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Baron Corm
2006-11-14, 04:42 PM
Need some help with the names of the classes as well as some features... wasn't feeling too creative in that department. The flavor for the composer is that he builds and creates organic matter, while the destroyer dismantles and tears it down, kind of at a basic level. The composer is more caster oriented, the destroyer is more combat oriented, but both can do both. Before saying the classes are overpowered, note that the bonus feats cannot all be taken at the same time, you only get 4 of them. Tell me what you think.

A composer or destroyer immediately knows when the opposite class is within 1 mile of them, but not where. If he is within 20 ft and visible, the composer or destroyer can tell exactly where he is. The composer will immediately initiate battle with the destroyer (if he thinks he has a chance in hell), as each is the polar opposite of the other's core beliefs, similar to how a paladin would not think twice about smiting a blackguard. The destroyer would take special sadistic joy in smiting a composer, but doesn't necessarily feel the importance as strongly.

While the composer was compared to a paladin, his moral code is not as strict. He sometimes uses his abilities of creation to "overload" an enemy with life energy, giving his enemy a beneficial effect but also dealing CON damage. A paladin probably would not do this as it is very painful. This is his offensive ability, compared to the destroyer who likes to directly channel his distructive energy through physical weapons.


Composer

Table:

Level 1: Detect Destroyer, Cultivate, Bonus Feat
Level 2: Fast Healing +1, Build Self
Level 4: Fast Healing +2, Bonus Feat
Level 6: Fast Healing +3, Improved Build Self
Level 8: Fast Healing +4, Bonus Feat
Level 10: Fast Healing +5, Bonus Feat

Hit Die: d8
Skill Points at Each Level: 2 + Int modifier.
Base Attack Bonus: As druid.
Base Saves: High Fort, High Will, Low Reflex
Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge, Profession, Use Magic Device

Requirements

To qualify to become a composer, a character must fulfill all the following criteria:

Alignment: Any non-evil. A composer who becomes evil cannot gain new levels as a composer but retains all composer abilities.
Skills: Knowledge (nature) 10 ranks or at least eight levels of Druid.


Class Features

Detect Destroyer (Su)

A composer immediately knows when a destroyer is within 1 mile of her, but not where. If the destroyer is within 20 ft and visible, the composer can tell exactly where the destroyer is.

Cultivate (Sp)

The composer may cast Plant Growth 3x/day as the spell as a standard action. However, this version of Plant Growth can also increase the size catagory of a plant creature by 1, and is stackable up to three times, having no effect once a creature is Colossal size. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC per level of size increase. The spell is cast at caster level equal to the composer's class level.

Fast Healing (Ex)

The composer regains hitpoints that he has lost at the start of each round, starting with nonlethal damage. This ability does not regenerate lost body parts. At every even level, the composer's Fast Healing increases in potency by +1.

Build Self

Whenever the composer's remains would be destroyed by a spell such as Disintegration or Destruction, she may make a will save at DC 20 to avoid that effect.

Improved Build Self

After gaining 6 levels of composer, the player's character gains +2 CON.

Bonus Feat

At levels 1, 4, 8, and 10, the composer may select a bonus feat from the list.

Bonus Feat List

Greater Fast Healing

Benefit

The composer's Fast Healing amount listed doubles. Greater Fast Healing may not be taken if Creation or Fortify have already been taken.

Regenerate

Prerequisites

Greater Fast Healing, composer level 10

Benefit

The composer's Fast Healing turns into Regeneration, allowing him to regenerate a single lost body part or a large amount of superficial scarring, etc over the course of 48 hours. All damage types except acid and negative energy do nonlethal damage to the composer, who must be rendered unconcious and then killed with a coup de grace.

Rebuild

Benefit

Gives the composer a spell-like ability called Rebuild which can be used 1x/day as a standard action. Rebuild restores any level drain, stat decreases, non magical disease, and non magical poison, and grants the creature equal Fast Healing (but never Regeneration or Greater Fast Healing) to the composer for rounds equal to his WIS modifier. The latter effect does not stack with the composer's own Fast Healing.

Carpentry

Benefit

The composer may make any wooden object whole again by touching it. The composer must make a WIS check with the DC set at the difference between the current and maximum hitpoints of the object he is restoring. This check may be made once per round if failed. The object cannot be restored unless any and all of its broken off parts are within 10 ft of the composer, in which case they will re-attach themselves to the object. This effect does not work on any wooden creature with a movement speed, but will work on stationary trees/wooden creatures (not generic plants or plant creatures). If used on a creature who has a movement speed but is polymorphed into a stationary tree, the spell will fail. If the creature is unwilling, increase the DC by the HD of the creature.

Druidic Heritage

Prerequisites

Must have at least 4 levels of druid and 15+ WIS

Benefits

Every even level in the composer class gains you a caster level and spells per day in the druid class. Caster levels and spells per day are gained retroactively if this feat is taken later on.

Constructive Backlash

Benefits

Any healing spell that the composer casts (from a multiclassed class) can be declared offensive. If an enemy is healed with such a spell, he takes 1 CON damage per 5 damage healed and the spell is treated as a touch attack. If at least 5 CON damage is done in one healing spell, it so painful that the target is dazed for 1d4 rounds if he fails a will save, with a DC of (10 + class level + WIS modifier). Spell resistance applies. No more than 6 total CON damage may be accumulated by this spell, except by a use of Intensify.

Greater Build Self

Prerequisites

Build Self, composer level 10

Benefits

The composer no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the composer still dies of old age when her time is up. In addition, she becomes immune to level drain, and upon death she gains the effects of Gentle Repose for 10 days.

Creation

Prerequisites

Composer level 4

Benefits

Once per day, as a standard action, the composer may "summon" a number of plant creatures which last 1 day. The creatures willingly aid him in combat or battle, perform a specific mission, or serve as bodyguards. A druid or ranger may summon these creatures to guard a location, in which case they last 7 days. The creatures may be turned irreversibly to dead plant material as a free action. At level 4, one assassin vine is summoned. At level 6 this becomes two assassin vines or one shambling mound, at level 8 it becomes three assassin vines or one assassin vine and one shambling mound, and at level 10 four assassin vines, two shambling mounds, or one shambling mound and two assassin vines are summoned. He actually must grow these creatures from a single existing plant within 20 ft. Grass, or any plant that is still living, is acceptable. This plant is destroyed. If Cultivate is used to make these creatures grow, they gain an extra +2 damage per level of growth in addition to the normal bonuses and penalties. Creation may not be used on plant creatures. It may not be taken if Greater Fast Healing has already been taken.

Build Companion

Prerequisites

Composer level 4, must have at least 4 levels of druid or ranger and 15+ WIS

Benefits

A druid or ranger's animal companion permanently gains one size catagory, with the bonuses and penalties listed under Cultivate, in addition to gaining hit points equal to 3x the druid or ranger's composer class level.

Fortify

Benefits

The composer's Fast Healing is negated, and he instead gains the listed amount as CON. This may not be taken if Greater Fast Healing has already been taken, but a bonus +3 CON is given at composer level 10. Rebuild still grants the listed Fast Healing, but this Fast Healing still does not work on the composer.

Overload

Prerequisities

Fortify, composer level 10

Benefits

3x/day, the composer may make a touch attack against an enemy to temporarily remove 4 CON from herself and 6 from the enemy. While this is in effect the composer gains Fast Healing 2, which is separate from her class ability and any abilities tied to it. The enemy gains +4 circumstance bonus to all attack rolls and saving throws, but is in immense pain throughout the duration, and must make a will save against DC 20 each round or be dazed for that round. This lasts 1 hour/class level, but if the target dies within that time, the composer's CON is healed within 1 hour, if it would have otherwise taken longer. The bonus fast healing goes away when the enemy dies or when the duration is over, whichever comes first. This ability cannot be used if another instance of it is in effect.

Intensify

Benefits

Taking this feat grants a spell-like ability used as a standard action. It multiplies any CON damage taken from Constructive Backlash and/or Overload by 2x unless a fort save is made, with a DC at (10 + composer class level + WIS modifier), in which case it increases CON damage by 2. This has no effect if the target has not been affected by Constructive Backlash and/or Overload, and may only be used once per day against any specific enemy.


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Destroyer

Table:

Level 1: Detect Composer, Hand of Destruction, Bonus Feat
Level 3: Aura of Decay +1, Bonus Feat
Level 5: Aura of Decay +2, Alignment Shift
Level 7: Aura of Decay +3, Bonus Feat
Level 9: Aura of Decay +4, Improved Hand of Destruction
Level 10: Aura of Decay +5, Bonus Feat

Hit Die: d8
Skill Points at Each Level: 2 + Int modifier.
Base Attack Bonus: As druid
Base Saves: High Fort, High Will, Low Reflex
Class Skills: Bluff, Concentration, Disable Device, Intimidate, Knowledge, Open Lock, Profession

Requirements

To qualify to become a destroyer, a character must fulfill all the following criteria:

Alignment: Any non-good. A destroyer who becomes good cannot gain new levels as a destroyer but retains all destroyer abilities except Detect Composer. However, if a destroyer ability is used, except deactivating the Aura of Decay, the character automatically becomes neutral (or could become evil if the ability is used in an evil way).
Skills: Knowledge (nature) 10 ranks or at least eight levels of Cleric with the Destruction domain.


Class Features

Detect Composer (Su)

A destroyer immediately knows when a composer is within 1 mile of her, but not where. If the composer is within 20 ft and visible, the destroyer can tell exactly where the composer is.

Hand of Destruction (Su)

Any time the destroyer kills an enemy in melee or ranged combat, its remains are destroyed as per a Destruction spell. The dieing creature may make a will save at DC (10 + destroyer class level + WIS mod) to avoid this effect. If failed, he may then make a fort save at the same DC to avoid the effect. In addition, the destroyer gains +1 profane bonus to all attacks at level 1. In any instance where Hand of Destruction is suppressed, this bonus goes away.

Improved Hand of Destruction (Su)

Starting at level 9, Hand of Destruction requires only a fort save.

Aura of Decay (Su)

The destroyer has an aura which causes all creatures within 10 ft of him to take negative energy damage at the start of each round. At every odd level except level 1 and including level 10, the destroyer's Aura of Decay increases in potency by +1. This aura harms allies as well as enemies, but not the destroyer. It may be turned off as a standard action. It may be turned on as a standard action 3x/day and lasts for 2 rounds/destroyer class level. Any creature killed by this aura has its remains destroyed as per a Destruction spell. The dieing creature may make will and fort saves similar to Hand of Destruction in order to avoid this fate, and this also becomes only a fort save at level 9.

Alignment Shift

After gaining 5 levels of destroyer, the player's character becomes evil. For example, a True Neutral Level 5 destroyer becomes Neutral Evil. This has no effect for destroyers who were already evil. At this point, a destroyer who becomes neutral cannot gain new levels as a destroyer but retains all destroyer abilities. However, if the character uses a destroyer ability, he automatically becomes evil and may gain levels in the class again. A destroyer who becomes good loses all abilities and cannot gain levels in the destroyer class until he becomes evil.

Bonus Feat

At levels 1, 3, 7, and 10, the destroyer may select a bonus feat from the list.

Bonus Feat List

Greater Aura of Decay

Benefit

The destroyer's Aura of Decay can block an amount of Fast Healing/Regeneration equal to the damage it does, in addition to doing the damage.

Aura of Destruction

Prerequisites

Greater Aura of Decay, destroyer level 10

Benefit

The destroyer's Aura of Decay turns into Aura of Destruction, dealing twice the listed damage. Aura of Destruction may not be taken if Dismantle has already been taken.

Aura of Decomposition

Prerequisites

Greater Aura of Decay, destroyer level 10

Benefit

The destroyer may augment his Aura of Decay with a standard action 1x/day, causing it to give any creature that is damaged by it 1 negative level and demon fever. This effect lasts for rounds equal to the destroyer's WIS modifier or his class level, whichever is higher, and can be turned off at will. The creature can resist the negative level with a Will save DC 20, and the demon fever as per its description.

Advance Deconstruction

Benefit

Gives the destroyer a spell-like ability called Advance Deconstruction which can be used 3x/day as a standard action touch attack. Advance Deconstruction causes any level drain or any effects of a disease or poison to be increased by 1.5x, to a minimum of 1 extra negative level, stat decrease, etc, rounded up. A save with a DC and type equal to the origin of the negative level, etc, can be made to decrease the loss by half, still rounded up, still to a minimum of 1. On a failed save, it also causes the affected creature to give off an Aura of Decay equal in potency to the destroyer's (but never Aura of Destruction or Greater Aura of Destruction) for rounds equal to his WIS modifier. The latter effect does not harm the destroyer, and the damage does stack with his own Aura. Any creature killed by this aura counts as if it was killed by the destroyer himself. Advance Deconstruction has no effect at all on a creature not afflicted by level drain, disease, or poison.

Improved Advance Deconstruction

Prerequisites

Advance Deconstruction, destroyer level 10

Benefits

Increases the multiplier of Advance Deconstruction to 3x.

Divine Destruction

Prerequisites

Must have at least 4 levels of cleric and 15+ WIS

Benefits

Every odd level in the destroyer class gains you a caster level and spells per day in the cleric class. Caster levels and spells per day are gained retroactively if this feat is taken later on.

Breakdown

Prerequisites

Must have at least 4 levels of cleric and 15+ WIS

Benefits

Any "inflict __ wounds" or Harm spell that the destroyer casts (from a multiclassed cleric class) automatically gains the Empowered metamagic effect, with no increase in spell level. If an enemy takes at least 30 damage from this spell, he takes 1d4-2 CON damage to a minimum of 1, with a second Will save allowed. This does not work against undead in any fashion.

Rip

Prerequisities

Must have at least 2d6 sneak attack

Benefits

The destroyer increases the potency of his sneak attack using his own special brand of deconstruction. If he chooses, any sneak attack damage may be changed to negative energy damage. Any creature damaged by this negative energy takes one negative level unless he makes a will save at DC 20. A creature who has gained a negative level from this effect cannot gain another unless the first one has been cured. In addition, at 3rd, 7th, and 10th level, he adds 1d6 damage to his sneak attack. This feat is retroactive if taken later.

Demolish

Prerequisites

Must have at least +10 BAB

Benefits

The destroyer may choose to have all damage done in a critical hit changed to negative energy damage, and to have his Aura of Decay activated if it is not already. This does not count against his activations per day. These effects must be activated together or not at all.

Dismantle

Prerequisites

Destroyer level 3

Benefits

Grants a spell-like ability that adds 1d10 negative energy damage to all attacks for 1 round/2 class levels or rounds equal to the destroyer's WIS modifier, whichever is higher. Any creature that takes this negative energy damage is also inflicted with demon fever, but is given a save as per demon fever's description.

Thistle
2006-11-14, 07:36 PM
Most of this is criticism. Sorry about that.
You need to assign skills and saves.
I probably wouldn’t go with feats so much as special abilities to choose from. Or just set the abilities in stone. It’s a prestige class, the character is supposed to be specializing so don’t worry about giving them lots of options.


With the builder, consider changing the requirements. Prestige classes aren’t meant to be attained till at least 5th level. Knowledge (nature) sets the level at eight and letting druids in early doesn’t make much sense. The ability to cast a spell from the druid list might do, such as plant growth will set the level to 5 for clerics and druid and 11 for rangers. Or use a class ability gained by the druid, (resist natures lure/ woodland stride) and lower the Knowledge skill to 7.
Concerning the plant growth ability. It’s not too useful unless a plant creature is provided for the character in the form of something like an animal companion. And as a side note, how is caster level decided.
It’s not likely anyone will skip out on the greater fast healing and regenerate feats so automatically double fast healing and make it regeneration at level ten. And having only negative energy deal lethal is pretty obscure and powerful. I recommend switching to something else.
Carpentry won’t see much use. Think about using minor creation instead.
Make druidic heritage an intrinsic part of the class. The class already seems to be geared more towards casters anyway.
With build self, I think it should be left out. Druids and monks get ageless already and extended life span is better left for epic.
Constructive backlash needs reworking. Make it like “1d4 per 15 points healed” or “1 Con per 5 points healed”.
As for names. Class: The Emerald Magus/ The Verdigris Conjurer
Plant Growth: Infuse the green


As the builder, the same goes for the destroyer when concerning letting clerics get in early.
Hand of Destruction seems alright, though teammates may insist you leave the killing blow to them if they need the corpse. Add a final fort save to spare the enemy the fate.
Aura of Decay seems too powerful. Make it supernatural for one. Have a limited number of rounds it can remain active, such as 2 rounds per destroyer level. And as it reads now the aura harms the character. This in itself may be a sufficient deterrent but I’m not sure it’s what you intended. Add a Fort save for the destruction effect.
Greater Aura of Decay effectively does double damage against regenerating creatures. I’d switch it around to increase the radius.
Aura of Destruction is an ability everyone will take so automatically double damage given by the aura for all levels.
Aura of Decomposition doesn’t have enough uses and doesn’t last long enough to be useful. I’d loss it.
Advance Deconstruction is complicated and very situation specific. I wouldn’t use it.
Make Divine destruction part of the class.
Rip seems out of place flavorwise. In a class where there is a need to know about nature, or be a cleric, rogues don’t fit well. Maybe change it so on a crit the character deals negative energy.
Devastating critical is too powerful.
Names: (going on opposites here) The Ruby Celebrant/ The Putrid Evoker

Not sure how much I helped or how confusing I was. In short, I would choose a set of feats, change them to special abilities and only use those.
Good luck

Baron Corm
2006-11-14, 11:48 PM
Most of this is criticism. Sorry about that.

That's what I wanted :smallsmile:


I probably wouldn’t go with feats so much as special abilities to choose from. Or just set the abilities in stone. It’s a prestige class, the character is supposed to be specializing so don’t worry about giving them lots of options.

The whole idea was to make the classes unique and interesting through the bonus feats and options and stuff. More on that later.



With the builder, consider changing the requirements.

Yeah I was thinking 4, 5, or 8 levels of druid/cleric. Guess you'd say 8, I'll go with that.


Concerning the plant growth ability. It’s not too useful unless a plant creature is provided for the character in the form of something like an animal companion.

You mean a plant template that the druid's companion gains when he takes a level of this class? That's interesting and fun too. But my idea was, really not all class abilities are always terribly useful. This is just a dinky level 1 ability basically that could prove useful if your DM wants it to, as well as functioning just as the plant growth spell for any non-druids/whatever that take the class.


And as a side note, how is caster level decided.

Ah I didn't even see caster level affected it, but it does for the range. I'll go with equal to class level.



It’s not likely anyone will skip out on the greater fast healing and regenerate feats so automatically double fast healing and make it regeneration at level ten.

Carpentry won’t see much use. Think about using minor creation instead.

Make druidic heritage an intrinsic part of the class. The class already seems to be geared more towards casters anyway.

With build self, I think it should be left out. Druids and monks get ageless already and extended life span is better left for epic.

Steal my flavor :smallyuk:! Mechanics aside, I like the roleplaying options the less-powerful feats open up. Carpentry could be used to instantly repair a druid's destroyed armor, which is actually pretty sweet I think. As I said at the very top, it would also make more sense if I had more bonus feats to choose from.

I really don't want it to be a druid-only class, either. And I could see a druid taking it without getting caster levels. That feat is a perk, just like the others. Hmm on Build Self... I wanted a reason for a druid or monk to take it over Regeneration. Instead of taking it out, what else could I do with it?


And having only negative energy deal lethal is pretty obscure and powerful. I recommend switching to something else.

I was going to do fire and acid, but that makes the class seem like it's turning you into a plant-type-regenerating-thing. It's more of a generic-regenerating-thing. I'll think about that one more.


Constructive backlash needs reworking. Make it like “1d4 per 15 points healed” or “1 Con per 5 points healed”.

Done, I guess! I thought too much CON damage could be overpowered but you seem to have a good head for that sort of thing...


As for names. Class: The Emerald Magus/ The Verdigris Conjurer
Plant Growth: Infuse the green

Yeah, I wanted druids to feel a special affinity with the class, but it's really not about nature... well it is... it's about regrowth but more than just plants. The Plant Growth spell is a component of that but not the whole class.



Hand of Destruction seems alright, though teammates may insist you leave the killing blow to them if they need the corpse. Add a final fort save to spare the enemy the fate.

Good plan.


Aura of Decay seems too powerful. Make it supernatural for one. Have a limited number of rounds it can remain active, such as 2 rounds per destroyer level. And as it reads now the aura harms the character. This in itself may be a sufficient deterrent but I’m not sure it’s what you intended. Add a Fort save for the destruction effect.

I'll work on that...


Greater Aura of Decay effectively does double damage against regenerating creatures. I’d switch it around to increase the radius.

That was the whole idea. He is supposed to be their adversary. I enjoyed the idea of a builder and a destroyer pitting their auras against each other too. Do you feel the Aura of Decay needs a radius increase anyway?


Aura of Decomposition doesn’t have enough uses and doesn’t last long enough to be useful. I’d loss it.
Advance Deconstruction is complicated and very situation specific. I wouldn’t use it.

Aura of Decomposition was meant to be used WITH Advance Deconstruction for potentially great effects. I also thought they were some of the best flavor in the class. You think I should increase the duration/radius of the Aura?


Rip seems out of place flavorwise. In a class where there is a need to know about nature, or be a cleric, rogues don’t fit well. Maybe change it so on a crit the character deals negative energy.

That was my way of showing that the class is open to others besides casters. I might also add another feat that deals negative energy on a crit. It's the kind of thing I was going for with the free Devastating Critical. More melee feats.


Names: (going on opposites here) The Ruby Celebrant/ The Putrid Evoker

Hmm those are better! Thanks for the help with everything.

knightsaline
2006-11-15, 12:55 AM
do you have the spell compedium? if so, there is a spell known as barghests feast that utterly destroys a dead body. you could make the hand of destruction scale up to this at tenth level (the spell is quite expensive to cast requiring a lot of diamonds) i can see the destroyer being an evil PrC, as most adventurers like to keep things standing (untill mordy comes up with mordies thermonuclear bomb)

Baron Corm
2006-11-16, 07:13 PM
Thanks knightsaline, I balanced it a little. Also added a bunch of other stuff that was missing. Anyone else comment?