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CopperElfCleric
2018-12-22, 07:29 PM
Elven High Hierophant

Elves study magic with a matchless passion. But even among the elves, the high hierophants are regarded as obsessed with the accumulation of divine power and closeness with their chosen deity.

Elven high hierophants are the masters of learning the secrets of epic magic is the culmination of any divine casters career, and the elves are very selective about who can learn such potent lore. Existing high hierophants often observe high priests of their own deities as they travel the elven communities of Faerun, making sure the dogma of their deity is being upheld at an exemplary level. Other high hierophants simply travel the world, doing their deities bidding.

All elven high hierophants are sun elves, moon elves, wood elves or Wild elves, and all are powerful clerics or druids. No one else can learn the Seldarines' greatest magical secrets.

NPC high hierophants spend their time learning new epic spells, organizing searches for lost elven lore, or taking steps to ensure that elven secrets stay secret. PC high hierophants will find that being a high hierophant is a full-time job, making adventuring something to enjoy. But due to their considerable personal power, elven high hierophants often wind up on the front lines of the defense of the elven people.

The elven high hierophant prestige class makes use of material found in Epic Level Handbook, since any elven high hierophant is by definition an epic-level character.

Requirements
To qualify to become an Elven High hierophant, a character must fulfill all the following criteria:

Race: Any Elf.
Skills: Knowledge (religion) 25 ranks, Spellcraft 25 ranks.
Feats: Epic Skill Focus [Knowledge (religion)], Epic Skill Focus (Spellcraft).
Spellcasting: Able to cast 9th-level divine spells.
Special: Must worship one deity of the seldarine.

Class Skills
The Elven high hierophants class skills are Concentration, Craft (any), Decipher Script, Diplomacy, Heal, Knowledge (any), Profession, Sense Motive, Speak Language, and Spellcraft.
Skill Points at Each Level: 2 + Int modifier.

Class Features
All of the following are class features of the elven high hierophant.

Weapon and Armor Proficiency: The elven high hierophant is proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

Spells Per Day/Spells Known: Starting at 1st level and every elven high hierophant level thereafter, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. She does not, however, gain any other benefit that a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one spellcasting class before becoming an elven high hierophant, the player must decide to which class to add the new level for the purpose of determining spells per day.

Divine Reach (Ex): At 1st level the high hierophant can use touch spells on targets up to 90 feet away. If the spell requires a melee touch attack, the high hierophant must make a ranged touch attack instead with a +2 divine bonus

Mastery of Energy (Su): At 2nd level the high hierophant channels divine energy much more effectively, increasing his ability to affect undead. Add a +8 bonus to the hierophant's turning checks and turning damage. This ability stacks with any other ability that affects the hierophants turning checks and damage.

Spell-like Ability (Sp): At 3rd level the high hierophant can use one of her divine spell slots to permanently prepare one of her divine spells as a spell-like ability that can be used twice per day. The high hierophant does not use any divine focus when casting the spell, although a spell that costs XP to cast still does so and a spell with a costly material component instead costs her 10 times that amount in XP. The spell-like ability normally uses a spell slot of the spell's level, although the high hierophant can choose to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level. For example, the high hierophant can make searing light into a spell-like ability by using a 3rd-level spell slot to do so, or a maximized searing light into a 6th-level spell-like ability.

The high hierophant may use an available higher-level spell slot to be able to use the spell-like ability more often. Using a slot three levels higher than the chosen spell allows her to cast it four times per day, and a slot six levels higher lets her cast it six times per day. For example, Lonafin the high hierophant is a follower of Shevaresh and wants to be able to summon monsters whenever he has the opportunity, so he permanently uses a 9th-level spell slot to get summon monster 3, as a spell-like ability usable six times per day.

Divine Energy Burst (Su): At 4th level the high hierophant can unleash a wave of divine energy that expands from the caster in a 60 foot radius, healing 1d8 plus 1/caster level to all nearby allies, as well as removing 1d6 negative levels and 1d8 points of ability damage. Undead are instead damaged by the energy, taking 1d10 points of damage per Caster level. A successful Will save reduces the damage by half. This ability may be used as many times a day as your Wis bonus, and takes a standard action to use.

Sacred Smite (Su): At 5th level the high hierophant gains the ability to channel divine spell energy into divine fire, manifesting as a bolt of raw divine power. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of high hierophant) and deals 1d10 points of damage per level of high hierophant plus 1d10 points of damage per level of the spell channeled to create the effect. Therefore, a 5th-level high hierophant that channels a 7th-level spell into sacred smite deals 12d10 points of damage to the target if it hits. A successful Reflex save causes half damage. This ability can be used a number of times a day equal to your Wis bonus, and takes a standard action to use.

Warding of Evil (Ex): At 6th level the high hierophant gains a +4 sacred bonus to AC and on saves against attacks made by evil aligned enemies, as well as damage reduction DR 20/+5

Signs and Portents (Sp): At 7th level, the high hierophant learns to ferret out ancient, hidden evils by reading mystic omens in the world around you. Ten times per day, you can cast any divination spell you know, without them counting against your daily spell limit. (caster level equals your character level).

Freedom of the Seldarine (Sp): At 8th level the high hierophant is blessed by the Seldarine with a mighty gift, and becomes permanently immune to the following specific spells, effects, and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis, and web.

Intensify Spell (Ex): At 9th level all variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot seven levels higher than the spell’s actual level. You can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell.

Summon Epic Monster (Sp): At 10th level the high hierophant can summon an epic creature to assist her once a day from the following choices; Primal Air Elemental, leShay, Hoary Hunter, Two Celestial Tulani Eladrin. This spell functions just as the summon monster spell using full character caster level.

Elven High Hierophant Hit Dice d8


Level BAB Fort Ref Will Abilities Spellcasting
1st +0 +2 +0 +2 Divine reach +1 level of divine caster
2nd +1 +3 +0 +3 Mastery of energy +1 level of divine caster
3rd +2 +3 +1 +3 Spell-like ability +1 level of divine caster
4th +3 +4 +1 +4 Divine energy burst +1 level of divine caster
5th +3 +4 +1 +4 Sacred smite +1 level of divine caster
6th +4 +5 +2 +5 Warding of evil +1 level of divine caster
7th +5 +5 +2 +5 Signs and portents +1 level of divine caster
8th +6 +6 +2 +6 Freedom of the seldarine +1 level of divine caster
9th +6 +6 +3 +6 Intensify spell +1 level of divine caster
10th +7 +7 +3 +7 Summon epic monster +1 level of divine caster

rferries
2018-12-23, 02:55 AM
Primal Air Elemental, LeShay, and Hoary Hunter make sense for creatures to summon, less so for the others. Why those selections?

CopperElfCleric
2018-12-23, 10:09 AM
Primal Air Elemental, LeShay, and Hoary Hunter make sense for creatures to summon, less so for the others. Why those selections?

I ran out of CG, CN epic creatures or fey creatures to choose from. I don't have my books with me.

khadgar567
2018-12-23, 11:43 AM
and we have one more prestige class remaining then we are out of epic levels so what's next dragon based class with dragon riding or another update to our divine theurge combo.

CopperElfCleric
2018-12-23, 11:49 AM
and we have one more prestige class remaining then we are out of epic levels so what's next dragon based class with dragon riding or another update to our divine theurge combo.

If it floats your boat, yes. lol.

Darth Ultron
2018-12-23, 01:18 PM
1.So for Race, why only sun elf, moon elf, wood elf, wild elf? Why no aquatic elves or winged elves? Why not just make this: Any Elf?

2.Positive Energy is a weird thing for evles to focus on. Elves are chaotic nature lovers...not bright stars of pure life.

Master of energy, also won't do much at +4 to Epic levels. The Epic Elven High Hierophant won't have any problem with most undead. And once you start getting to near epic, a lot of undead have Turn Immunity.

3.Positive Energy Burst is once a day? Still the heal and hurt undead is really not that needed at epic levels. How about just expand Divine Reach here....like cast spells to effect everyone in 60 feet?

4.Divine Fire? Why fire? Just make this ''divine smite".

5.Signs and Portents...so at like 30th level can cast a 2nd level spell 4 times a day? Er...wow. Maybe make this more like "can cast any divination spell, unto 10 levels a day."

6.Word of Might. Boring attack power...but at least make it ''any power word spell".

CopperElfCleric
2018-12-24, 02:40 AM
1.So for Race, why only sun elf, moon elf, wood elf, wild elf? Why no aquatic elves or winged elves? Why not just make this: Any Elf?

2.Positive Energy is a weird thing for evles to focus on. Elves are chaotic nature lovers...not bright stars of pure life.

Master of energy, also won't do much at +4 to Epic levels. The Epic Elven High Hierophant won't have any problem with most undead. And once you start getting to near epic, a lot of undead have Turn Immunity.

3.Positive Energy Burst is once a day? Still the heal and hurt undead is really not that needed at epic levels. How about just expand Divine Reach here....like cast spells to effect everyone in 60 feet?

4.Divine Fire? Why fire? Just make this ''divine smite".

5.Signs and Portents...so at like 30th level can cast a 2nd level spell 4 times a day? Er...wow. Maybe make this more like "can cast any divination spell, unto 10 levels a day."

6.Word of Might. Boring attack power...but at least make it ''any power word spell".

I've changed some abilities to be stronger and thrown away one to be replaced with another.

CopperElfCleric
2019-10-08, 12:26 AM
I have re-vamped it. What say you?