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Soepvork
2006-11-20, 10:44 AM
AGENT OF THE CHURCH

Insert obligatory story about churches and other religous organizations needed persons capable of handling assigned task more subtly than paladins and cleric tend to handle.

Requirements:
To qualify to become an agent of the church, a character must fulfill the following criteria.
Skill: Knowledge (religion) 5 ranks, Knowledge (local) 8 rank, Gather Information 8 ranks, Hide 8 ranks, Move Silently 8 ranks.
Feats: Skill focus (Knowledge (religion))
Special: Sneak Attack +3d6
Special: The character must have joined a church or other religious order and carried out an appropriate assignment given by this organization.


Agent of the Church Hit Die: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th

1st|
+0
|
+0
|
+2
|
+0
|Domain, Spells, Sneak attack +1d6|0+1|-|-|-

2nd|
+1
|
+0
|
+3
|
+0
|Guided sneak attack 1/day|1+1|-|-|-

3rd|
+2
|
+1
|
+3
|
+1
|Trap Sense +1, Sneak attack +2d6|2+1|0+1|-|-

4th|
+3
|
+1
|
+4
|
+1
|Quick to react|3+1|1+1|-|-

5th|
+3
|
+1
|
+4
|
+1
|Sneak attack +3d6, Guided sneak attack 2/day|3+1|2+1|0+1|-

6th|
+4
|
+2
|
+5
|
+2
|Trap Sense +2|3+1|3+1|1+1|-

7th|
+5
|
+2
|
+5
|
+2
|Sneak attack +4d6|3+1|3+1|2+1|0+1

8th|
+6
|
+2
|
+6
|
+2
|Guided sneak attack 3/day|3+1|3+1|3+1|1+1

9th|
+6
|
+3
|
+6
|
+3
|Sneak attack +5d6|3+1|3+1|3+1|2+1

10th|
+7
|
+3
|
+7
|
+3
|??|3+1|3+1|3+1|4+1
[/table]
Class Skills (6+Int modifier per level): Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Local), Knowledge (Religion), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Class Features:
All of the following are class features of the agent of the church prestige class:

Weapon and Armor Proficiency:
An agent of the church gains no weapon or armor proficiencies.

Spells per Day:
An agent of the church gains the ability to cast a small number of divine spells. To cast a spell, the agent of the church must have a Wisdom score of at least 10 + the spell’s level, so an agent of the church with a Wisdom of 10 or lower cannot cast spells. An agent of the church bonus spells are based on Wisdom, and saving throws against this spells have a DC of 10 + spell level + Wisdom modifier. The spells list of an agent of the church is shown below. In addition, an agent of the church receives one domain spell slot per spell level.

An agent of the chuch cast spells as a cleric does, but her knowledge of spells is limited (See table).

At every even-numbered level, an agent of the church can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged. An assassin may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

Spells known
{table=head]Level|1st|2nd|3rd|4th
1st|2|-|-|-
2nd|3|-|-|-
3rd|3|2|-|-
4th|4|3|-|-
5th|4|3|2|-
6th|4|4|3|2
7th|4|4|3|3
8th|4|4|4|3
9th|4|4|4|4
10th|4|4|4|4[/table]

Domain:
Upon entry in the agent of the church prestige class, a character gains access to a domain of her choice. The character can choose any domain made available by the deity of the church or organization she joined. The character gains the granted power associated with the domain she chooses, and can select the spells in that domain as her daily domain spells.

Sneak Attack:
This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.

Trap Sense (Ex):
At 3rd level, the agent of the church gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. This increases to +2 at 6th level.

Guided sneak attack (Ex):
At 2rd level, the deity of the agent of the church grants her the ability to deal sneak attack damage to creatures normally immune to such damage. Upon seeing such a creature, the agent of the church can retreat into a meditative state as a full round action 1/day to divine the physical weaknesses of that specific creature. Doing so provokes an attack of opportunity. After divining the weakness the agent of the church can deal sneak attack damage normally against that specific creature for the rest of the day, but doing so imposes a -2 attack penalty. At 5th level, the agent of the church can use this ability 2/day. The time require to divine the weakness is reduced to a move action, while the attack penalty is reduced to -1. Upon 8th level, the agent of the church can use this ability 3/day. The time require to divine the weakness is reduced to a swift action (and therefore, no longer provokes an attack of opportunity), while the attack penalty is eliminated.

Quick to react (Ex):
At 4th level, the agent of the church is granted the power to react faster to danger. She gains Improved Initiative as a bonus feat. If the agent of the church already has Improved Initiative, the bonus granted by this feat increases by +2 (thus, to a total of +6).

Spells:


1: Comprehend Languages, Detect Chaos/Evil/Good/Law, Divine Favor, Grave Strike (CAd), Hawkeye (CAd), Obsuring Mist, Protection from Chaos/Evil/Good/Law
2: Align Weapon, Cat’s Grace, Divine Insight (CAd), Hold Person, Iron Silence (CAd), Owl’s Wisdom, Undetectable Alignment, Zone of Truth
3: Bestow Curse, Briar Web (CD) Deeper Darkness, Dispel Magic, Invisibility Purge, Lesser Visage of the Deity (CD), Magic Circle against Chaos/Evil/Good/Law, Prayer
4: Discern Lies, Dimensional Ancher, Swift Etherealness (PHB-II), Divine Power, Subvert Planar Essence (CD), Tongues





Does this class make any sense powerwise? Also, I need some help with appropiate spells.

Khantalas
2006-11-20, 03:44 PM
Ever seen Divine Seeker?

Yakk
2006-11-20, 06:09 PM
"Sneak attack +1d6" on the first level of a prestige class is a bad idea.

Do it on even levels instead of odd. This prevents one from out-sneak-attacking a pure rogue.

Soepvork
2006-11-21, 05:44 AM
Ever seen Divine Seeker?

Nope :)


"Sneak attack +1d6" on the first level of a prestige class is a bad idea.

Do it on even levels instead of odd. This prevents one from out-sneak-attacking a pure rogue.


I was doubting about it, but then I noticed assassin grants sneak attack improvement on odd levels too.. (And this class is obviously loosely based on the assassin).



On another note: anyone have ideas for the level 10 ability?

Yakk
2006-11-21, 03:16 PM
Sure. But it doesn't mean it isn't a bad idea. :)

Given a few "sneak attack on L 1" prestigue classes, it isn't that hard to monkey around and end up with something stupid like a +15d6 sneak attack L 20 pseudo-rogue.

Don't contribute to bad design. :)

ishi
2006-11-21, 03:37 PM
As a level 10 ability, maybe Hide in Plain Sight? They seem like a sneaky-assassin class, but the only mechanical sneakiness is skills.

sigurd
2006-11-24, 05:32 PM
Level 10 Ability:

Divine Retreat.

Some sort of ability that allows the agent to either word or recall or planeshift to escape once a week. I imagine some sort of fevered prayer and justification for all his\her actions and then a little wormhole exists and they jump through.

Any comment?

I Like the prestige class

Soepvork
2006-12-06, 04:58 AM
I'll get to changing a few things this weekend for this one :)

icke
2006-12-06, 10:22 AM
I have issues with the Guided Sneak Attack:

At first this ability doesn't make sense against elementals, oozes and the like - they don't have weak spots at all.

Second, the "rest of the day" is both, too fishy in terms of duration and too long. Make it "the next attack, maximum 1 minute later" or something similar. Take a look at the Assassin, three rounds for conducting a Death Attack are fine.

Third, do not reduce the time to use that ability, it is very powerfull and should thus only be performable with certain risks.

thevorpalbunny
2008-02-10, 07:45 AM
I disagree, the Guided Sneak Attack is not very powerful at all and is not anywhere near comparable to the Assassin's Death Attack. Keep in mind that monsters which are immune to sneak attacks also usually have a lot of hit points.

Kaelaroth
2008-02-10, 09:21 AM
It reminds of the Shadowbanes from Complete Adventurer.