SuperDave
2024-01-07, 06:11 PM
In honor of the new Percy Jackson and the Olympians series' debut on Disney+, I've decided to finally get off my duff and finish the Head Counselor prestige class for the Percy Jackson/Heroes of Olympus d20 System (https://docs.google.com/document/d/1kJTfWvkmd9CcQxOLJYsueNh_FTHzpLIvWX9Kwgjzvjc/edit#heading=h.f6os3xw4j74n) that my friends and I created many and many a year ago. Trouble is, it's been a long long time since I actually played 3.5 and my homebrew skills are a little rusty. I'd love to get some feedback on this class, and the other elements of the system, from people who actually know what they're doing.
My main difficulty is deciding which order the class features should be awarded in, and how many times per day head counselors should be able to heal their charges. I'd like for this PrC to focus on a support and battlefield management role, but still be able to hold its own in a fight when they're away from camp on a quest (or going after a camper who snuck off without permission).
Head Counselor
https://static.wikia.nocookie.net/olympians/images/1/10/Percy_Jackson.jpg/revision/latest/scale-to-width-down/250?cb=20180319172727
Hit Die
d8
Alignment
Cannot be opposed to divine parent’s alignment on both the law/chaos and good/evil axes. The Olympians care less about morality than they do about getting results, but working at complete cross-purposes to your divine parent is a good way to get smited. Smote? Smitten? Anyway, it’s a bad idea.
Requirements
To qualify to become a Head Counselor, a character must fulfill all of the following criteria:
Race
Demigod (can include non-human races, such as Cyclops, if at least one parent is divine) who has been enrolled in Camp Half-Blood and formally claimed by their divine parent
Base Attack Bonus
+6
Skills
5 or more ranks in Diplomacy, Heal, Knowledge (Mythos), Survival, and divine parent’s favored skill (e.g. Bluff or Sleight of Hand for Hermes, Craft for Hephaestus, Spellcraft for Hecate).
Age
Typically the oldest camper in their cabin (usually 15 or older), though a younger camper who has been on more quests than the current head counselor may challenge the head counselor of their own cabin to a duel for their position. The current head counselor is obliged accept such a challenge, though the duel need not be a physical contest. Athena’s children have been known to challenge each other to chess matches; Hephaestus campers often dare each other to see who can construct the most powerful weapons or armor; and the sons and daughters of Hecate are known to throw down in truly epic Mythomagic showdowns.
Class Skills
The head counselor’s class skills (and the key ability for each skill) are: Climb (Str), Diplomacy (Cha), Heal (Wis), Knowledge (Mythos) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level
4 + Int modifier.
Level
BAB
Fort
Ref
Will
Special
1st
+0
+2
+0
+2
Home-Field Advantage
2nd
+1
+3
+0
+3
Rallying Cry
3rd
+2
+3
+1
+3
Hold the Line
4th
+3
+4
+1
+4
He Said She Said
5th
+3
+4
+1
+4
First Aid
6th
+4
+5
+2
+5
Mentee
7th
+5
+5
+2
+5
Requisition Artifact
8th
+6
+6
+2
+6
Walk It Off
9th
+6
+6
+3
+6
10th
+7
+7
+3
+7
Leonidas' Last Stand
Class Features
All of the following are Class Features of the head counselor prestige class.
Weapon and Armor Proficiency
A head counselor is proficient all simple and martial weapons, with all types of armor, and with shields.
Home-Field Advantage (Su)
As long as you are physically within the borders of Camp Half-Blood, you gain advantage on combat checks and saving throws (this means you may roll twice and take the higher result). If the magical barriers around Camp Half-Blood fail, you lose this ability until they are reinstated.
Rallying Cry (Ex)
All allies within earshot who can hear you may take a bonus action during your turn to move up to 10 feet closer to you (this movement provokes attacks of opportunity as normal).
Hold the Line (Su)
You exhort your fellows to hold their positions; any allies within earshot who can hear you gain a morale bonus to attack, equal to your levels in Head Counselor, as long as they do not retreat (i.e. moving in any direction which takes them further away from all enemy combatants).
He Said, She Said (Sp)
Once per day you may cast zone of truth as a spell-like ability with a caster level equal to your total HD.
Mentee (Ex)
You have become a mentor to a younger camper (not necessarily from your own cabin) and taken them under your wing... or else one has glommed onto you and you can’t shake the kid off no matter how hard you try. They follow you everywhere, attempting to be helpful as best they can, though their limited experience and bias towards you means that sometimes their “help” is really more of a hindrance. Your mentee can deliver messages, serve as a lookout, run errands, spy on your rivals, or perform other simple favors for you. They will assist you in combat to the best of their abilities (unless the enemy is too scary, in which case you’re on your own). You are considered responsible should any serious or permanent harm befall them, in which case you will likely have to answer to their divine (and/or mortal) parent for your negligence. To determine your Mentee’s level and abilities, see the Leadership (https://www.d20srd.org/srd/feats.htm#leadership) feat.
Walk It Off (Su)
Once per day per levels of Head Counselor, you can remove one negative status effect from one ally who can see and hear you.
First Aid (Sp)
You can cast cure light wounds on one creature you can touch, with a caster level equal to your total HD, a number of times per day equal to one-half your Head Counselor level (rounded up).
Leonidas' Last Stand (Ex)
Anytime you deal damage with an attack of opportunity against an opponent entering a square you threaten, that creature’s movement ends in that square.
Requisition Artifact (Ex)
Once per adventure, with a successful Bluff or Sleight of Hand or Forgery check, you can “borrow without permission” one major magic item, wondrous item, legacy item, or artifact from the attic of the Big House. If it’s not returned undamaged before the next time the cleaning harpies make their rounds you're in deep doo-doo with Mr D, and possibly Chiron as well.
My main difficulty is deciding which order the class features should be awarded in, and how many times per day head counselors should be able to heal their charges. I'd like for this PrC to focus on a support and battlefield management role, but still be able to hold its own in a fight when they're away from camp on a quest (or going after a camper who snuck off without permission).
Head Counselor
https://static.wikia.nocookie.net/olympians/images/1/10/Percy_Jackson.jpg/revision/latest/scale-to-width-down/250?cb=20180319172727
Hit Die
d8
Alignment
Cannot be opposed to divine parent’s alignment on both the law/chaos and good/evil axes. The Olympians care less about morality than they do about getting results, but working at complete cross-purposes to your divine parent is a good way to get smited. Smote? Smitten? Anyway, it’s a bad idea.
Requirements
To qualify to become a Head Counselor, a character must fulfill all of the following criteria:
Race
Demigod (can include non-human races, such as Cyclops, if at least one parent is divine) who has been enrolled in Camp Half-Blood and formally claimed by their divine parent
Base Attack Bonus
+6
Skills
5 or more ranks in Diplomacy, Heal, Knowledge (Mythos), Survival, and divine parent’s favored skill (e.g. Bluff or Sleight of Hand for Hermes, Craft for Hephaestus, Spellcraft for Hecate).
Age
Typically the oldest camper in their cabin (usually 15 or older), though a younger camper who has been on more quests than the current head counselor may challenge the head counselor of their own cabin to a duel for their position. The current head counselor is obliged accept such a challenge, though the duel need not be a physical contest. Athena’s children have been known to challenge each other to chess matches; Hephaestus campers often dare each other to see who can construct the most powerful weapons or armor; and the sons and daughters of Hecate are known to throw down in truly epic Mythomagic showdowns.
Class Skills
The head counselor’s class skills (and the key ability for each skill) are: Climb (Str), Diplomacy (Cha), Heal (Wis), Knowledge (Mythos) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level
4 + Int modifier.
Level
BAB
Fort
Ref
Will
Special
1st
+0
+2
+0
+2
Home-Field Advantage
2nd
+1
+3
+0
+3
Rallying Cry
3rd
+2
+3
+1
+3
Hold the Line
4th
+3
+4
+1
+4
He Said She Said
5th
+3
+4
+1
+4
First Aid
6th
+4
+5
+2
+5
Mentee
7th
+5
+5
+2
+5
Requisition Artifact
8th
+6
+6
+2
+6
Walk It Off
9th
+6
+6
+3
+6
10th
+7
+7
+3
+7
Leonidas' Last Stand
Class Features
All of the following are Class Features of the head counselor prestige class.
Weapon and Armor Proficiency
A head counselor is proficient all simple and martial weapons, with all types of armor, and with shields.
Home-Field Advantage (Su)
As long as you are physically within the borders of Camp Half-Blood, you gain advantage on combat checks and saving throws (this means you may roll twice and take the higher result). If the magical barriers around Camp Half-Blood fail, you lose this ability until they are reinstated.
Rallying Cry (Ex)
All allies within earshot who can hear you may take a bonus action during your turn to move up to 10 feet closer to you (this movement provokes attacks of opportunity as normal).
Hold the Line (Su)
You exhort your fellows to hold their positions; any allies within earshot who can hear you gain a morale bonus to attack, equal to your levels in Head Counselor, as long as they do not retreat (i.e. moving in any direction which takes them further away from all enemy combatants).
He Said, She Said (Sp)
Once per day you may cast zone of truth as a spell-like ability with a caster level equal to your total HD.
Mentee (Ex)
You have become a mentor to a younger camper (not necessarily from your own cabin) and taken them under your wing... or else one has glommed onto you and you can’t shake the kid off no matter how hard you try. They follow you everywhere, attempting to be helpful as best they can, though their limited experience and bias towards you means that sometimes their “help” is really more of a hindrance. Your mentee can deliver messages, serve as a lookout, run errands, spy on your rivals, or perform other simple favors for you. They will assist you in combat to the best of their abilities (unless the enemy is too scary, in which case you’re on your own). You are considered responsible should any serious or permanent harm befall them, in which case you will likely have to answer to their divine (and/or mortal) parent for your negligence. To determine your Mentee’s level and abilities, see the Leadership (https://www.d20srd.org/srd/feats.htm#leadership) feat.
Walk It Off (Su)
Once per day per levels of Head Counselor, you can remove one negative status effect from one ally who can see and hear you.
First Aid (Sp)
You can cast cure light wounds on one creature you can touch, with a caster level equal to your total HD, a number of times per day equal to one-half your Head Counselor level (rounded up).
Leonidas' Last Stand (Ex)
Anytime you deal damage with an attack of opportunity against an opponent entering a square you threaten, that creature’s movement ends in that square.
Requisition Artifact (Ex)
Once per adventure, with a successful Bluff or Sleight of Hand or Forgery check, you can “borrow without permission” one major magic item, wondrous item, legacy item, or artifact from the attic of the Big House. If it’s not returned undamaged before the next time the cleaning harpies make their rounds you're in deep doo-doo with Mr D, and possibly Chiron as well.