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    Default To be or not to be... [PrC, PEACH]

    Angel of Lost Fate



    "Only the fool seeks hope in ideals long forgotten.
    Only the deceived finds redeeming in dreams.
    Only the unreal has grounding in honor."


    - The three taboos of reality, Lexica of the wrong decisions volume XI, p. 149

    Take heed, lest you'll be torn asunder and end as the Angels of Lost Fate, seeking the avoidance of their own demise in every step, long since led astray by a power greater than them, controlling their decisions and demanding deeds with the empty void in return. Wandering, saying they are searching, knowing they are lost, recognised as nothing but another, slowly gathering the parts needed for their own failure, they have one thing in common - their slow transformation to fading beacons, standing in front of the battle while the fight rages, sharing their depression with enemies through tears of pain and glares of agony.

    The Angel's of Lost Fate are those without purpose and cause in this world, those who belongs to nowhere, and now has embraced this non-existent path, taking on features of the angel, growing into something resembling the inhabitants of the heavens, just more... dull.
    Everyone can advance in this class, provided they have no motivations except for the most basic, though the class is aimed more at warrior-types than spellcasters.

    Requirements
    BaB: +3
    Deity: None
    Special: Must have no driving motivations upon entering this class, short of basic survival
    Special: Must be at least level 5 upon entering the class

    Class skills (2 + int modifier): Bluff, Climb, Disguise, Forgery, Hide, Intimidate, Jump, Knowledge (All), Listen, Move Silently, Search, Sense Motive, Spot

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Legacies of the hollow, No fears left

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Beyond torment +4, Blessed by the curse (Angel's flight)

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Blade's woe +1d6 (Sickened)

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Unknown destiny, Blessed by the curse (Angel's sense)

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Beyond torment +8, Blade's woe +2d6 (Blinded)

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |Blessed by the curse (Angel's protection)

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |Blade's woe +3d6 (Nauseated), Existence forfeited

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Beyond torment (Immune), Blessed by the curse (Angel's restoration)

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Lost fate[/table]

    Class features:

    Weapon Proficiencies: You gain no proficiencies with any weapons or armor.

    Legacies of the hollow (Sp): Being imbued with feelings of sadness, great sorrow, or something else, is what defines you.
    At the first level of the class, however, you learn how share these emotions, making your foes cringe in fear or cry in despair, using your curse against your enemies. Pick one of the following curses; at level 1, 4, 7, and 9, you gain the spell-like ability to cast the spells in the chosen curse's list with a caster level equal to your character level. You may cast each of these spells once per day. The DCs for your spell-like abilities is 10 + the level of the spell + your wis modifier.


    Agony:
    1st: Inflict moderate wounds
    4th: Inflict critical wounds
    7th: Symbol of pain
    9th: Harm

    Paranoia:
    1st: Hideous laughter
    4th: Fear
    7th: Mislead
    9th: Symbol of fear

    Sorrow:
    1st: Bestow curse
    4th: Crushing despair
    7th: Feeblemind
    9th: Eyebite*

    Exile:
    1st: Silence
    4th: Dispel magic
    7th: Dismissal
    9th: Repulsion


    *Note: The spell loses its [Evil] descriptor

    This could use more curses, so feel free to submit some if you want to.

    No fears left (Ex): You have been through countless of decades filled with a power, which seems to be clawing at your strengths and exploiting your weaknesses. But you have survived those years, leaving you with no fears, no way to impress you or make you cry for help.
    Upon entering this class, you become immune to fear spells and effects.

    Beyond torment (Ex): Nobody can ever imagine the woes you have experienced, the afflictions that you have been through, or the misery you have acknowledged, rendering your spirit hardier than those of others.
    Starting at second level, you gain a +4 bonus against all death effects. At level 5, this bonus raises to +8, and finally, at level 8, you become immune to death effects.

    Blessed by the curse (Su): At second level, you take on the first aspect of your steady change to something akin to the avatars of the gods. Slowly, you will henceforth grow more and more alike those beings, attaining features angels are known for. But those features aren't completely the same, with yours being more dull and grey.

    Angels flight:
    You grow grey-feathered wings, granting you a fly speed equal to your base land speed +10', with a maneuverability of (Good), at the time you reach second level of the class.

    Angel's sense:
    Upon entering fourth level, your senses develops into something more like the angels'. You gain darkvision and low-light vision, both out to 60'. In addition, you are now considered under the effects of the tongues spell constantly. You can suppress and re-assume this ability as a swift action.

    Angel's protection:
    Assuming some of the angels' defenses, you gain resistance to electricity 10 and fire 10, in addition to immunity to petrification and +4 on saves vs poison.

    Angel's restoration:
    At sixth level, your can improve your natural healing, renewing yourself with a considerable speed. Once per day, as a swift action, you may gain fast healing 2 for the next 2 minutes.

    Blade's woe (Su): Channeling your misery into your blows, the attacks launched by you causes the victims of the strikes to suffer from horrible things.
    As an immediate action, you may declare your next attack in this round to be affected by this ability. The attack will then deal +1d6 damage and gains a bonus on the attack roll equal to your class level, in addition to making your target suffer from sickness for the next round. This can be done once per day equal to your wis modifier.
    At level 5, the attack deals +2d6 damage instead, and you may choose to make the victim turn blind instead.
    At 7th level of the class, the attack now deals +3d6 damage, and you may choose to make the victim nauseated in place of sickened.

    Unkown destiny (Su): Following no real cause and having no predetermined course already set, divinations have difficulty reaching you.
    When you gain your fourth level in the class, you gain spell resistance equal to 15 + 1/class level against all divination spells and effects.

    Existence forfeited (Su): You have taken another path than those possible, following non-existent ideals and chasing missing goals.
    At seventh level, the power driving you, or the lack thereof, has made it impossible to get you back on track. You are now immune to the Geas/quest, Suggestion, Charm person, and Dominate person spells.

    Lost fate (Su): When you reach the ninth and final level of this class, your destiny is truly gone. Your life are no longer a part of the great weaving the gods spin every being into, erasing you from reality, yet still allowing you to stay within it.
    At ninth level, you gain the outsider type no matter what plane you are on. In addition, whenever you die, you simply ressurect 5d10 days later, as though you were affected by the raise dead spell. You still lose a level by being revived in this way.
    Last edited by insecure; 2008-12-15 at 05:32 PM.

  2. - Top - End - #2
    Ogre in the Playground
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    Default Re: To be or not to be... [PrC, PEACH]

    Quote Originally Posted by insecure View Post
    "Only the fool seeks hope in ideals long forgotten.
    Only the deceived finds redeeming in dreams.
    Only the unreal has grounding in honor."


    - The three taboos of reality, Lexica of the wrong decisions volume XI, p. 149
    Nice touch

    Special: Must have no driving motivations upon entering this class, short of basic survival
    At first, I thought that that prerequisite could be difficult for adventurers, then I realized all the great role-play potential there.

    No fears left (Ex): You have been through countless of decades filled with a power, which seems to be clawing at your strengths and exploiting your weaknesses. But you have survived those years, leaving you with no fears, no way to impress you or make you cry for help.
    Upon entering this class, you become immune to fear.
    May wanna make that "immune to fear spells and effects." Never hurts to tie up a potentially loose end.

    Angels flight:
    You grow grey-feathered wings, granting you a fly speed equal to your base land speed +10', with a maneuverability of (Good), at the time you reach second level of the class.
    Normally, I believe class flight abilities prohibit heavy armor, or carrying a heavy load. Unless that was intentional on your part, of course.

    Angel's sense:
    Upon entering fourth level, your senses develops into something more like the angels'. You gain darkvision and low-light vision, both out to 60'. In addition, you are now considered under the effects of the tongues spell constantly. You can suppress and re-assume this ability as a swift action.
    Minor typo.

    Lost fate (Su): When you reach the ninth and final level of this class, your destiny is truly gone. Your life are no longer a part of the great weaving the gods spin every being into, erasing you from reality, yet still allowing you to stay within it.
    At ninth level, you gain the outsider type no matter what plane you are on. In addition, whenever you die, you simply raise 5d10 days later, as though you were affected by the resurrection spell. You still lose a level by being revived in this way.
    Any reason why this class ends at 9th level?

    Overall, I like the inheritly 'cool' feel of the class, however, I will be little help actually balancing things. But, yes, good job!
    Last edited by Lappy9000; 2008-12-13 at 12:04 PM.

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    Barbarian in the Playground
     
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    Default Re: To be or not to be... [PrC, PEACH]

    Quote Originally Posted by Lappy9000 View Post
    Nice touch
    Thanks.

    Quote Originally Posted by Lappy9000 View Post
    May wanna make that "immune to fear spells and effects." Never hurts to tie up a potentially loose end.
    Yeah, I'll do that.

    Quote Originally Posted by Lappy9000 View Post
    Normally, I believe class flight abilities prohibit heavy armor, or carrying a heavy load. Unless that was intentional on your part, of course.
    So, you can't wear heavy armor while flying? Well, you learn something new everyday.

    Quote Originally Posted by Lappy9000 View Post
    Minor typo.
    Gonna fix it.

    Quote Originally Posted by Lappy9000 View Post
    Any reason why this class ends at 9th level?
    No, not anything overly special, I just wanted to try something new.

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    Default Re: To be or not to be... [PrC, PEACH]

    I think the capstone ability is far too powerful to be balanced. To auto-raise at 14th level is pretty outrageous.
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    Default Re: To be or not to be... [PrC, PEACH]

    You could always say that it ends at 9th level because 10th level would be a goal, and Angels of Lost fate have no goals.

    You could just tell them there is a tenth level but it is inherently unattainable due to the nature of the class.

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    Default Re: To be or not to be... [PrC, PEACH]

    Like this class. As a thought for one of the curses, you could use theunknown. Would probly focus on things that prevent the preseption of suroundings (either through blindness, illuions, obscuring effects or a combination). As for the only 9 levels, it seems clear theat they lacked the motivation to reach a 10th one.

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    Default Re: To be or not to be... [PrC, PEACH]

    Quote Originally Posted by insecure View Post
    Special: Must be at least level 5 upon entering the class
    This requirement is usually bad form. Prestige classes are assumed to be for characters with 5 or more level. Also, requirements for entry into a prestige class should not specifically mention the character's level. The preferred method is to require statistics that are unobtainable until the desired minimum level is achieved, & letting the players figure out how to get there on their own. To guarantee that a character will be 5th level or higher, your requirements could include:
    • at least 8 ranks in a relevant skill
    • BAB +5 or more
    • 4 or more specific required feats
    • +5 in a relevant base saving throw

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    Default Re: To be or not to be... [PrC, PEACH]

    I can honestly say that I have never seen a PrC with a concept remotely similar to this before. This is very original, and very good.
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    Default Re: To be or not to be... [PrC, PEACH]

    Quote Originally Posted by Zeta Kai View Post
    This requirement is usually bad form. Prestige classes are assumed to be for characters with 5 or more level. Also, requirements for entry into a prestige class should not specifically mention the character's level. The preferred method is to require statistics that are unobtainable until the desired minimum level is achieved, & letting the players figure out how to get there on their own. To guarantee that a character will be 5th level or higher, your requirements could include:
    • at least 8 ranks in a relevant skill
    • BAB +5 or more
    • 4 or more specific required feats
    • +5 in a relevant base saving throw
    Not all PrC's follow the rules (Master Specialist).

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    Default Re: To be or not to be... [PrC, PEACH]

    Quote Originally Posted by SurlySeraph View Post
    I can honestly say that I have never seen a PrC with a concept remotely similar to this before. This is very original, and very good.
    Thanks.


    Quote Originally Posted by Zeta Kai View Post
    This requirement is usually bad form. Prestige classes are assumed to be for characters with 5 or more level. Also, requirements for entry into a prestige class should not specifically mention the character's level. The preferred method is to require statistics that are unobtainable until the desired minimum level is achieved, & letting the players figure out how to get there on their own. To guarantee that a character will be 5th level or higher, your requirements could include:
    • at least 8 ranks in a relevant skill
    • BAB +5 or more
    • 4 or more specific required feats
    • +5 in a relevant base saving throw
    Yes, but I want this class to be pretty easily accesible. Also, having skills and/or feats as prerequisites kind of counters the idea of the class.


    Quote Originally Posted by Owrtho View Post
    Like this class. As a thought for one of the curses, you could use theunknown. Would probly focus on things that prevent the preseption of suroundings (either through blindness, illuions, obscuring effects or a combination). As for the only 9 levels, it seems clear theat they lacked the motivation to reach a 10th one.

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    Woulnd't "Unknown" kind of overlap with "Exile"? Perhaps "ignorant" is better, huh?


    Quote Originally Posted by Xyk View Post
    I think the capstone ability is far too powerful to be balanced. To auto-raise at 14th level is pretty outrageous.
    Firstly, I just spotted a mistake I make; it should work like raise dead, not like ressurection. Does this help in any way? If not, keep in mind that it's the only thing the class gets at that level except for BaB and a spell-like ability, and the cleric has been reviving things since level 10.
    Last edited by insecure; 2008-12-14 at 03:24 PM.

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    HalflingRogueGirl

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    Default Re: To be or not to be... [PrC, PEACH]

    Great concept, great pic. Good class overall. For the prereqs you could just do "Must have at least one +5 base save" which still leaves it quite accessible.
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    Default Re: To be or not to be... [PrC, PEACH]

    Quote Originally Posted by SilentNight View Post
    Great concept, great pic. Good class overall. For the prereqs you could just do "Must have at least one +5 base save" which still leaves it quite accessible.
    Yeah... but a 2/2/2 rogue, fighter, wizard is a pretty unfocused character... and couldn't meet that requirement... I like the way he has it best... really fits...
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    Default Re: To be or not to be... [PrC, PEACH]

    i find this an interesting concept, even the bit about the 'lost 10th lvl' however, i propose that it acts a bit like Risen Martyr, in that, once you take levels in it, you cannot choose any other class, It'd have to be a major plot point for a character to even consider taking another class, as it'd represent a goal to accomplish, and thus deny the entire prestige class.

    btw, instead of saying "Special: Must be at least level 5"
    it should read "Any skill at 8 ranks"

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    Default Re: To be or not to be... [PrC, PEACH]

    i find this an interesting concept, even the bit about the 'lost 10th lvl' however, i propose that it acts a bit like Risen Martyr, in that, once you take levels in it, you cannot choose any other class, It'd have to be a major plot point for a character to even consider taking another class, as it'd represent a goal to accomplish, and thus deny the entire prestige class.

    btw, instead of saying "Special: Must be at least level 5"
    it should read "Any skill at 8 ranks"

    edit:
    a high level of this should make you immune to geas/quest type spells...and find the path, just for flavor

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    Default Re: To be or not to be... [PrC, PEACH]

    Quote Originally Posted by zerombr View Post
    i find this an interesting concept, even the bit about the 'lost 10th lvl' however, i propose that it acts a bit like Risen Martyr, in that, once you take levels in it, you cannot choose any other class, It'd have to be a major plot point for a character to even consider taking another class, as it'd represent a goal to accomplish, and thus deny the entire prestige class.

    btw, instead of saying "Special: Must be at least level 5"
    it should read "Any skill at 8 ranks"
    I haven't looked at the Risen Martyr PrC, so I can't really comment on that. But I can say, that in the first draft of the prestige class, I had an ability called No turning back, at level 4, I believe, which did something like that. However, I chose to delete that ability, making that decision a fluff choice the player had to choose.

    Also, as I said earlier, skill ranks would just indicate that the character had strived towards something special.

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    Default Re: To be or not to be... [PrC, PEACH]

    Quote Originally Posted by zerombr View Post
    edit:
    a high level of this should make you immune to geas/quest type spells...and find the path, just for flavor
    I like it!
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    Default Re: To be or not to be... [PrC, PEACH]

    I don't understand what causes them to take on the appearance of an angel? Also, is this path supposed to be something that the character chooses to walk down, or is it supposed to be a transformation that happens to people without a purpose whether they like it or not? What force fuels the transformation? Is it divine? Some otherworldy trickster's hobby? Or just an explosion of melencholy enabled by ambiant arcane power?
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    Default Re: To be or not to be... [PrC, PEACH]

    Quote Originally Posted by Gaurd Juris View Post
    I don't understand what causes them to take on the appearance of an angel? Also, is this path supposed to be something that the character chooses to walk down, or is it supposed to be a transformation that happens to people without a purpose whether they like it or not? What force fuels the transformation? Is it divine? Some otherworldy trickster's hobby? Or just an explosion of melencholy enabled by ambiant arcane power?
    I think it mostly has something to do with the superiority of the angels. The angels are the paragon of all that is good and just, being the righteous defenders of all that is good. Likewise, you are growing into a resemblance of those beings, but as a paragon of, say, dullness. However, as with many other fluff-things, that is prone to changing by the player who's actually using this PrC.


    Also, added a new ability to level 7:

    Existence forfeited (Su): You have taken another path than those possible, following non-existent ideals and chasing missing goals.
    At seventh level, the power driving you, or the lack thereof, has made it impossible to get you back on track. You are now immune to the Geas/quest, Suggestion, Charm person, and Dominate person spells.

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    Default Re: To be or not to be... [PrC, PEACH]

    Dullness would not be the word to describe these characters. Apathetic would. These are people who follow an unending path where they have become jaded. They grow stronger while they separate themselves from existence.

    As for the capstone, the only problem I have is that, despite that Clerics can do it at 10th level with a material component, is how many times it can be done: Indefinitely. Do the Angels stop aging at this point? Can they choose to come back? I'd prefer if there was a cool down to this ability. Despite that their fate gives them no end on the higher planes, no heaven or final judgment, nature should still dictate.

    The requirements fit. I see no reason to change them.
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    Default Re: To be or not to be... [PrC, PEACH]

    Hm. Interesting in concept, but it seems to me as though it would be awfully boring to play. A character with no goals?

    That quibble aside, this is pretty overpowered.

    Quote Originally Posted by insecure View Post
    [CENTER]
    Requirements[/SIZE]
    [/COLOR]
    BaB: +3
    Deity: None
    If the character must have no deity, then why is he becoming an angel? I don't have my 3.5 books handy right now, but I seem to recall that angels are specifically the agents of greater powers.

    Special: Must have no driving motivations upon entering this class, short of basic survival
    How does a character with no motivations but survival reach level 5? Obviously he can't have chosen to adventure, so he must be coming by all of that xp by being, more or less, constantly threatened. Which isn't all that outlandish in the right sort of game, but in a more traditional one... and for that matter, how does this guy fit in with the rest of the party?

    Also, it's ironic that anyone who actually wants to enter the class would be disqualified. Fits the flavor, but handling the matter in-game and out-of-game might be tricky.

    Class skills (2 + int modifier): Bluff, Climb, Disguise, Forgery, Hide, Intimidate, Jump, Knowledge (All), Listen, Move Silently, Search, Sense Motive, Spot
    Why?

    Climb, Intimidate, and Jump are all warrior-style skills, so I guess I can see them. But how does Forgery fit? How does someone who cares for nothing but survival come by Knowledge (history) or Disguise? And this doesn't seem like a people person, so why Bluff and Sense Motive?

    Hit Dice: d8
    Bit low for a warrior-type, really.

    Hm, fighter BAB and good fort and will. Makes sense.

    Legacies of the hollow (Sp): Being imbued with feelings of sadness, great sorrow, or something else, is what defines you.
    Wait, it is? I thought what defined them was "dullness" and lack of motivation.

    Okay, more seriously... these are some pretty good spell-likes for a warrior class. Harm once a day at level 14 is nothing to dismiss out of hand. I don't think they're broken, but this is not a weak ability, and it's the least of what they get.

    No fears left (Ex): You have been through countless of decades filled with a power, which seems to be clawing at your strengths and exploiting your weaknesses. But you have survived those years, leaving you with no fears, no way to impress you or make you cry for help.
    Upon entering this class, you become immune to fear spells and effects.
    Fear immunity is common enough, and appropriate. From the sound of it, charm immunity should come in here, too...

    Beyond torment (Ex): Nobody can ever imagine the woes you have experienced, the afflictions that you have been through, or the misery you have acknowledged, rendering your spirit hardier than those of others.
    Starting at second level, you gain a +4 bonus against all death effects. At level 5, this bonus raises to +8, and finally, at level 8, you become immune to death effects.
    In other words... having nothing to live for makes you harder to kill? Hmm, not buying that one. This is a pretty minor power, really, but it doesn't make any sense to me.

    Blessed by the curse (Su): At second level, you take on the first aspect of your steady change to something akin to the avatars of the gods. Slowly, you will henceforth grow more and more alike those beings, attaining features angels are known for. But those features aren't completely the same, with yours being more dull and grey.
    Again... having no deity, they become akin to deific avatars? Doesn't make sense.

    Angels flight:
    You grow grey-feathered wings, granting you a fly speed equal to your base land speed +10', with a maneuverability of (Good), at the time you reach second level of the class.
    Permanent flight with decent speed and good maneuverability at character level 7? That's pretty darn powerful. Not completely out of bounds, but a lot of prestige classes that grant flight do it later than this.

    Angel's sense:
    Upon entering fourth level, your senses develops into something more like the angels'. You gain darkvision and low-light vision, both out to 60'. In addition, you are now considered under the effects of the tongues spell constantly. You can suppress and re-assume this ability as a swift action.
    Not sure I buy tongues. Again, this guy is not a people person. This is more flavor than anything else, but it strikes me as at odds with the class.

    Angel's protection:
    Assuming some of the angels' defenses, you gain resistance to electricity 10 and fire 10, in addition to immunity to petrification and +4 on saves vs poison.
    Hm, okay. Tacking on another immunity, plus resistance to some common energy types and a bonus vs. poison. I suppose it falls into the whole "becoming something other" theme, and it fits for an outsider.

    Angel's restoration:
    At sixth level, your can improve your natural healing, renewing yourself with a considerable speed. Once per day, as a swift action, you may gain fast healing 2 for the next 2 minutes.
    This isn't a huge impact really, but I question why it belongs in this class. The Lonely Avatar of Black Despair doesn't seem to go with quick-healing once a day.

    Blade's woe (Su): Channeling your misery into your blows, the attacks launched by you causes the victims of the strikes to suffer from horrible things.
    As an immediate action, you may declare your next attack in this round to be affected by this ability. The attack will then deal +1d6 damage and gains a bonus on the attack roll equal to your class level, in addition to making your target suffer from sickness for the next round. This can be done once per day equal to your wis modifier.
    At level 5, the attack deals +2d6 damage instead, and you may choose to make the victim turn blind instead.
    At 7th level of the class, the attack now deals +3d6 damage, and you may choose to make the victim nauseated in place of sickened.
    So... sort of like Stunning Fist, except much better?

    I think this plus the curse powers might be pushing it a little. I'd probably combine the two.

    Unkown destiny (Su): Following no real cause and having no predetermined course already set, divinations have difficulty reaching you.
    When you gain your fourth level in the class, you gain spell resistance equal to 15 + 1/class level against all divination spells and effects.
    Eh... I don't really see this one. Whether you have a goal or not, you're physically located on the plane, so scrying on you shouldn't be any harder than usual, right? You could limit it to prediction sorts of effects, I guess. I'd also stipulate that the character can't voluntarily lower the resistance, since it's just part of their nature.

    Existence forfeited (Su): You have taken another path than those possible, following non-existent ideals and chasing missing goals.
    At seventh level, the power driving you, or the lack thereof, has made it impossible to get you back on track. You are now immune to the Geas/quest, Suggestion, Charm person, and Dominate person spells.
    Heh. I really want an example of a non-existent ideal.

    Okay, immunity to charm, basically... but extended a little further.

    Lost fate (Su): When you reach the ninth and final level of this class, your destiny is truly gone. Your life are no longer a part of the great weaving the gods spin every being into, erasing you from reality, yet still allowing you to stay within it.
    At ninth level, you gain the outsider type no matter what plane you are on. In addition, whenever you die, you simply ressurect 5d10 days later, as though you were affected by the raise dead spell. You still lose a level by being revived in this way.
    I don't really see this as an unbalancing capstone. For one thing, raise dead has some pretty significant limitations. It does save you 5,000 gp a pop, though.

    Overall, you get flight, a whole heap of immunities and resistances, and a bunch of extra damage and spell-likes. Compared to your typical non-caster class, you're coming out way ahead.
    A Butterfly Dreaming - 4e monks and other roleplaying stuff

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    Default Re: To be or not to be... [PrC, PEACH]

    I am surprised this doesn't have an alignment requirement of Neutral Neutral... that having been said, I wonder if Neutral-Neutral-Neutral would be more archtypical for this class than Neutral-Neutral-Square?
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