of the expended spell slot. However, this additional attack plus any other you perform using this ability suffer a -2 penalty. At the 6th level the additional damage you gain increases by 1d6 and again at the 9th level.
Spirit's rage: Whenever you cast a spell during a rage your spirit guide may lend you some of its strength. When you cast a spell during a rage your caster level increases by 1, in addition the spell is harder to resist adding +1 to the DC. At the 8th level while casting spells during a rage your caster level increases by 2 and the DC to resist the effects of your spell increases by +2. This caster level cannot increase your caster level beyond your total HD. However you lose access to the abilities granted by your spirit guide for a number of rounds equal to the level of the spell you just cast using this ability.
Will of the guide: When you enter a rage your close bond spirit guide is able to better protect your mind. Like the spirit shaman follow the guide ability, if you roll a will save against any mind effecting spell or effect and fail you may roll a second will save after one round.
Walk among the ancestors: Whenever you enter a rage you become part spirit your self as your connection with them becomes stronger during that time. When you are in a rage and are willingly moving you turn incorporeal, you can suppress or resume this ability as a move action.
One with the ancestors: Your connection with the spirit realms has reached such heights that you have now become a spirit like your ancestors. You gain the fey type and gain DR 10/cold iron.
Spirit King: By becoming a spirit you are able to command other spirits into doing your bidding. You are able to rebuke spirits as a cleric equal to your HD. As to what is a spirit please check page 17 of Complete Divine. This class feature does not allow you to take feats, which require turn or rebuke. You can however use items, which boost your rebuke check.
Critic away and thank you in advance for any comments.