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View Full Version : D&D 3.x Class Heaven Blooded Mage (PrC, Celestial blooded arcane caster)



Zaydos
2015-09-13, 02:17 AM
HEAVEN BLOODED MAGE

"By the light of my blood, I banish your darkness!" – Tireal, Mage of the Silver Order

Not all magic is born of dragon blood, nor forged of illicit dealings with fiends from the pits of Hell. Even discounting the mysterious fey there are other great sources of arcane might. The genie, and even the raw fury and power of the elements can empower a man as certainly as any fiend. It is oft forgotten, though, that the divine does not hold the monopoly upon righteousness, that even sorcery can be born from Heaven. The blood of celestials, the blood of archons, pounds through the veins of a Heaven Blooded Mage. In some it pumps silver as Lunia, golden as Solania, or red as the reddest blood in men, but regardless of its color it is a blood of power.

By working with the resonance of the blood, by striving ever higher to be good, noble, and just, a Heaven Blooded Mage draws upon its power. By sacrificing of themselves and giving of their life they can heal others. They learn to harness powers usually associated with the divine, gaining the ability to heal and even resurrect the dead, as well as the power to smite evil with pure holy might. To a Heaven Blooded Mage this is not the power of the gods, nor is protecting the innocent the responsibility of the gods alone. No, both are their domain as well. Both are their birthright. It is in their blood.

Becoming a Heaven Blooded Mage

One does not set out to become a Heaven Blooded Mage, one must be born with the ability. It requires a natural talent for the arcane arts flowing not from Hell, dragons, or fey, but the bloodline of Heaven itself. A Heaven Blooded Mage is the descendant of a powerful archon, the angelic overseers of Mount Celestia. They have embraced the goodness in their blood but turned not to the gods but to the power of their blood, the power of their mixture of mortal and divine to grab in it the ability to make the world a better place.

Becoming a Heaven Blooded Mage means choosing to follow the path of that blood. To heed the call to rise up and defend that which is right, to protect and preserve others even if it means your own death. When one who has the potential to become a Heaven Blooded Mage faces death in the name of others, when their life all but slips from them, then there is an awakening of the blood and a new power is born. If they accept this power then they are a Heaven Blooded Mage and as they purify their power more and more they become more and more capable of wielding this awesome new found power.

Prerequisites:
Arcane Caster Level: 5+.
Skills: Knowledge (Religion) 4 ranks.
Feats: Celestial HeritagePlH, any Exalted feat.
Alignment: Any Good.
Spells: Ability to spontaneously cast Protection from Evil as an arcane spell, ability to spontaneously cast 2nd level arcane spells.
Special: Must have been reduced to -1 or lower hit points while protecting another creature. The danger to the other creature need not be immediate, being reduced to -1 hit points while fighting goblins that have been raiding a town would count as long as you were motivated by the desire to protect them.
Special: Must be able to speak Celestial.

Class Skills
The Heaven Blooded Mage's class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (n/a), and Spellcraft (Int).
Skills Points at Each Level: 4 + int

HD Type: d4.


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpells
1st
+0
+0
+0
+2Bonus Heritage Feat, Celestial Sorcery-
2nd
+1
+0
+0
+3Celestial Familiar, Sacrifice of Blood+1 level of existing arcane spellcasting class
3rd
+1
+1
+1
+3 Born of Heaven, Smiting Spell+1 level of existing arcane spellcasting class
4th
+2
+1
+1
+4Bonus Heritage Feat, Resist Evil+1 level of existing arcane spellcasting class
5th
+2
+1
+1
+4Holy Spell Penetration, Life’s Blood+1 level of existing arcane spellcasting class
6th
+3
+2
+2
+5Cleansing Blood, Hallowed Protection-
7th
+3
+2
+2
+5Aura of Menace, Bonus Heritage Feat+1 level of existing arcane spellcasting class
8th
+4
+2
+2
+6Greater Resist Evil, Hell Scour+1 level of existing arcane spellcasting class
9th
+4
+3
+3
+6 Celestial Form+1 level of existing arcane spellcasting class
10th
+5
+3
+3
+7Bonus Heritage Feat, Holy Aegis+1 level of existing arcane spellcasting class


Weapon and Armor Proficiencies: A Heaven Blooded Mage’s weapon is their righteous wrath and holy magic. They have no need of, and gain no new, Weapon or Armor Proficiencies.

Spellcasting: Standard casting boilerplate, with no spellcasting gained at level 1 or 6.

Bonus Heritage Feat: The blood of Heaven flows strongly through you. At 1st level and every 3rd level thereafter you gain 1 bonus Heritage feat with Celestial Heritage as a prerequisite.

Celestial Sorcery: A Heaven Blooded Mage’s magic comes from the celestial powers flowing their veins. They are not the mere things of study, and learned tricks, but the power of heaven made flesh and worked upon the world by mortal will. A Heaven Blooded Mage naturally learns certain spells as they progress down the path their blood leads them. At each level of Heaven Blooded Mage they gain additional spells to the spell list of all arcane spellcasting classes they possess (this is retroactive) at the indicated level, and add them to their spells known as soon as they are able to cast spells of that level. At 1st level a Heaven Blooded Mage gains Bless (1st), Cure Light Wounds (1st), Cure Moderate Wounds (2nd), Detect Evil (1st), Summon Monster I as a good spell only (1st), Summon Monster II as a good spell only, Lesser Restoration (2nd). At 2nd level a Heaven Blooded Mage gains Consecrate (2nd), Cure Serious Wounds (3rd), Magic Circle against Evil (3rd). At 3rd level a Heaven Blooded Mage gains Blessed SightBoED (3rd), Holy Smite (3rd), Tongues (3rd), and Summon Monster III as a good spell only (3rd). At 4th level a Heaven Blooded Mage gains Cure Critical Wounds (4th), Heavenly Lightning BoED (4th), Lesser Planar Ally (4th). At 5th level a Heaven Blooded Mage gains Daylight (3rd), Deathward (4th), Dispel Evil (4th), Mass Cure Light Wounds (4th), and Summon Monster IV as a good spell only. At 6th level a Heaven Blooded Mage gains Call Faithful Servants (6th), Greater Holy Smite (new spell see below, 6th), Heal (6th), Restoration (5th). At 7th level a Heaven Blooded Mage gains Blade Barrier (5th), Call Heavenly Lightning StormBoED (6th), Mass Cure Moderate Wounds (5th), Raise Dead (5th), Revivify (5th), Summon Monster V as a good spell only (5th), and Summon Monster VI as a good spell only (6th). At 8th level a Heaven Blooded Mage gains Greater Teleport (7th), Holy Word (7th), Mass Cure Serious Wounds (6th), Resurrection (8th), and Summon Monster VII as a good spell only (7th). At 9th level a Heaven Blooded Mage gains Greater Restoration (8th), Holy Aura (8th), Mass Heal (9th), Summon Monster VIII cast as a good spell only (8th), and Summon Monster IX cast as a good spell only (9th) At 10th level a Heaven Blooded Mage gains Gate (9th), Mass Cure Critical Wounds (6th), Miracle (9th), and True Resurrection (9th). In addition you add all Sanctified spells to your spell list though you must learn these spells normally.

Celestial Familiar: Beginning at 2nd level if you are able to summon a familiar you may add your Heaven Blooded Mage levels to your levels in all classes which grant you the ability to summon a familiar to determine your effective sorcerer level for the purposes of a familiar; Heaven Blooded Mage levels never count twice, even if you obtained your familiar from a means which uses your level in all classes which grant arcane casting. In addition your familiar gains the Celestial template as long as it may validly receive that template.

Sacrifice of Blood (Su): A Heaven Blooded Mage is able to heal others through their own wounds. Beginning at 2nd level as a standard action you may cut yourself and place your hands upon another creature as a standard action (you must have a means of causing yourself to bleed or be already bleeding). You may choose to lose any number of hit points up to your current hit points + 10, nothing can reduce the amount of hit points lost in this way, and to restore the target’s hit points by twice that amount (up to their maximum). This is a positive energy effect and deals damage to undead (Will save DC 10 + class level + Cha modifier halves), and has no effect on constructs.

Born of Heaven (Ex): A Heaven Blooded Mage’s power is born of the Celestial Mounts and it resonates with them. Beginning at 3rd level you may cast spells with the Celestial or Archon components as if you were a Good aligned Outsider with the Archon subtype.

Smiting Spell (Su): The magic of heaven is particularly effective against those who hold evil in their hearts. Beginning at 3rd level any spell you cast deals +1 damage/class level to Evil creatures; this does not increase ability damage dealt by your spells. This damage never applies to a single creature more than 1/round from a single spell no matter how many instances of damage that spell would deal though one that deals damage over multiple rounds may apply it each round.

Resist Evil (Su): Celestia’s might resides within your blood, flowing through you, and warding you from Evil. You gain Spell Resistance of 5 plus your character level against spells and spell-like abilities of Evil creatures. This Spell Resistance increases by 5 if the creature has the Evil subtype, and increases by 10 if the spell has the Evil descriptor or is a Corrupt spell and in such a case applies regardless of the caster’s alignment. Any creature which has received the benefits of your Sacrifice of Blood, or Life’s Blood abilities, suffered the effects of your Cleansing Blood ability, or dealt damage (or Con damage) to you with a blood draining attack gains this Spell Resistance for 1 minute and may not voluntarily lower it.

Holy Spell Penetration (Su): Celestia’s power is not denied easily by those who serve evil’s will. Beginning at 5th level you gain a +2 bonus to checks made to overcome the Spell Resistance of Evil creatures, increasing to +4 against Evil aligned Outsiders or creatures with the Evil subtype.

Life’s Blood (Su): Like the waters of the Seven Heavens your blood restores those who have suffered the greatest losses. Beginning at 5th level you may cut yourself and place your hands upon another creature as a standard action (you must have a means of causing yourself to bleed or be already bleeding). You may choose to take an amount of Constitution damage up to your current Constitution, nothing may reduce or prevent this loss, to heal another creature of twice that amount of damage to any ability score or scores other than Constitution or that much Constitution damage. You may also take 2 points of Constitution burn, this burn cannot be prevented or reduced in any way, to remove 1 point of ability drain affecting 1 of the affected creature’s ability scores.

Cleansing Blood (Su): Heaven’s protection is not the only thing that flows through the veins of its scions. Heaven’s wrath boils in your blood itself. Beginning at 6th level when you cast a spell you may choose to pay an amount of hit points up to twice your caster level (this damage may not be reduced or negated) to increase the damage it deals to Evil creatures by the same amount this does not increase ability damage dealt by your spells. This damage never applies to a single creature more than once per spell. When you use this ability cuts or stigmata appear across your body, blood flows from your eyes and fingernails, or other similar instances of spontaneous wounds and blood lost.

Hallowed Protection (Su): A scion of Heaven you may draw upon its protection to shield you from evil. Beginning at 6th level as an immediate action you may select an Evil creature. You gain a sacred bonus to AC and saving throws against that creature equal to your Charisma modifier until the start of your next turn; this bonus stacks with any Sacred bonuses provided by feats requiring Celestial Heritage as a prerequisite.

Aura of Menace (Su): Holy wrath is a frightening thing, and causes even the most stalwart to shake in terror. Like your celestial forbearers you bear this wrath like a cloak. Beginning at 7th level you radiate an Aura of Menace. Any hostile creature within a 20-foot radius of you must succeed on a Will save (DC 10 + class level + Charisma modifier) to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit you. A creature that has resisted or broken the effect cannot be affected again by your aura for 24 hours.

Greater Resist Evil (Su): Your service in the name of goodness has rarified and refined the sanctity of your blood. Your Spell Resistance from Resist Evil increases to 8 plus your character level (+5 more vs Evil subtype, +10 more vs Evil descriptor/corrupt).

Hell Scour (Su): Your magic takes on holy qualities causing it to burn away evil, and scour Hell as only Heaven may. Beginning at 8th level whenever you spontaneously cast an arcane spell you may add the [Good] descriptor to it. Neutral (on the Good-Evil axis) creatures gain a +2 on their saving throw against such a spell, and Good creatures gain a +4. Evil Outsiders, however, suffer a -1 penalty to their saving throw and the spell ignores any energy resistance they may possess and deals half damage through any applicable energy immunity they may possess.

Celestial Form (Su): Through your service your blood has become pure and clean, shining forth with celestial radiance. Beginning at 9th level once per day, as a swift action, you may gain the Half-Celestial template for 1 round per class level gaining an additional +2 to Charisma (total +6), and increasing your SR by 4 against Evil creatures (14 + character level) by another +5 if they are evil outsiders and by another +10 if they are using an Evil or Corrupt spell. You do not however gain any spell-like abilities granted by the template.

Holy Aegis (Su): Your blood shines forth in a hallowed radiance, protecting allies bathed in its light. Beginning at 10th level you radiate light as a torch, this is the equivalent of a 4th level [light] spell for interaction with [darkness] spells (if “dispelled” this way it reactivates after 1 minute). Any ally within the bright light produced by this ability gains the Spell Resistance granted by your (Greater) Resist Evil ability.

Playing a Heaven Blooded Mage
While a Heaven Blooded Mage's power come from their birthright, never forget the importance of choice. Any Heaven Blooded Mage has at one point in their life chosen to put their own in extreme jeopardy for another, almost dying in the process. Even those who bear the same celestial blood as a Heaven Blooded Mage, and the same arcane potential, who do not make this choice never become a Heaven Blooded Mage. The power is your birthright, but it is what you do with it which makes you worthy of it. Your powers grant you a little more versatility than a regular sorcery providing you with a sizable variety of healing magic, and a smattering of blasting and utility spells freeing up your sorcerer spells known to some extent. When selecting spells think about what spells you already have as a Heaven Blooded Mage and if they cover anything that you were thinking of covering.
Combat: Some of your abilities incline you towards blasting, but are relatively minor; the equivalent of +3d6 damage over 10 levels, the option to deal ~5d6 damage to yourself to deal ~10d6 additional damage to your enemies, the ability to overcome the energy resistance of fiends. Other abilities, such as Sacrifice of Blood encourage defensive take. By maintaining your own defenses you can burst heal an ally in a time of need, coupled with the Touch of Healing feat you can heal the whole party except yourself to full health given a short period between combats. Your aura of menace further encourages defensive play as you may passively, albeit minorly, debuff foes by coming close and not getting hit.
Advancement: A Heaven Blooded Mage may want to actually pause in their advancement as a Heaven Blooded Mage to pursue other magical outlets. Many of their higher level abilities involve granting them additional high level spells known that if they go the quickest path into and through Heaven Blooded Mage you will not actually obtain for several levels thereafter. Options abound but those that lose casting should, for the most part, be avoided. As always Lore Master is an option, as is any sorcerer prestige class that does not require a non-Good alignment.
Resources: A Heaven Blooded Mage is liable to have the same resources as any Good aligned spellcaster of their base class. In addition there are archons which take an interest in the illegitimate scions of their kind. While some are unfriendly, seeing human use of their powers as a usurpation or overthrow of natural Order, most look favorably on those which staunchly use their powers for Good. These archons may provide information or even assistance in the proper situation.

Heaven Blooded Mages in the World

"There he was, blood dripping from his face and eyes, but still he fought on, great bursts of light tearing into the horde, but the fiends kept coming. I fled that day and I still do not know if he survived." Tolbreij of Tiron, peasant #523

Heaven Blooded Mages are known as heroes. Their high Charisma, devotion to protecting others, and obvious celestial and divine abilities make them welcome by most people across the world. Some, especially Lawful Neutral and Lawful Evil, faiths see them as having powers that should not belong to mortals but should come only from the gods, these are rare but it is always one possibility. Fiends and their cults actively work, however to undermine Heaven Blooded Mages, knowing that their powers make them natural enemies to the fiendish races Baatezu and Tanar'ri alike.
Daily Life: Woke up, kissed girlfriend, investigated reports of fiendish activity in a small coastal town, uncovered a cult dedicated to an aquatic obyrith lord, fought my way deep beneath the town, killed 12 demons and saved 8 sacrificial virgins, went home, kissed girlfriend, held her tight until sleeping.
Notables: Tireal, one of the most powerful mages in the Silver Order, is notable for her staunch opposition to the forces of Evil whatever form they may take but especially those which take the form of fiends. She patrols daily for servants of Hell and the Abyss, seeking out demonic cults and rooting them out wherever possible.
Organization: The Silver Order is an order of mages which work with the archons of Mount Celestia to protect the Prime Material from demonic cults. While it is not an organization specifically for Heaven Blooded Mages it is willing to work with them and includes archons which accept them and even actively try to guide them into the order and help foster their use of their powers.

NPC Reaction

Many will fail to recognize the difference between a Heaven Blooded Mage and a regular arcane spellcaster or a mystic theurge. When they do recognize them for what they are they will often expect help and protection from monsters. Others may react with fear, especially if they realize their actions have been... less than stellar.



New Feats

Arcane Healing [Heritage]
When you channel your arcane power it flows out of you healing others.
Prerequisites: Non-evil alignment, Celestial Heritage, sorcerer level 1+.
Benefit: Whenever you cast an arcane spell you may sacrifice a spell slot of any level. If you do so one other creature within a distance of 5 times the number of feats you have with Celestial Heritage as a prerequisite in feet regains 2 hit points per level of the cast spell. The level of the sacrificed spell has no effect on this ability (so sac cantrips). This is a positive energy effect and deals damage to undead.

Celestial Cleansing [Heritage]
You are able to cleanse and purify with the power of your ancestors.
Prerequisites: Non-evil alignment, Celestial Heritage, character level 6th.
Benefit: You gain the following spell-like abilities, each usable once per day: remove disease, neutralize poison, and remove blindness/deafness. Your caster level equals your character level.

Celestial Immunity [Heritage]
You share your ancestor’s invulnerability to lightning and petrification.
Prerequisites: Non-evil alignment, Celestial Heritage, Celestial Resistance, one other feat that has Celestial Heritage as a prerequisite.
Benefit: You gain immunity to electricity and petrification.

Celestial Legacy [Heritage]
The magical powers of your ancestors manifest in you.
Prerequisites: Non-evil alignment, Celestial Heritage, character level 9th.
Benefit: You gain the following spell-like abilities, each usable once per day: teleport (self plus 50 pounds of objects only), summon monster V (celestial creatures only), and holy smite. Your caster level equals your character level.

Celestial Light [Heritage]
You are able to call up a holy light when needed.
Prerequisites: Celestial Heritage or Aasimar.
Benefit: You may use daylight as a spell-like ability at-will, but may only have one instance active at a time. Your caster level equals your character level.

Celestial Mediation [Heritage]
Your holy blood gives you a predilection to the role of diplomat.
Prerequisites: Non-evil alignment, Celestial Heritage.
Benefit: You gain a bonus to Diplomacy, Gather Information, and Sense Motive equal to 1 plus the number of feats you have with Celestial Heritage as a prerequisite (including such feats that you take after gaining this one).

Celestial Power [Heritage]
Your celestial heritage augments the power of certain types of magic.
Prerequisites: Non-evil alignment, Celestial Heritage.
Benefit: Your caster level and save DCs for spells of the Good or Healing descriptor increase by 1.

Celestial Presence [Heritage]
You share your ancestor’s ability to rally hearts, and inspire others.
Prerequisites: Non-evil alignment, Celestial Heritage, character level 6th plus.
Benefit: You gain the following spell-like abilities, each usable once per day: remove fear, calm emotions, and prayer. Your caster level equals your character level.

Celestial Resistance [Heritage]
You have inherited your ancestor’s resistance to electricity.
Prerequisites: Non-evil alignment, Celestial Heritage.
Benefit: You gain electricity resistance equal to five times the number of feats you have that list Celestial Heritage as a prerequisite(including such feats that you take after gaining this one).These values stack with any resistance to electricity you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items.

Celestial Wings [Heritage]
Feathery wings sprout from your back bearing you aloft.
Prerequisites: Non-evil alignment, Celestial Heritage, 3 feats with Celestial Heritage as a prerequisite.
Benefit: You gain feathery wings which grant you a fly speed equal to your land speed with Good maneuverability.

Extra Celestial Power [Heritage]
You are able to draw upon the magical powers of your celestial blood more easily.
Prerequisites: Non-evil alignment, Celestial Heritage, 1 feat with Celestial Heritage as a prerequisite.
Benefit: You may use each spell-like ability granted to you by a feat with Celestial Heritage as a prerequisite one additional time per day.

Heavenly Trumpet [Heritage]
You can call forth a celestial trumpet and fuel it with your magic.
Prerequisites: Non-evil alignment, Celestial Heritage, 3 feats with Celestial Heritage as a prerequisite, Perform (Wind Instrument) 6 ranks.
Benefit: As a full-round action you may conjure forth a celestial trumpet. If you drop this trumpet it vanishes back into the aether. As a free action you may transform the trumpet into a +3 Greatsword or back again. As a standard action you may raise the trumpet to your lips and blow into it with a force of magic expending either 4 daily uses of Bardic Music or a 7th level or higher spell slot. All evil creatures within 5 ft per rank in Perform (Wind Instrument) (if Bardic Music was expended) or 10 ft per level of the expended spell must make a Will save (DC 9 + ½ ranks in Perform (Wind Instrument) + Charisma modifier or 10 + expended spell level + Charisma modifier) or be stunned for 1d4 rounds.


New Spell: Holy Smite, Greater

Holy Smite, Greater
Evocation [Good]
Level: HBM 6.
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous (1 or more rounds); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

This spell functions as Holy Smite (http://www.d20srd.org/srd/spells/holySmite.htm) except as noted here. It deals 1d6 damage per caster level (max 15d6 at CL 15), or 2d4 damage per caster level (max 50d4 at CL 25) against evil outsiders, and an evil target which fails their save is blinded for 1d4. Neutral targets which fail their save are blinded for 1 round.

Elandris Kajar
2015-09-13, 06:50 AM
A few comments:
Firstly, this looks great. I'm not sure where you got 14th level for entry though.
However, I think the name would sound better if it was "heaven blooded" instead of heaven blood.

Also, they are giving up 3 caster levels, which I am not concerned about, but they will want something great in return. I am not quite convinced that it is worth it. Why do they only get half-celestial for a limited time each day? Just give them the template sans spell-likes or if that is too powerful, then the celestial template.
That's all for now I guess, but I must say again that this is a great idea.

Zaydos
2015-09-13, 12:20 PM
A few comments:
Firstly, this looks great. I'm not sure where you got 14th level for entry though.
However, I think the name would sound better if it was "heaven blooded" instead of heaven blood.

Also, they are giving up 3 caster levels, which I am not concerned about, but they will want something great in return. I am not quite convinced that it is worth it. Why do they only get half-celestial for a limited time each day? Just give them the template sans spell-likes or if that is too powerful, then the celestial template.
That's all for now I guess, but I must say again that this is a great idea.

The 14th is only a thing saying "I should have the fluff up within 24 hours unless I forget at which point feel free to yell at me".

As for the spellcasting loss I'm concerned too it's always a delicate balance. They do only lose 2 caster levels, however if that helps assuage your worries. In exchange they gain +1 to all save DCs versus Evil creatures increasing to +2 vs fiends, 3 bonus feats, SR 8 + level versus most foes or 13 + level versus fiends, Charisma to AC or saves as a swift action each round (but only against Evil), +10 damage vs evil (and ignore fiends' energy resistance), and the real meat 40 bonus spells known (roughly doubling a sorcerer's spells known). So despite losing casting levels you end up with 9th level spells still and with more spells known of each level including 9th, and this is the why of losing the caster level. However past level 6 you run into a lot of "Nothing yet, power later" as you gain spells that are higher level than you can currently cast and few of levels you can. Not quite sure how to fix that issue. Oh and they get the ability to turn half-celestial temporarily for a short period but that's actually more after thought than anything else. As for why that is temporary the first is probably the fact that I watch anime and the short-lived super mode is a thing, especially with heavenly powers. I could try and justify it with something about the importance of +4 Charisma (and thus +2 to save DCs) actually outweighing the entire rest of the template, but mostly it's so you can have an active little buff in which you temporarily become more angelic.

Did change the name and remember to add on a the Greater Holy Smite spell. Next: Actually writing the fluff.

Edit: Actually next is asking opinions on whether I should keep the Exalted feat prereq or drop it to just 1 feat prereq (don't like that much for flavor reasons), or make it Celestial Heritage and a feat that requires it as a prereq?

Zaydos
2015-09-13, 09:24 PM
Just wanted to post and say I added fluff.

Also I'd like opinions on whether I should keep the Exalted feat prereq or drop it to just 1 feat prereq (don't like that much for flavor reasons), or make it Celestial Heritage and a feat that requires it as a prereq? And I want to make some sort of Heritage feat which is also a Metamagic feat to facilitate entering Loremaster. Unfortunately the only thing I can think of is a metamagic reducer based in some way upon the number of Celestial Heritage feats you have and that has 2 glaring problems. 1) It's a metamagic reducer and those are usually problematic and adding more is typically not the best. 2) It's a metamagic reducer and not really a metamagic feat. So any suggestions?

Elandris Kajar
2015-09-14, 08:51 AM
First of all, I like the prerequisites as they are. If you are worried about the power level, make it a heritage feat instead. But, I would go back to losing 3 caster levels. With the number of spells they learn and how good those spells are, this is very powerful, maybe even half a tier for a sorcerer. I think the third level is fine now and the first time I only meant say make sure the abilities are decent, as the spells clearly are.

Also, about the half-celestial, I understand where you are coming from and I think it is brilliant, especially if you fluff it up a lot.

Zaydos
2015-09-14, 12:41 PM
It never lost 3 levels of casting, and really shouldn't. You remove 3 levels of casting and it starts looking bad compared to Mystic Theurge, assuming you replace the 9th level spells with 8th level spells. If you level them down it still means trading 9th level arcane spells for 9th level divine spells (normally a trade down), and means removing Miracle or getting into the funny state of using an 8th level slot for any 8th level cleric spell, and it still comes off pretty bad compared to other sorcerer options or just playing a Favored Soul (which is worse than Sorc). You can also compare to Rainbow Servant. If you go text then a fixed list cast 10/Rainbow Servant 10 is rather ridiculous. But if you go by the table (where they lose 3 casting levels) they're mostly reasonable (compared to what Sorcerers and Wizards can do) and strictly superior.

Stratovarius
2015-09-14, 01:32 PM
Thoughts on the class:

This first one is a minor one, but if a PrC is going to lose casting levels, I personally like to have the loss come at level 1 - it stops (or at least makes more costly) dipping into the class and out again.
Call Faithful Servants needs a book tag (I presume BoED).
The late appearance of Summon Monster is odd - why not have it either grant it the whole way through as a good spell only?
Resist Evil - The base SR (2 + level) is too low to be of much use, aside from possibly keeping away trash spells from much lower level casters. I do like the nice nod towards vampires though.
Life's Blood vs Sacrifice of Blood - Why does one double the amount and the other not? Also, the 10/1 burn vs drain is high enough that it's worthless, especially when Restoration clears up all points of ability drain to a single ability.
Cleansing Blood - Few minor editing mistakes in this one.
Hallowed Protection - Few minor editing mistakes in this one.
Hell Scour - "the spell ignores any energy resistance they may possess and deals half damage through any applicable energy resistance they may possess." Something went wrong here.
Celestial Form - The duration feels far too short, especially as there's no provision for parcelling out the use over multiple encounters.

Zaydos
2015-09-14, 01:49 PM
Thoughts on the class:

This first one is a minor one, but if a PrC is going to lose casting levels, I personally like to have the loss come at level 1 - it stops (or at least makes more costly) dipping into the class and out again.
Call Faithful Servants needs a book tag (I presume BoED).
The late appearance of Summon Monster is odd - why not have it either grant it the whole way through as a good spell only?
Resist Evil - The base SR (2 + level) is too low to be of much use, aside from possibly keeping away trash spells from much lower level casters. I do like the nice nod towards vampires though.
Life's Blood vs Sacrifice of Blood - Why does one double the amount and the other not? Also, the 10/1 burn vs drain is high enough that it's worthless, especially when Restoration clears up all points of ability drain to a single ability.
Cleansing Blood - Few minor editing mistakes in this one.
Hallowed Protection - Few minor editing mistakes in this one.
Hell Scour - "the spell ignores any energy resistance they may possess and deals half damage through any applicable energy resistance they may possess." Something went wrong here.
Celestial Form - The duration feels far too short, especially as there's no provision for parcelling out the use over multiple encounters.

In order:

I agree, I initially had it at level 2 allowing a 1 level dip because the prereqs cost you feats that don't directly help being a caster, but upped it to 3 because that's the level where I could give you Holy Smite (which is 1 spell level lower than for clerics because... it's not a good spell) and it reduces the sting a bit, I might try and rejigger them a bit to make it where you lose the level at 1st and it doesn't sting too much immediately.

Yes, BoED, thanks for the catch.

It doesn't show up because I was mostly granting the Celestial/Good domains and healing and it shows up as the 9th level Good domain and not before. I gave the 8th level version because the class was giving you a lot of spells that you couldn't use before 20th (or maybe at 18th with Versatile Spell depending upon DM). Do you think I could add 1-7 and be alright power wise?

Resist Evil: The base version is mostly there for vs Evil Outsiders but even then (7 + spell level) it tends to be only for dealing with weak ones. Think I could up it to 5 + and keep Greater at 8 +?

Because of paranoia over the idea of having 2 of them in the party healing each other (one reason why Life's Blood doesn't double for Constitution). And I forgot Restoration was all drain from a single ability score (was for some reason thinking it was 1 or 1d4), so I'm going to drop the burn to 3/point of drain. Still painful, but mostly there to save you money when you have down time or as an emergency measure.

Hallowed Protection I'll see what I can do. Also seem to keep shuffling back and forth over whether I want it to be AC and Saves or AC or Saves.

That should be immunity the second time.

Ultimately it's supposed to be a 1 encounter boost. I might actually through on a few additional benefits while it's active to make it more "cool super mode" style.

Stratovarius
2015-09-14, 03:08 PM
It doesn't show up because I was mostly granting the Celestial/Good domains and healing and it shows up as the 9th level Good domain and not before. I gave the 8th level version because the class was giving you a lot of spells that you couldn't use before 20th (or maybe at 18th with Versatile Spell depending upon DM). Do you think I could add 1-7 and be alright power wise?

If it's restricted only to the Good alignment version of the spell? I think it'd be fine. It's just giving a little of the versatility to the Sorc so it's on a more even footing with Wiz and Divine casters.


Resist Evil: The base version is mostly there for vs Evil Outsiders but even then (7 + spell level) it tends to be only for dealing with weak ones. Think I could up it to 5 + and keep Greater at 8 +?

I personally would. Maybe even 5/10.


Because of paranoia over the idea of having 2 of them in the party healing each other (one reason why Life's Blood doesn't double for Constitution). And I forgot Restoration was all drain from a single ability score (was for some reason thinking it was 1 or 1d4), so I'm going to drop the burn to 3/point of drain. Still painful, but mostly there to save you money when you have down time or as an emergency measure.

Even by level 7, if a party really wants to, they can manage full healing between each encounter. So it depends a little on how you personally think the game should be balanced, but I would say a doubled Heaven Blooded Mage party would be a very unlikely occurrence regardless. Most parties try and spread the roles around a bit.


Ultimately it's supposed to be a 1 encounter boost. I might actually through on a few additional benefits while it's active to make it more "cool super mode" style.

If you bumped it up to around, say, 15 rounds a day that the PrC can use as desired, instead of all one block, I think players would find it a lot more useful and easy to time when they want to use it. Otherwise you can end up in the "I have to save it for the BBEG! [Time Passes] Wait, that was the BBEG and I never used my best abilities!" trap. Plus, I tend to assume that balance goes the way of the dodo around 11th-13th level with 6th+ level spells, so above that point if it feels a little strong, it's not really an issue.

Zaydos
2015-09-16, 11:28 AM
If it's restricted only to the Good alignment version of the spell? I think it'd be fine. It's just giving a little of the versatility to the Sorc so it's on a more even footing with Wiz and Divine casters.

Added.


I personally would. Maybe even 5/10.

Kept it 5/8 because evil outsiders have CL up to 2 below CR already making 15 + against them a little too high.


Even by level 7, if a party really wants to, they can manage full healing between each encounter. So it depends a little on how you personally think the game should be balanced, but I would say a doubled Heaven Blooded Mage party would be a very unlikely occurrence regardless. Most parties try and spread the roles around a bit.

And you can already burn a single feat to get full out of combat healing for everyone else and you to 1/2 with it as is so I might as well double it.


If you bumped it up to around, say, 15 rounds a day that the PrC can use as desired, instead of all one block, I think players would find it a lot more useful and easy to time when they want to use it. Otherwise you can end up in the "I have to save it for the BBEG! [Time Passes] Wait, that was the BBEG and I never used my best abilities!" trap. Plus, I tend to assume that balance goes the way of the dodo around 11th-13th level with 6th+ level spells, so above that point if it feels a little strong, it's not really an issue.

As a player I like the tension of the "Do I save this for the BBEG" ability, though. Did make it a little stronger (+2 more Charisma, and made the SR increase against Evil and even more vs Evil Outsider/Evil descriptor spells.

Stratovarius
2015-09-16, 12:30 PM
Did make it a little stronger (+2 more Charisma, and made the SR increase against Evil and even more vs Evil Outsider/Evil descriptor spells.

Does the SR boosts from Celestial Form stack with the already existing ones? RAW, it sounds like they do, which would give +20 or more in certain situations. Generally think the wording needs to be cleaned a little.


As a player I like the tension of the "Do I save this for the BBEG" ability, though.

I'm on the other end of this spectrum, which is why all of my designed magic systems are either infinite use (think ToB) or huge durations (a week for buffs, in one case). And I have a reasonably strong hatred of 3 uses/day abilities. But this is more down to personal preference and design philosophy, rather that one party or another actually being "right".