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Thrantar
2011-04-04, 10:15 AM
Devotee of Leraje [Vestige Avatar] [PrC]

Although most binders use vestiges indescriminately, as best fits the situation, some find themselves favoring one over the others. Those of elven blood sometimes feel Leraje to call to them, beseeching them to hone their skill at archery, the better to serve as a conduit for her. Those who take up the call forsake their religion, giving their whole soul to her and recieving in exchange absolutely uncanny skill at archery.

d8 HD

Requirements
To qualify to become a Devotee of Leraje, you must fulfill all the following criteria.
Feats: Point Blank Shot, Rapid Shot
Skills: Spot 6 ranks, Hide 6 ranks, Knowledge (the planes) 6 ranks,
Special: Must be elvish
Special: Cannot worship Corellon Larethian
Special: Cannot have levels in any other [Vestige Avatar] class
Soul Binding: Must have made a bad pact with Leraje.

Skills
The Devotee of Leraje’s class skills are Concentration (Con), Craft (fletching) (Int), Hide (Dex), Listen (Wis), Knowledge (nature) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Spot (Wis), and Survival (Wis).

Skill Points per Level: 4 + Int modifier.
Devotee of Leraje
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+0|Perpetual Pact, Ricochet (precision), Arrows of Leraje (weather)

2nd|
+2|
+0|
+3|
+0|Soul Binding +1

3rd|
+3|
+1|
+3|
+1|Soul Binding +2

4th|
+4|
+1|
+4|
+1|Ricochet (full)

5th|
+5|
+1|
+4|
+1|Soul Binding +3, Arrows of Leraje (transdimensional)

6th|
+6|
+2|
+5|
+2|Soul Binding +4

7th|
+7|
+2|
+5|
+2|Ricochet (chain)

8th|
+8|
+2|
+6|
+2|Soul Binding +5

9th|
+9|
+3|
+6|
+3|Soul Binding +6, Arrows of Leraje (incorporeal)
10th|
+10|
+3|
+7|
+3|Ricochet (10')[/table]

Class Features
All the following are class features of the Devotee of Leraje prestige class.

Weapon and Armor Proficiency
You gain no additional weapon or armor proficiencies.

Soul Binding
At each level except 1st, 4th, 7th, and 10th, your soul binding ability improves as if you had gained a level of the Binder class. This increases your effective binder level, the bonus you receive on binding checks, and the level and number of vestiges you may bind. You do not, however, gain any other abilities or advantages a Binder would have gained.

Perpetual Pact (Su)
The soul of Devotee of Leraje is always entangled with the vestige of Leraje. As a result, Leraje is always a bound vestige for a Devotee and does not count against the number of vestiges a Devotee may bind. The Devotee is still entitled to a binding check each day to determine whether the pact is good or bad. Also as a consequence of this, you can never bind Amon.

Ricochet (Su)
As the Devotee's connection to Leraje deepens, so too does their skill at the ricocheting shot peculiar to Leraje.

At 1st level, when using ricochet, the attacks are no longer treated as a volley, enabling sneak attack and other forms of precision damage to apply to all targets hit, and not just the first one.

At 4th level, when making a full attack, a Devotee of Leraje may elect to have any and or all of the attacks in the full attack be ricochet shots.

At 7th level, all attacks made with ricochet don't stop at the second target, instead continuing to ricochet without retracing its steps until there are no legal targets for it to hit or it has traveled one range increment since first hitting. You cannot choose to stop the arrow early.

At 10th level, even empty space between your targets can't stop your arrows. When making ricochet attacks, creatures need not be adjacent to each other, but each new target must still be within 10' of the preceding one. The ricochet still cannot retrace its steps, but can travel any amount of total distance after first contact. Finally, you may choose to stop the ricochet before all legal targets have been exhausted.

Arrows of Leraje (Su)
Vestiges are not native to anywhere in the planes, instead hailing for the unknowable gaps between them. The arrows fired by a Devotee of Leraje feel a pull from between the planes, causing them to go slightly out of synch with the standard planes, and ignoring my obstacles that may lie in their path.

At 1st level, the slight asynchronicity of the arrows is apparent in the way they ignore all weather effects, both natural and magical.

By 5th level, the arrows are smeared across the coterminous planes, enabling them to hit targets on the ethereal and the material with equal ease. Incorporeal creatures, being midway between the ethereal and material themselves, lose the miss chance from incorporeality against attacks from these arrows.

When the Devotee reaches 9th level, the arrows almost cease to exist on the plane of origin, instead having translated almost entirely onto the ethereal and a bit beyond. Attacks with these arrows are resolved as touch attacks by an incorporeal being.




Knight of Andras [Vestige Avatar] [PrC]

d10 HD

Requirements
To qualify to become a Knight of Andras, you must fulfill all the following criteria.
Alignment: True Neutral
BAB: +6
Feats: Mounted Combat
Skills: Ride 10 ranks, Knowledge (the planes) 10 ranks
Special: Cannot have levels in any other [Vestige Avatar] class
Soul Binding: Must have made a bad pact with Andras.

Skills
The Knight of Andras’ class skills are Concentration (Con), Diplomancy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis).

Skill Points per Level: 4 + Int modifier.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Ethical Smite, Ghost Steed, Apathy

2nd|
+2|
+3|
+0|
+3|Soul Binding +1, Improved Smiting

3rd|
+3|
+3|
+1|
+3|Soul Binding +2, Bonus Feat

4th|
+4|
+4|
+1|
+4|Soul Binding +3, Improved Smiting

5th|
+5|
+4|
+1|
+4|Greater Ghost Steed, Greater Apathy[/table]

Class Features
All the following are class features of the Knight of Andras prestige class.

Weapon and Armor Proficiency
You gain proficiency with the greatsword, lance, longsword, and rapier.

Soul Binding

At each level except 1st and 5th, your soul binding ability improves as if you had gained a level of the Binder class. This increases your effective binder level, the bonus you receive on binding checks, and the level and number of vestiges you may bind. You do not, however, gain any other abilities or advantages a Binder would have gained.

Ghost Steed (Su)

Truly, vestiges are not of this world. From first level, whenever a Knight of Andras uses the mount ability of Andras, he may instead choose to summon a phantom steed as per the spell, except the time to use the ability is still a full-round action, with a caster level equal to his effective binder level. Additionally, regardless of the mount summoned, it remains endures until the mount is killed or the binder is no longer bound to Andras.

At 5th level, a Knight of Andras may instead to choose for his mount to be a phantom stag as per the spell of the same name. Additionally, as long as you are bound to Andras, if your steed acquired through the mount ability ceases to exist or is killed, you may use mount once at least 1d4 minutes have passed since its passing.

Ethical Smite (Su)

Through your experiences, you have shown the fragment of Andras indwelling in you that the excesses of law and chaos are just as wrong as those of good and evil. Instead of Smite Good and Evil, you may smite any creature that is lawful, chaotic, good, or evil.

Apathy (Su)

As Andras left the field of his last battle, so to did he leave behind the cares of the world. And, having, at the last, shunned the world's concerns as an elf, is it any wonder that as a vestige, the only interest he has in the world is thrust upon him from outside. A Knight of Andras inherits this colossal disdain for worldly affairs.

At 1st level, the influence of Andras starts pervading the actions of his knights. In addition to the standard influence of Andras, you are required to refrain from targeting an individual with an attack, ability, spell, or other effect, or catching said individual in the area thereof unless he or she has first targeted or affected you with an attack, ability, spell, or other effect, or was targeted or affected by an attack, ability, spell, or other effect originating from an ally of yours. Additionally, you are immune to all morale bonus or penalties that would affect you.

At 5th level, your apathy grows greater, rendering you immune to all mind-affecting effects, regardless of their source.

Improved Smiting (Su)

As Andras smote his foes, so shall you smite yours. Drawing upon the techniques practiced by your patron, you learn to smite your foes with increased effect. At 2nd level and again at 4th, a Knight of Andras learns one of the following techniques. Unless otherwise specified, each can only be taken once, and only one technique may be used on any given attack.

Keen Smite

A keen smite automatically threatens a critical hit.
Minimum Class Level: 2nd
Mighty Smite

A mighty smite deals additional damage equal to your character level
Minimum Class Level: 2nd
True Smite

A true smite ignores all miss chances.
Minimum Class Level: 2nd
Endless Smite

Your smite attempt is not expended on a hit. It is still lost if you miss or smite an invalid target
Minimum Class Level: 4th
Full Attack Smite

The bonus for smiting applies to all your attacks in a full attack action.
Minimum Class Level: 4th

Bonus Feat (Ex)
Still, while Knights draw heavily from the abilities and techniques granted to them by Andras, they tend to inject some amount of personalization into their combat style. Consequently, at 3rd level, a Knight of Andras gains a bonus feat, which must either require the ability to Smite, or have Mounted Combat as a prerequisite. For the purpose of qualifying for feats, you may count Smite Good, Evil, Law, and Chaos as any or all of Smite Good, Smite Evil, Smite Law, and Smite Chaos.

PLAYING A KNIGHT OF ANDRAS
Combat: As a Knight of Andras, your primary focus should be on leveraging your damage output in melee. A sturdy steed combined with spirited charge can really rack up the damage. While you can be the first one in, you probably want to follow your party in, so you don't accumulate penaties from disobeying Andras.
Advancement: Since Knights of Aandras focus on smiting and mounted combat, you should take feats that improve your skill in those areas. Additionally, general melee feats are always handy, since that's where you'll be most of the time. Finally, feats that improve your prowess as a binder can give you a greater array of options in combat.
Resources: Due to their famed apathy, Knights of Andras seldom have any resources to draw on beside themselves. If currently fighting extremists, they might be able to make an uneasy alliance of convenience, but given the propensity of Knights to just walk off, few are willing to rely on them.

KNIGHTS OF ANDRAS IN THE WORLD
“He came, he saw, he left. Where's the hero in that?”
-Zeft Ambose, survivor in zombie-infested countryside.

In general, due the the way Knights shun worldly affairs, few perceive their existence. Those who know of the find they make good neighbors, quietly minding their own business in all but the most severe or circumstances
Daily Life: Most Knights develop a mundane hobby, and devote most of their hours to it.
Notables: Lord Francis Bryte was youngest son of Teryathian Bryte, a famed druid who took a hard line approach to neutrality, enforcing the moral and ethical balances of the prime personally and with great prejudice. Francis took up the study of vestiges to acquire greater historical perspective on his father's quest, and in the process, came across the vestige Andras. Although Andras proved useful in aiding his father's quest, the paradoxy of Andras soon struck, as Francis left his father's service, and, after carving a small territory out of unsettled wilds, retreate there with a small band of retainers to live out his life hunting, fishing, and perfecting his whittling.


Vestige Scholar of Vecna [PrC]

d8 HD

Requirements
To qualify to become a Vestige Scholar of Vecna, you must fulfill all the following criteria.
Skills: Knowledge (religion) 8 ranks, Knowledge (the planes) 8 ranks
Special: Ability to bind 2nd level vestiges
Special: Must worship Vecna
Spellcasting: Ability to cast 2nd level divine spells.

Skills
The Vestige Scholar of Vecna's class skills are Concentration (Con), Craft (all) (Int), Diplomancy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).

Skill Points per Level: 4 + Int modifier.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

1st|
+0|
+0|
+0|
+2|Vestigial Boost|+1 level of existing divine spellcasting class

2nd|
+1|
+0|
+0|
+3|Soul Binding +1, Uncanny Knowledge, Divine Expulsion|-

3rd|
+1|
+1|
+1|
+3|Soul Binding +2|+1 level of existing divine spellcasting class

4th|
+2|
+1|
+1|
+4|Soul Binding +3|+1 level of existing divine spellcasting class

5th|
+2|
+1|
+1|
+4|Soul Binding +4, Uncanny Knowledge|+1 level of existing divine spellcasting class

6th|
+3|
+2|
+2|
+5|Soul Binding +5, Divine Binding|-

7th|
+3|
+2|
+2|
+5|Soul Binding +6|+1 level of existing divine spellcasting class

8th|
+4|
+2|
+2|
+6|Uncanny Knowledge, Vestigial Force|+1 level of existing divine spellcasting class

9th|
+4|
+3|
+3|
+6|Soul Binding +7|+1 level of existing divine spellcasting class

10th|
+5|
+3|
+3|
+7|Soul Binding +8, Divine Augmentation|-

11th|
+5|
+3|
+3|
+7|Soul Binding +9, Uncanny Knowledge|+1 level of existing divine spellcasting class

12th|
+6|
+4|
+4|
+8|Soul Binding +10|+1 level of existing divine spellcasting class

13th|
+6|
+4|
+4|
+8|Soul Binding +11|+1 level of existing divine spellcasting class

14th|
+7|
+4|
+4|
+9|Soul Binding +12, Uncanny Knowledge, Divine Refreshment|-

15th|
+7|
+5|
+5|
+9|Vestigial Potence|+1 level of existing divine spellcasting class[/table]

Class Features
All the following are class features of the Vestige Scholar of Vecna prestige class.

Weapon and Armor Proficiency
Vestige Scholars of Vecna gain no armor or weapon proficiencies.

Soul Binding
At each level except 1st, 8th and 15th, your soul binding ability improves as if you had gained a level of the Binder class. This increases your effective binder level, the bonus you receive on binding checks, and the level and number of vestiges you may bind. You do not, however, gain any other abilities or advantages a Binder would have gained.

Spells per Day
At each level except 2nd, 6th, 10th, and 14th, a Vestige Scholar of Vecna gains new spells per day as if he had also gained a level in whatever 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. This essentially means that he adds the appropriate number of levels of Vestige Scholar of Vecna to the level of whatever other divine spellcasting class 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 Vestige Scholar of Vecna, he must decide to which class he adds each level of Vestige Scholar of Vecna for the purpose of determining spells per day.

Uncanny Knowledge (Su)
Your long hours spent communing with eldritch spirits of unknowable knowledge and power has left you full of diverse, if eclectic, facts. At 2nd level, and again every 3 levels thereafter, pick a knowledge skill. You receive an untyped bonus equal to your Vestige Scholar of Vecna class level to that skill. Additionally, you may use a skill chosen in this fashion untrained.

Vestigial Boost (Su)
In addition to the conventional powers of your vestiges, you harness them to increase your prowess with your spells as well. For each vestige you have bound, your caster level increases by 1.

Divine Expulsion (Su)
You have learned how to use a burst of divine energy to scour out vestiges from within yourself. As a swift or move action, you may expend a turn undead attempt and an unused spell to either reduce the penalties from ignoring one vestige's influence by a number of points equal to the level of the spell you expended or to expel one vestige of the spell's level or less you currently have bound. Vestiges you expel in this fashion may be rebound later in the same day if you desire

Divine Binding (Su)
With a blast of divine energy, you gently nudge reality's fabric, enabling a vestige to slip through. As a swift or move action, you may expend a turn undead attempt and an uncast spell to attempt to bind a vestige. Make a binding check against the DC of the vestige you wish to bind, with a bonus on the check equal to the level of the spell you expended. If the spell level is greater than or equal to the level of the vestige you wish to bind, success indicates a good pact while failure indicates a bad pact. Otherwise, success indicates that you successfully bound the vestige, but it was a bad pact, while failure indicates that you were unable to even reach the vestige. You cannot use this ability to bind a vestige of a level higher than your normal maximum or your Cha mod, whichever is lower. Additionally, vestiges bound in this fashion are only bound for a number of rounds equal to 3+the level of the expended spell before the bond attenuates to the point that they return to the unknowable void from whence they came.

Vestigial Force (Su)
The energies you harness from bound vestiges also make your spells harder to avoid. You receive a bonus equal to the number of vestiges you have bound to the DCs of your spells, any attack rolls made with them, and caster level checks to beat spell resistance.

Divine Augmentation (Su)
As a free action as part of using a vestige ability that requires an attack roll or forces a save, you may expend a turn undead attempt and an uncast spell to increase the DC by a number of points equal to the level of the expended spell or to gain a bonus on the attack roll equal to twice the level of the expended spell.

Divine Refreshment (Su)
As a free action as part of using a vestige ability whose recharge time is expressed in rounds, you may expend a turn undead attempt and an uncast spell to reduce the recharge time of the ability by a number of rounds equal to the level of the expended spell. You cannot use both Divine Augmentation and Divine Refreshment on a single ability.

Vestigial Potence (Su)
Your intimate connection with the vestiges you have bound enables you to defy the normal limits of some spells. The caster level cap for spells you cast is increased by the number of vestiges you have bound.

Thrantar
2011-04-04, 06:07 PM
Any comments/questions/concerns?

Would you enjoy playing this class?

Would you let players in a game you ran play this class, provided binders were allowed in the first place?

Is this on roughly the same power level as Tier 3 archers? If not, how should it be changed?

Tacitus
2011-04-04, 07:20 PM
Hmm, so assuming a composite longbow with no feats or weapon properties, at 7th level you could hit up to 22 targets with a single arrow? Also assuming them being adjacent and no back-tracking, of course. Add on Distance, Far Shot, and Ranged Weapon Mastery to a greatbow, maybe throw on some Splitting, use the arrows with a longer range increment, and somehow ensure that an attack roll is a natural 20 and you just crit an army.

I can't speak for balance overly much, but I like it.

Thrantar
2011-04-05, 11:17 AM
Hmm, so assuming a composite longbow with no feats or weapon properties, at 7th level you could hit up to 22 targets with a single arrow? Also assuming them being adjacent and no back-tracking, of course. Add on Distance, Far Shot, and Ranged Weapon Mastery to a greatbow, maybe throw on some Splitting, use the arrows with a longer range increment, and somehow ensure that an attack roll is a natural 20 and you just crit an army.

I can't speak for balance overly much, but I like it.

Well, I'm glad you like it. While I agree that after your 7th class level, you can hit a truly impressive number of targets, I feel that an situation where you you can actually queue up the 22 adjacent targets you need for your base longbow, let alone the 50 or more you need if you've been putting effort into your range increment, the wizard should be able to fit at least as many into just his basic fireball. Basically, the class should ideally perform much of the same role as a dedicated AoE blaster, providing reliable, and starting at your 9th class level, hard to avoid damage across a wide swath of targets. Ideally, the Devotee of Leraje should lag behind a sniper or conventional volley type archer when it comes to damage to a single target. Also, I understand that you didn't know whether or not it was broken, but it helps my thought process to reply to someone in particular.

Also, put together a quick prestige class for Andras, the Grey Knight. I invite all of you to take a look and tell me what you think.

unosarta
2011-04-05, 03:59 PM
Really cool idea.

Nothing much to say, but the Knight of Andras can be entered without binder. The class features themselves do not reflect this. Was that intentional?

Benly
2011-04-05, 04:05 PM
Yeah, the Knight of Andras should presumably require the ability to bind Andras.

Thrantar
2011-04-05, 04:19 PM
Err... Yes, it was my intention that the Knight of Andras in fact requires the ability to bind Andras. Thanks. Corrected.

Thrantar
2011-04-05, 09:17 PM
Here, have another prestige class, the Vestige Scholar of Vecna, combining binding and divine magic. Does take a rather severe hit to cleric and binder levels, coming out, hopefully, behind a straight cleric but, perhaps, a bit ahead of straight binder.

Benly
2011-04-05, 10:10 PM
The essential thing to keep in mind with caster level increases, DC increases for vestiges, and so on on theurge/non-full-casting classes, is "does this do more than just catch me up with where I would've been?" Most of the abilities along those lines here don't, at a quick glance-over.