Lonely Tylenol
2014-04-20, 08:50 PM
One thing that I have found myself able to do to advance end-game power in my long-running E6 game is to award templates as situational awards. In fact, some time ago (http://www.giantitp.com/forums/showthread.php?250972-3-5P-E6-Neutering-the-Shade-Shadow-Dark-Templates-(my-players-VAMOOSE)), I came to you guys here with questions on how to balance out the Dark Creature, Shadow Creature, and Shade templates for a player for my E6 game. Now, I've got another end-game award for another player at the table: the Saint template.
The Saint template is for a Vow of Poverty Monk (NOTE: this is not a conversation about VoP Monks). Actually, he is a CG Monk 2/Barbarian 2/Battledancer 1/Fist of the Forest 1, with Monks houseruled to have full Base Attack Bonus. The player has met all the mechanical and role-playing requirements of the Saint template (so this isn't so much a freebie as it is a carrot for continued devotion to not taking the easy way out).
The biggest concern that I have is that, while the Saint template is a fitting reward for such a character (and an effective way to balance out the VoP mundane aspect of the build), the Saint template itself is a bit... Much. Especially for E6. The template was definitely balanced around the idea that it comes into play late in the game, and the Protective Aura (Su) underscores that point in particular.
A 6th-level Saint gets the following:
- Outsider (native) type
- WIS to AC
- Holy Power
- Holy Touch
- Guidance, Resistance, Virtue, and Bless at-will (CL 6)
- DR 5/magic
- Fast healing 3
- Immunity to acid, cold, electricity, and petrification
- Low-light vision
- Darkvision 60ft.
- Protective Aura
- Resistance to fire 10
- +4 to saves against poison
- Tongues always-on (CL 14)
- +2 CON, +2 WIS, +4 CHA
The things that I find most disconcerting about this are the Protective Aura (which is a double-strength Magic Circle Against Evil and Globe of Lesser Invulnerability, always-on, reusable as a free action), fast healing, and blanket immunities to almost all elements, which, combined, shut down a great deal of encounters single-handedly, and take the emphasis off everyone else. I originally thought to just replace all of these abilities with the energy resistances and spell resistance of the Celestial Creature (http://www.d20srd.org/srd/monsters/celestialCreature.htm) template (or the Half-Celestial (http://www.d20srd.org/srd/monsters/halfCelestial.htm) template), but all told, this feels a little underwhelming, and doesn't really give the player options.
The other option that I'm seeing, which doesn't completely remove the power of the Saint template but instead shifts the focus, is to add a resource pool to the class (such as Faith points, from Complete Divine, or Turn Undead), and key critical abilities to that. For instance, I could key the Protective Aura to turn undead (spend a turn undead attempt to gain the Protective Aura ability with a duration of concentration, maximum CHA mod rounds), and replace the fast healing with the Healing Devotion feat (which would give finite out-of-combat healing and unconscious healing, but free not in-combat healing); or, I could give free access to the Faith feats Pious Defense and Pious Soul (Complete Divine, p. 86), and have the Protective Aura ability cost 1 Faith point per round to maintain, so that it remains a character-defining trump card without being completely campaign-ending (and the player has the choice of when to use it).
All told, though, I'm kind of at a loss for how to do it. I have ideas, but no real concrete direction with which to go at it.
What would you do to properly balance this situation out?
The Saint template is for a Vow of Poverty Monk (NOTE: this is not a conversation about VoP Monks). Actually, he is a CG Monk 2/Barbarian 2/Battledancer 1/Fist of the Forest 1, with Monks houseruled to have full Base Attack Bonus. The player has met all the mechanical and role-playing requirements of the Saint template (so this isn't so much a freebie as it is a carrot for continued devotion to not taking the easy way out).
The biggest concern that I have is that, while the Saint template is a fitting reward for such a character (and an effective way to balance out the VoP mundane aspect of the build), the Saint template itself is a bit... Much. Especially for E6. The template was definitely balanced around the idea that it comes into play late in the game, and the Protective Aura (Su) underscores that point in particular.
A 6th-level Saint gets the following:
- Outsider (native) type
- WIS to AC
- Holy Power
- Holy Touch
- Guidance, Resistance, Virtue, and Bless at-will (CL 6)
- DR 5/magic
- Fast healing 3
- Immunity to acid, cold, electricity, and petrification
- Low-light vision
- Darkvision 60ft.
- Protective Aura
- Resistance to fire 10
- +4 to saves against poison
- Tongues always-on (CL 14)
- +2 CON, +2 WIS, +4 CHA
The things that I find most disconcerting about this are the Protective Aura (which is a double-strength Magic Circle Against Evil and Globe of Lesser Invulnerability, always-on, reusable as a free action), fast healing, and blanket immunities to almost all elements, which, combined, shut down a great deal of encounters single-handedly, and take the emphasis off everyone else. I originally thought to just replace all of these abilities with the energy resistances and spell resistance of the Celestial Creature (http://www.d20srd.org/srd/monsters/celestialCreature.htm) template (or the Half-Celestial (http://www.d20srd.org/srd/monsters/halfCelestial.htm) template), but all told, this feels a little underwhelming, and doesn't really give the player options.
The other option that I'm seeing, which doesn't completely remove the power of the Saint template but instead shifts the focus, is to add a resource pool to the class (such as Faith points, from Complete Divine, or Turn Undead), and key critical abilities to that. For instance, I could key the Protective Aura to turn undead (spend a turn undead attempt to gain the Protective Aura ability with a duration of concentration, maximum CHA mod rounds), and replace the fast healing with the Healing Devotion feat (which would give finite out-of-combat healing and unconscious healing, but free not in-combat healing); or, I could give free access to the Faith feats Pious Defense and Pious Soul (Complete Divine, p. 86), and have the Protective Aura ability cost 1 Faith point per round to maintain, so that it remains a character-defining trump card without being completely campaign-ending (and the player has the choice of when to use it).
All told, though, I'm kind of at a loss for how to do it. I have ideas, but no real concrete direction with which to go at it.
What would you do to properly balance this situation out?