nyjastul69
2012-03-15, 01:32 AM
I'm DMing a game in which one of the players, a Cleric of Hextor lvl 10, wants a PrC. He didn't find anything more attractive than the RSoP refluffed. We're calling it a Dark Servant of Hextor. It seems pretty easy to refluff. I'm not concerned with the requirements. As far as class features go...
Weapons and Armor remain the same.
Radiance: uses the darkness descriptor instead of the light descriptor.
Extra Greater Turning: applies to rebuking undead, not turning.
Spells per Day/Spells known: remains the same.
Turn Undead: applies to rebuke undead.
Divine Health: remains the same.
Empower Healing: applies to inflict spells.
Aura of Warding: ?
Bonus Domain: choose another one of Hextor's domains.
Maximize Healing: applies to inflict spells.
Positive Energy Burst: ?
Supreme Healing: applies to inflict spells.
So, in regards to Aura of Warding, I'm thinking that it could be all foes within 10' take a -2 penalty on Will saves. Or the range could be extended to 30' and allow a Will negates saving throw.
Positive Energy Burst is more problematic for me. Dealing 1d6/class level to all living creatures within 100' seems like too much. I see 2 ways of handling this. Decrease the range and increase the turning attempts used. I'm not sure how much of each though. Should it be 30', 50', 3 turn attempts or 4 turn attempts?
I can also see it being a buff for undead. All undead within 100' are 'cured' by some amount. 1d6/class level is too much. Should it be applied to only allied undead (weird) with a much shorter range (he's already animated a coupla creatures)? I think this option is more flavorful.
So, what did I miss? Too much? Too little?
Thanks in advance for any opinions provided.
Weapons and Armor remain the same.
Radiance: uses the darkness descriptor instead of the light descriptor.
Extra Greater Turning: applies to rebuking undead, not turning.
Spells per Day/Spells known: remains the same.
Turn Undead: applies to rebuke undead.
Divine Health: remains the same.
Empower Healing: applies to inflict spells.
Aura of Warding: ?
Bonus Domain: choose another one of Hextor's domains.
Maximize Healing: applies to inflict spells.
Positive Energy Burst: ?
Supreme Healing: applies to inflict spells.
So, in regards to Aura of Warding, I'm thinking that it could be all foes within 10' take a -2 penalty on Will saves. Or the range could be extended to 30' and allow a Will negates saving throw.
Positive Energy Burst is more problematic for me. Dealing 1d6/class level to all living creatures within 100' seems like too much. I see 2 ways of handling this. Decrease the range and increase the turning attempts used. I'm not sure how much of each though. Should it be 30', 50', 3 turn attempts or 4 turn attempts?
I can also see it being a buff for undead. All undead within 100' are 'cured' by some amount. 1d6/class level is too much. Should it be applied to only allied undead (weird) with a much shorter range (he's already animated a coupla creatures)? I think this option is more flavorful.
So, what did I miss? Too much? Too little?
Thanks in advance for any opinions provided.