A Monster for Every Season: Summer 2
You can get A Monster for Every Season: Summer 2 now at Gumroad
Results 1 to 9 of 9
  1. - Top - End - #1
    Ogre in the Playground
     
    Jeriah's Avatar

    Join Date
    Apr 2007
    Location
    Orlando
    Gender
    Female

    Default [3.5, PrC] The Plague Knight (Armipōtent)

    The Plague Knight

    Design Notes:
    Spoiler
    Show
    For those of you not familiar with my Holie Man Armipōtent project, the purpose of this may not be readily apparent. I am reworking the paladin-like base and prestige classes to be stronger and balanced against one another without losing their core mechanics and flavor. This is one more piece of that project. I would love to have comments on the larger project as well as on this class.

    The PrC one which this is based was originally published in a DragonLance book. The plague knight is meant primarily to be an interesting class for an NPC villian. It doesn't really work well for PCs due to the long times involved with diseases and the fact that most enemies will be dead before the diseases can come into effect (until you reach the capstone anyway). This is as I intended it, as I wanted this to be more of an evil NPC class. It still offers things for players, but its usefulness in a campaign can be rather situational.

    Wearing the semblance of lepers or beggars surrounded by vermin, the plague knights dispel such thoughts when inspected more closely. With rank breath and a corroded steel blade drawn from under tattered robes, a plague knight is one of the deadliest threats in a world that struggles under an epidemic’s yoke.

    Requirements
    To qualify to become a plague knight, a character must fulfill all the following criteria.
    • Alignment: Any evil
    • Base Attack Bonus: +5
    • Skills: Heal 4 ranks, Intimidate 4 ranks, Knowledge (relition) 4 ranks
    • Special: Must have willingly contracted at least three diseases and survived without magical aid.


    The Plague Knight____Hit Die: d10
    Level Base
    Attack Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special 1st 2nd 3rd 4th 5th
    1st +1 +2 +0 +2 Noxious strike 1/encounter, plaguebearer 0 - - - -
    2nd +2 +3 +0 +3 Blessed immunity, baleful touch 1 0 - - -
    3rd +3 +3 +1 +3 Delay symptoms, aura of despair, mettle 1 1 - - -
    4th +4 +4 +1 +4 Abyssal swarm 2 1 0 - -
    5th +5 +4 +1 +4 Noxious strike 2/encounter, dread disease 2 2 1 0 -
    6th +6/+1 +5 +2 +5 Bonus Feat 2 2 1 1 -
    7th +7/+2 +5 +2 +5 Chronic illness 3 2 2 1 0
    8th +8/+3 +6 +2 +6 Virulent affliction 3 3 2 2 1
    9th +9/+4 +6 +3 +6 Noxious strike 3/encounter 3 3 2 2 1
    10th +10/+5 +7 +3 +7 Improved Mettle, living plague 3 3 3 2 2
    Class Skills (2 + Int modifier per level): Bluff, Climb, Concentration, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (religion), Profession, Survival, and Swim.

    Class Features
    All of the following are class features of the plague knight.

    Weapon and Armor Proficiency: Plague knights are proficient with all simple and martial weapons, with all types of armor, and with shields (including tower shields).

    Spells: A plague knight has the ability to cast a small number of divine spells, which are drawn from the plague knight spell list. He must choose and prepare his spells in advance.

    To prepare or cast a spell, a plague knight must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a plague knight’s spell is 10 + the spell level + the plague knight’s Wisdom modifier.

    Like other spellcasters, a plague knight can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Plague Knight. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Plague Knight indicates that the plague knight gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

    A plague knight prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to spontaneously cast a cure spell in its place. A plague knight may prepare and cast any spell on the plague knight spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

    A plague knight's caster level is equal to his class level.

    Plaguebearer (Ex): Plague knights have become highly resistant to disease through repeated exposure. A plague knight can willingly contract a disease without suffering any effects of the disease, but each different disease he contracts in this way lowers his Constitution by 1. This penalty can not be removed as long as he is a carrier for the disease.

    The diseases he carries spread in their usual way, and he can use them with his noxious smite ability. A plague knight may choose to automatically contract one non-supernatural, non-magical disease of his choice when he gains the first level of this class. He may only be a carrier of one disease at a time, though he may later carry one additional disease for each odd level he gains, two at 3rd, three at 5th, etc. He does not gain these diseases automatically.

    A plague knight is not immune to disease. If exposed to a disease that he does not carry, he must decide at the point of exposure whether to contract the disease and become carrier or become infected as normal, suffering the normal effects of the disease. When a plague knight chooses to become a carrier of a new disease, he must succeed on a Fortitude save against the disease. When he does, he becomes a carrier, no longer suffers any effects of the disease, and the penalty to his Constitution score increases by 1. If he fails the save, he becomes infected as usual. If he succeeds on his later saves to cure the disease, he may choose to become a carrier instead of curing it.

    If he is already carrying the maximum number of diseases he can for his level when he becomes a carrier for a new disease, he may attempt to purge one disease he already carries to replace it with the new one. To purge a disease, he must make a successful Fortitude save against the disease's normal DC. If he fails this save, he becomes infected with the old disease, immediately taking damage with no incubation period and must be cured of the disease as normal. On a successful save, his immune system rids him of the disease with no ill effects. In either case, he successfully becomes a carrier for the new disease.

    Noxious Strike (Su): Once per combat encounter, a plague knight may attempt to channel any disease he carries into a melee attack, even if the disease is not injury-based. If the attack is successful and causes damage, the target must immediately make a Fortitude save (DC 10 + plague knight level + Wis bonus (if any) or contract the disease. The target gains another saving throw each day as normal. After the first save of the initial strike, all saving throws to resist the disease use the disease's normal save DC.

    At 5th level and 9th level, the plague knight may make a noxious strike one additional time per encounter, as indicated on Table: The Plague Knight.

    Blessed Immunity (Su): At 2nd level, a plague knight gains a bonus equal to his Wisdom bonus (if any) on all saving throws.

    Baleful Touch (Su): Beginning at 2nd level, a plague knight can cause wounds with a successful touch attack. Each day he can deal a total number of hit points of damage equal to 2 × his plague knight level × his Wisdom bonus. A plague knight may choose to divide his damage among multiple recipients, and he doesn’t have to use it all at once. Using baleful touch is a standard action. An opponent subjected to this attack can make a Will save (DC 10 + plague knight level + plague knight’s Wis modifier) to halve the damage dealt.

    A plague knight may use this ability to enhance the effects of poison and disease by weakening the target's immune system. By expending a number of points, the next time the recipient makes a saving throw to resist the poison or disease, subtract the number of points expended as a profane penalty to the save.

    A plague knight can not use this ability to cure undead.

    Delay Symptoms (Su): At 3rd level, a plague knight may choose to extend the incubation period of any disease he carries to twice as long as normal. An infected target can spread the disease to others as normal after the normal incubation period, but he does not make any saves or suffer any effects until later. This is useful for infecting a target that the plague knight does not want to show immediate symptoms and to infect others. Often, the originally infected target will show symptoms the same day or later that other's he has unintentionally infected show them, making it difficult to track the disease back to its original host.

    Aura of Despair (Su): Beginning at 3rd level, the plague knight radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.

    Mettle (Ex): At 3rd level and higher, a plague knight can resist magical and unusual attacks with his force of will. If he makes a successful Fortitude or Will saving throw against an attack that normally has a lesser effect on a successful save, he instead takes no damage. An unconscious or sleeping plague knight does not gain the benefit of mettle.

    Abyssal Swarm (Su): At 4th level, a plague knight gains the services of an unusually virulent and powerful swarm from the following list: bat swarm, rat swarm, or spider swarm. This swarm has the Fiendish template.

    Once per day, as a full-round action, a plague knight can call his abyssal swarm from the dark places in which is dwells. The abyssal swarm immediately appears adjacent to the plague knight, seeming to spill forth from under his robes and remains for 2 hours per plague knight level; it may be dismissed at any time as a free action. Unlike a normal swarm that attacks the nearest target, the abyssal swarm follows the plague knight's commands as would a willing animal.

    Each time the abyssal swarm is called, it appears in full health, regardless of any damage it may have taken previously. Calling an abyssal swarm is a conjuration (calling) effect.

    Should the plague knight's swarm die, it immediately disappears. The plague knight can not summon another swarm for one week or until her gains a plague knight level, whichever comes first.

    Except for the changes above, the plague knight’s abyssal swarm advances in power with the plague knight like a blackguard’s fiendish servant does (see the Blackguard class feature). The swarm possesses a collective intelligence, so it can communicate and respond to its master’s wishes just like a fiendish servant does. If a plague knight wishes, he can choose to replace his abyssal swarm with a more powerful type of swarm at higher levels, as follows:
    • 6th Level: Fiendish locust swarm
    • 8th Level: Fiendish centipede swarm
    • 10th Level: Fiendish hellwasp swarm
    A plague knight’s character level for the purposes of determining these advanced abyssal swarm’s bonus abilities, Hit Dice and other features is reduced by -2 for a locust swarm, -4 for a centipede swarm and -6 for a hellwasp swarm.

    Dread Disease (Su): A 5th level plague knight is capable of intensifying the disease strains he harbors, increasing their damage by one and a half times the standard damage.

    Bonus Feat: At 6th level, the plague knight gains a bonus feat. The feat can be any one of the following for which the plague knight meets the prerequisites: any Fighter feat, Extra Smiting, Improved Smiting, and Toughness.

    Chronic Illness (Su): A 7th level plague knight’s diseases are much harder to shake off than normal. For any disease harbored by the plague knight that a target contracts, the number of successful daily saving throws required before the disease is really eliminated is doubled.

    Virulent Affliction (Su): An 8th level plague knight’s diseases have reached maximum potency in his system. Any such disease carried by a plague knight that infects another deals maximum ability damage. This stacks with Dread Disease, above.

    Improved Mettle (Ex): This ability works like mettle, except that while the plague knight still takes no damage on a successful Fortitude or Will saving throw, he henceforth takes only half damage on a failed save. An unconscious plague knight does not gain the benefit of improved mettle.

    Living Plague (Su): By 10th level, the infernally charged diseases that infect the plague knight’s internal systems literally change him. His type changes to outsider (native), and he is no longer affected by spells that target humanoids. However, the remove disease spell now causes him actual harm if cast upon him, dealing 1d6 points of damage per caster level with no saving throw. Plague knights of this level learn to avoid directly confronting paladins and other curative individuals.

    Additionally, a number of times per day equal to his Wisdom modifier, minimum 1, he can reduce the incubation period of any disease to immediate, forcing the infected individual to take damage immediately and make their first daily save. If the target saves against the disease, they take no damage, as usual. This ability can not be used on a target who has already made his first daily save against a disease.

    Ex-Plague Knights
    A plague knight who abandons his faith or betrays the tenets of his faith loses all supernatural and spell-like abilities including bonus spell progression until he atones (see the atonement spell description in the Player’s Handbook). In addition, all diseases that the plague knight currently safely harbors immediately infect the plague knight fully, and he suffers the effects without an incubation period. He must recover from these diseases as he normally would.


    Plague Knight Spell List
    Plague knights choose their spells from the following list:

    1st Level: cause fear, chill touch, cure light wounds, detect animals or plants, doom, inflict light wounds, obscuring mist

    2nd Level: cure moderate wounds, darkness, fog cloud, inflict moderate wounds, spider climb, summon swarm, touch of idiocy, warp wood.

    3rd Level: contagion, cure serious wounds, deeper darkness, diminish plants, inflict serious wounds, spike growth, stinking cloud.

    4th Level: antiplant shell, blight, cure critical wounds, giant vermin, inflict critical wounds, plague of rats, poison

    5th Level:
    Last edited by Jeriah; 2015-03-30 at 03:34 AM.
    Homebrewer's extended signature

    Trophies and Awards
    Spoiler
    Show
    Click an award to see the entry.

  2. - Top - End - #2
    Ogre in the Playground
     
    Jeriah's Avatar

    Join Date
    Apr 2007
    Location
    Orlando
    Gender
    Female

    Default Re: [3.5, PrC] The Plague Knight (Armipōtent)

    Disciple of Glasya
    Spoiler
    Show



    Becoming a Disciple of Glasya
    Disciples of Glasya hail from all walks of life, though they are exclusively female. The majority of her followers come from bordellos and other houses of ill repute. Anywhere women are victimized and disease is prone to spread, the call of Glasya can be heard.
    Bards and fighters are most likely to answer her call, spreading her pestilences across the land, though others have been known to follow her ways, particularly evil clerics.

    Requirements
    To qualify to become a disciple of Glasya, a character must fulfill the following criteria.
    • Alignment: Lawful Evil
    • Base Attack Bonus: +5
    • Gender: Female
    • Feat: Brand of the Nine Hells (Glasya)
    • Special: Must worship Glasya.
      Must have willingly contracted at least three diseases and survived without magical or supernatural aid.


    Base Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special
    1st
    +1
    +2
    +0
    +0
    Mark of Malbolge, plaguebearer
    2nd
    +2
    +3
    +0
    +0
    Charm of Glasya, contagion strike 1/day
    3rd
    +3
    +3
    +1
    +1
    Delay symptoms, dread disease
    4th
    +4
    +4
    +1
    +1
    Perfume of Malbolge, strong stomach
    5th
    +5
    +4
    +1
    +1
    Belittle, chronic illness
    6th
    +6/+1
    +5
    +2
    +2
    Contagion strike 2/day
    7th
    +7/+2
    +5
    +2
    +2
    Contagion spray
    8th
    +8/+3
    +6
    +2
    +2
    Virulent affliction
    9th
    +9/+4
    +6
    +3
    +3
    Putrid beauty +2
    10th
    +10/+5
    +7
    +3
    +3
    Contagion strike 3/day, living plague, touch of Glasya

    Hit Die: d8
    Class Skills (2 + Int modifier per level): Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion), and Profession (Wis),

    Class Features
    All of the following are class features of the Disciple of Glasya.
    Spoiler
    Show
    Weapon and Armor Proficiency: A disciple of Glasya gains proficiency with the scourge if she does not already possess it. She does not gain proficiency with any other weapon or with any armor or shields.

    Mark of Malbolge: At 1st level, a disciple of Glasya gains Mark of Malbolge as a bonus feat.

    Plaguebearer (Ex): A disciple of Glasya becomes highly resistant to disease through repeated exposure. She can willingly contract a disease without suffering any of the effects of the disease, but each different disease she contracts in this way lowers her Constitution by 1. This penalty can not be removed as long as she is a carrier for the disease.

    The diseases she carries spread in their usual way, but the disciple of Glasya may choose to cause anyone who contracts a disease from her to delay the initial Fort save for up to 1 hour per class level. This delay does not increase the incubation period of the disease. She may also choose to suppress any diseases she carries as a free action so that they do not spread without her will. A disciple of Glasya may choose to automatically contract one non-supernatural, non-magical disease of her choice when she gains the first level of this class. She may select any disease from those available through the contagion spell for this disease. She may only be a carrier of one disease at a time, though she may later carry one additional disease for each odd level she gains, two at 3rd, three at 5th, etc., but she does not gain these new diseases automatically.

    A disciple of Glasya is not immune to disease, and if she becomes immune to disease, she loses the benefit of this ability as all diseases are purged from her system. If exposed to a disease that she does not carry, she must decide at the point of exposure whether to contract the disease and become carrier or become infected as normal, suffering all the normal effects of the disease. When a disciple of Glasya chooses to become a carrier of a new disease, she must succeed on a Fortitude save against the disease. When she does, she becomes a carrier, no longer suffers any effects of the disease, and the penalty to her Constitution score increases by 1. If she fails the save, she becomes infected as usual. If she succeeds on her later saves to cure the disease, she may choose at that time to become a carrier instead of curing it.

    If she is already carrying the maximum number of diseases she can for her level when she becomes a carrier for a new disease, she may attempt to purge one disease she already carries to replace it with the new one. To purge a disease, she must make a successful Fortitude save against the disease's normal DC. If she fails this save, she becomes infected with the old disease, immediately taking damage with no incubation period and must be cured of the disease as normal. On a successful save, her immune system rids her of the disease with no ill effects. In either case, she successfully becomes a carrier for the new disease.

    Charm of Glasya (Su): A disciple of Glasya gains the ability to channel her patron archdevil's charming ways to corrupt a vulnerable target or evade detection to further the corruption later. She gains charm person, disguise self, enthrall, and suggestion as supernatural abilities with a caster level equal to her class level. The save DCs are Charisma based.
    She can use these supernatural abilities a combined number of times per day equal to her Charisma modifier + 1 (minimum 1).

    Contagion Strike (Su): Once per day, a 2nd-level disciple of Glasya may attempt to channel any disease she carries into a melee attack, even if the disease is not injury-based. If the attack is successful and causes damage, the target must immediately make a Fortitude save (DC 10 + disciple of Glasya level + Cha bonus (if any)) or immediately contract the disease. The target gains another saving throw each day as normal. After the first save of the initial strike, all saving throws to resist the disease use the disease's normal save DC + the disciple of Glasya's Cha bonus.

    At 6th level and 10th level, the disciple of Glasya may make a contagion strike one additional time per day, as indicated on table.

    Delay Symptoms (Su): At 3rd level, a disciple of Glasya may choose to extend the incubation period of any disease she carries to twice as long as normal. An infected target can spread the disease to others as normal after the normal incubation period, but he does not make any saves or suffer any effects until much later. This is useful for infecting a target that the disciple of Glasya does not want to show immediate symptoms and to infect others. Often, the originally infected target will show symptoms the same day or later than others he has unintentionally infected show them, making it difficult to track the disease back to its original host.

    Dread Disease (Su): A 3rd level disciple of Glasya is capable of intensifying the disease strains she harbors, increasing their damage by 50% of the standard damage.
    Using this ability requires the disciple of Glasya to spend 2 tumors from her Mark of Malbolge feat. These two spent tumors regrow at a rate of 1 per 10 rounds.

    Perfume of Malbolge (Su): The fetid reek of Malbolge permeates the air around a disciple of Glasya. By spending one of her tumors, a disciple of Glasya can acquire an effect similar to the intoxicating perfume of a paeliryon loyal to Glasya. This ability duplicates the effects of one of the following spells, chosen when activated: fog cloud, mind fog, stinking cloud. These effects are centered on the disciple of Glasya and move with her, and she is immune to any harm they might cause her, though they may still obscure her sight.
    Each use of this ability lasts a number of rounds equal to her class level, and only one effect may be active at a time. Save DCs are Charisma based.
    Tumors spent on this ability do not grow for 1 hour.

    Strong Stomach (Ex): A disciple of Glasya spends so long around putrescence that she is no longer affected by things which would turn the stomachs of mere mortals. She can no longer become sickened or nauseated.

    Belittle (Su): Learning the ways of the devils loyal to Glasya, her disciples learn the taunts and insults that com naturally to a paeliryon. As a standard action, a disciple of Glasya can unleash a torrent of epitaphs and insults. All nonbaatezu who do not worship Glaya within a 60-foot cone must succeed on a Will saveDC 10 + disciple of Glasya level + Cha bonus (if any) or be stunned for 1 round and become shaken for 1d4 rounds thereafter.
    A creature that successfully saves cannot be affected again by the disciple of Glasya's belittle ability for 24 hours.

    Chronic Illness (Su): A 5th level disciple of Glasya's diseases are much harder to shake off than normal. For any disease harbored by the disciple of Glasya that a target contracts, the number of successful daily saving throws required before the disease is really eliminated is doubled.

    Contagion spray (Su): A disciple of Glasya of at least 7th level may use one of her daily uses of contagion strike when she uses her Mark of Malbolge feat to spray a stream of noxious filth at an adjacent target. The target risks contracting the chosen disease and must roll against it as normal, even if it succeeds on the save to resist becoming sickened.

    Virulent Affliction (Su): An 8th level disciple of Glasya’s diseases have incubated long enough to reach maximum potency in her system. Any disease carried by a disciple of Glasya that infects another deals maximum ability damage. This stacks with Dread Disease, above.
    Using this ability requires the disciple of Glasya to spend 3 tumors from her Mark of Malbolge feat. These three spent tumors regrow at a rate of 1 per 10 rounds.

    Putrid Beauty (Ex): At 9th level, a disciple of Glasya becomes almost supernaturally beautiful, despite the pestilence that mars her body. Her Charisma permanently increases by 2.

    Living Plague (Ex): By 10th level, the infernally charged diseases that infect the disciple of Glasya’s internal systems literally change her from the inside out. Her type changes to outsider (native). The remove disease spell now causes her actual harm if cast upon her, dealing 1d6 points of damage per caster level with no saving throw. Disciples of Glasya of this level learn to avoid directly confronting paladins and other curative individuals.
    A disciple of Glasya also becomes instantly aware of all diseases infecting anyone she can see within 100 feet.

    Touch of Glasya (Su): A disciple of Glasya can make a melee touch attack and spend one of her tumors to force a disease in an already infected target to immediately complete its incubation time. The target must make his first daily save against the disease using its normal save DC + the disciple of Glasya's Cha modifier or take damage immediately. If the target saves against the disease, he takes no damage, as usual.

    Additionally, she can spend a tumor to reduce the incubation period of any disease she carries to immediate when delivered by her contagion strike ability, forcing the infected individual to make his first daily save using its normal save DC + the disciple of Glasya's Cha modifier or take damage immediately. If the target saves against the disease, he takes no damage, as usual. This ability can not infect a target with a specific disease if he has already contracted that disease and made a successful save against it; however, it can be used to trigger another save against a disease that the target has failed a save against.

    Tumors spent on this ability do not regrow until the disciple of Glasya has had a full night of rest.
    Last edited by Jeriah; 2016-01-16 at 02:38 PM.
    Homebrewer's extended signature

    Trophies and Awards
    Spoiler
    Show
    Click an award to see the entry.

  3. - Top - End - #3
    Bugbear in the Playground
    Join Date
    Jun 2011

    Default Re: [3.5, PrC] The Plague Knight (Armipōtent)

    It looks well balanced and the remove disease vulnerability is my favorite feature.
    My only issue is that I don't understand why it has cure spells. I would swap them out for more disease related stuff or even spells that augment his melee (some of the assassin or duskblade spells would fit fairly well).

  4. - Top - End - #4
    Bugbear in the Playground
    Join Date
    Oct 2010
    Location
    Here and there.
    Gender
    Female

    Default Re: [3.5, PrC] The Plague Knight (Armipōtent)

    Oh my, this is absolutely lovely.

    Many sinister plots are already swimming in my mind for this~

    My Homebrew

  5. - Top - End - #5
    Colossus in the Playground
    Join Date
    May 2011
    Location
    My skills exceed yours!
    Gender
    Male

    Default Re: [3.5, PrC] The Plague Knight (Armipōtent)

    Nice-looking class. Slight quibble, you reference the "blackguard spell list" in your spellcasting class feature.

  6. - Top - End - #6
    Banned
    Join Date
    Jun 2011

    Default Re: [3.5, PrC] The Plague Knight (Armipōtent)

    So is this prestige class supposed to get X4 skill points at first level?

    I could be mistaken.. but I think that no other PrC get that X4 bonus.

    also you have 5th level spells listed in the spellprogression and have a slot open for them
    so i guess I will toss in my suggesstions

    5th:Insect Plague, Slay Living, Blight, Plague of Rats, Mass Contagion, Doomtide,

  7. - Top - End - #7
    Ogre in the Playground
    Join Date
    Dec 2005
    Location
    Danville

    Default Re: [3.5, PrC] The Plague Knight (Armipōtent)

    When it comes to the special ability that conjures a swarm, does the duration have to be all at once or can they break it up? (Like, if they can summon the swarm for two hours per day, can they summon it for one hour, then dismiss it, and call it again later to finish the remaining hour of duration?) The way you have it says "no", and that's fine, but I just want to make absolutely sure.

  8. - Top - End - #8
    Ogre in the Playground
     
    Jeriah's Avatar

    Join Date
    Apr 2007
    Location
    Orlando
    Gender
    Female

    Default Re: [3.5, PrC] The Plague Knight (Armipōtent)

    Quote Originally Posted by eftexar View Post
    It looks well balanced and the remove disease vulnerability is my favorite feature.
    My only issue is that I don't understand why it has cure spells. I would swap them out for more disease related stuff or even spells that augment his melee (some of the assassin or duskblade spells would fit fairly well).
    Because I wanted it to be able to heal itself, and spells are the only healing ability he has. I do agree that he needs more disease related spells though. I'm still working on finding good spells.
    Quote Originally Posted by Cipherthe3vil View Post
    Oh my, this is absolutely lovely.

    Many sinister plots are already swimming in my mind for this~
    Thank you.
    Quote Originally Posted by NeoSeraphi View Post
    Nice-looking class. Slight quibble, you reference the "blackguard spell list" in your spellcasting class feature.
    Fixed.
    Quote Originally Posted by Kenneth View Post
    So is this prestige class supposed to get X4 skill points at first level?

    I could be mistaken.. but I think that no other PrC get that X4 bonus.
    That was a mistake. I used my template for base class tables when I filled out the information and missed removing that. Fixed now.
    Quote Originally Posted by Kenneth View Post
    also you have 5th level spells listed in the spellprogression and have a slot open for them
    so i guess I will toss in my suggesstions

    5th:Insect Plague, Slay Living, Blight, Plague of Rats, Mass Contagion, Doomtide,
    Very good suggestions. I just hadn't made it to 5th-level spells yet before posting.
    Quote Originally Posted by Steward View Post
    When it comes to the special ability that conjures a swarm, does the duration have to be all at once or can they break it up? (Like, if they can summon the swarm for two hours per day, can they summon it for one hour, then dismiss it, and call it again later to finish the remaining hour of duration?) The way you have it says "no", and that's fine, but I just want to make absolutely sure.
    It was based on the paladin's special mount which can only be summoned 1/day. I am considering redoing it to break up the summoning time though. If I do, it will be broken up by hours so that if you summon it for one hour or one round, it counts as an hour for that summoning.
    Homebrewer's extended signature

    Trophies and Awards
    Spoiler
    Show
    Click an award to see the entry.

  9. - Top - End - #9
    Ogre in the Playground
    Join Date
    Dec 2005
    Location
    Danville

    Default Re: [3.5, PrC] The Plague Knight (Armipōtent)

    For additional spells, you could consider Creeping Doom, Antilife Shell, Web, Breath of the Jungle (a Spell Compendium spell that increases the save DC against poisons and disease), Contagious Fog, Contagious Touch, Delay Disease, Infestation of Maggots, and Scourge (all from the Spell Compendium).

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •