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| SmiloDan08-04-07, 12:39 PM | The Eldritch Hierophant combines the eldritch mastery of the warlock with the devotion to nature of the druid or ranger to create an exemplar of the Unseelie Court of the Faerie. Eldritch Hierophant Requirements: Alignment: Chaotic Neutral or Neutral Evil. Skills: Knowledge arcana 6 ranks, Knowledge nature 6 ranks, ability to speak Sylvan. Spells: Ability to cast 2nd level divine spells. Special: Animal Companion and Wild Empathy class features. Invocations: Ability to use least invocations. Special: Eldritch Blast +2d6. Class Features: BAB: +1/2 Good Saves: Reflex and Will Hit Dice: 1d6 Class Skills (6 + Int modifier per level): Bluff, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Handle Animal, Hide, Intimidate, Knowledge arcana, Knowledge nature, Knowledge the planes, Listen, Move Silently, Profession, Ride, Sense Motive, Spellcraft, Spot, Survival, Swim, Use Magic Device. Eldritch Hierophants do not gain any additional armor or weapon proficiencies. LEVEL ABILITY 1. Eldritch Companion, Eldritch Empathy, +1 level of existing divine spellcasting class/+1 level of existing invocation-using class 2. DR 1/cold iron, +1 level of existing divine spellcasting class/+1 level of existing invocation-using class 3. Faerie Fiery Blast, +1 level of existing divine spellcasting class/+1 level of existing invocation-using class 4. DR 2/cold iron, +1 level of existing divine spellcasting class/+1 level of existing invocation-using class 5. Elf Shot, +1 level of existing divine spellcasting class/+1 level of existing invocation-using class 6. DR 3/cold iron, +1 level of existing divine spellcasting class/+1 level of existing invocation-using class 7. Eldritch Gift, +1 level of existing divine spellcasting class/+1 level of existing invocation-using class 8. DR 4/cold iron, +1 level of existing divine spellcasting class/+1 level of existing invocation-using class 9. Elf Stroke, +1 level of existing divine spellcasting class/+1 level of existing invocation-using class 10. DR 5/cold iron, Eldritch Grace, +1 level of existing divine spellcasting class/+1 level of existing invocation-using class Eldritch Companion (Ex). The Eldritch Hierophant's animal companion becomes a magical beast with the Augmented Animal sub-type. It gains the Features and Traits of a magical beast (10-sided Hit Dice, Good BAB, Good Fortitude and Reflex saves, Skill Points equal to 2 + Int modifier, Darkvision and Low-light vision). Do not re-roll hit points; instead, add 2 hit points per existing 8-sided hit die. Eldritch Hierophant and Druid (or druid-equivalent) levels stack for the purposes of advancing the animal companion. The Eldritch Companion also shares the Eldritch Hierophant's Damage Reduction that can be overcome by Cold Iron. Even though the Eldritch Companion is a magical beast, the Eldritch Hierophant can still affect it with spells that only target animals. Eldritch Empathy (Ex). Eldritch Hierophant levels stack with Druid and/or Ranger levels for the purposes of Wild Empathy. In addition, the Eldritch Hierophant does not take the usual -4 penalty on Handle Animal checks and Wild Empathy checks against magical beasts. Damage Reduction (Ex). At second level and beyond, the Eldritch Hierophant gains DR 1/cold iron. This improves by 1 every even level thereafter. This damage reduction stacks with the DR provided by the warlock class and/or the DR provided by the Fey type if appropriate. Faerie Fiery Blast (Sp). At 3rd level, the Eldritch Hierophant gains the ability to add an eldritch essence to his eldritch blast that subjects the target of the eldritch blast to a Faerie Fire effect with a duration of 1 minute. Elf Shot (Sp). At 5th level, the Eldritch Hierophant gains the ability to add an Elf Shot eldritch essence to his eldritch blast. The Elf Shot eldritch essence changes the eldritch blast into a flint or obsidian projectile point. An eldritch blast with the Elf Shot eldritch essence is not subject to Spell Resistance, but is subject to Damage Reduction. Eldritch Gift (Su). At 7th level, the Eldritch Hierophant gains one of the following abilities. The Save DC, if any, is 10 + Eldritch Hierophan level + the Eldritch Hierophant's Charisma modifier. Dance of the Grig. The Eldritch Hierophant can use Otto's Irresistable Dance once per day. Dryad's Lullaby. The Eldritch Hierophant can use an effect similar to Deep Slumber 3/day, except the maximum hit dice affected are equal to the Eldritch Hierophant's character level + his Charisma bonus, if any. Grace of the Sea Nymph. The Eldritch Hierophant can breathe water and air, and gains a swim speed equal to double his normal land speed. He gains a +8 racial bonus of Swim checks, and can take 10 on Swim checks. Greater Invisiblity. The Eldritch Hierophant can use Greater Invisiblity a number of times per day equal to his Charisma bonus (minimum 1). A Thousand Faces. The Eldritch Hierophant gains the ability to change his appearance at will, as if using the Alter Self spell, but only while in his normal form. Unicorn's Step. The Eldritch Hierophant can use Greater Teleport once per day with a caster level equal to his character level. Wings of the Sluagh. The Eldritch Hierophant grows wings and gains a flight speed equal to double his normal land speed with a manuverability of Good. Elf Stroke (Sp). At 9th level, the Eldritch Hierophant gains the ability to add the Elf Stroke eldritch essence to his eldritch blast. The target of an eldritch blast with the Elf Stroke eldritch essence suffers the effects of the Touch of Idiocy spell. In addition, the target must make a Will Save with a DC of 10 + Eldritch Hierophant level + Charisma modifier or be stunned for 1 round. Eldritch Grace (Su). The Eldritch Hierophant adds his Charisma bonus as a Deflection bonus to his AC and as a Resistance bonus to his Saving Throws. His type also changes to fey, and he gains low-light vision. |
| zorgling2508-04-07, 12:46 PM | I love the concept, but IMO this is WAY too many class abilities for a Theurgic class (which already gets the advancement of its spellcasting as a class ability). Instead of inserting Eldritch Theurge class features into the Arcane Hierophant, maybe you might want to try replacing them, so you don't end up with way more class features (some of which, IMO are significantly better than the Arcane Hierophant's equivalent class features, resulting in a class with more class features which are individually better than their equivalents). Also, make sure the abilities are balanced for their level (EX: Even un-optimized, a Druid 3/Warlock 3/Eldritch Hierophant 7 gets access to Otto's Irresistable Dance WAY before any caster with normal progression could, and as a Supernatural Ability no less. At the very least, bring it back to a spell-like). |
| SmiloDan08-05-07, 11:43 AM | How is this fix? Get rid of the invocation-using levels, and just advance Eldritch Blast? And remove Otto's Dance? The Eldritch Hierophant combines the eldritch mastery of the warlock with the devotion to nature of the druid or ranger to create an exemplar of the Unseelie Court of the Faerie. Eldritch Hierophant Requirements: Alignment: Chaotic Neutral or Neutral Evil. Skills: Knowledge arcana 6 ranks, Knowledge nature 6 ranks, ability to speak Sylvan. Spells: Ability to cast 2nd level divine spells. Special: Animal Companion and Wild Empathy class features. Invocations: Ability to use least invocations. Special: Eldritch Blast +2d6. Class Features: BAB: +1/2 Good Saves: Reflex and Will Hit Dice: 1d6 Class Skills (6 + Int modifier per level): Bluff, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Handle Animal, Hide, Intimidate, Knowledge arcana, Knowledge nature, Knowledge the planes, Listen, Move Silently, Profession, Ride, Sense Motive, Spellcraft, Spot, Survival, Swim, Use Magic Device. Eldritch Hierophants do not gain any additional armor or weapon proficiencies. LEVEL ABILITY 1. Eldritch Companion, Eldritch Empathy, +1 level of existing divine spellcasting class 2. DR 1/cold iron, Eldritch Blast +1d6, +1 level of existing divine spellcasting class 3. Faerie Fiery Blast, +1 level of existing divine spellcasting class 4. DR 2/cold iron, Eldritch Blast +2d6, +1 level of existing divine spellcasting class 5. Elf Shot, +1 level of existing divine spellcasting class 6. DR 3/cold iron, Eldritch Blast +3d6, +1 level of existing divine spellcasting class 7. Eldritch Gift, +1 level of existing divine spellcasting class 8. DR 4/cold iron, Eldritch Blast +4d6, +1 level of existing divine spellcasting class 9. Elf Stroke, +1 level of existing divine spellcasting class 10. DR 5/cold iron, Eldritch Blast +5d6, Eldritch Grace, +1 level of existing divine spellcasting class Eldritch Companion (Ex). The Eldritch Hierophant's animal companion becomes a magical beast with the Augmented Animal sub-type. It gains the Features and Traits of a magical beast (10-sided Hit Dice, Good BAB, Good Fortitude and Reflex saves, Skill Points equal to 2 + Int modifier, Darkvision and Low-light vision). Do not re-roll hit points; instead, add 2 hit points per existing 8-sided hit die. Eldritch Hierophant and Druid (or druid-equivalent) levels stack for the purposes of advancing the animal companion. The Eldritch Companion also shares the Eldritch Hierophant's Damage Reduction that can be overcome by Cold Iron. Even though the Eldritch Companion is a magical beast, the Eldritch Hierophant can still affect it with spells that only target animals. Eldritch Empathy (Ex). Eldritch Hierophant levels stack with Druid and/or Ranger levels for the purposes of Wild Empathy. In addition, the Eldritch Hierophant does not take the usual -4 penalty on Handle Animal checks and Wild Empathy checks against magical beasts. Damage Reduction (Ex). At second level and beyond, the Eldritch Hierophant gains DR 1/cold iron. This improves by 1 every even level thereafter. This damage reduction stacks with the DR provided by the warlock class and/or the DR provided by the Fey type if appropriate. Faerie Fiery Blast (Sp). At 3rd level, the Eldritch Hierophant gains the ability to add an eldritch essence to his eldritch blast that subjects the target of the eldritch blast to a Faerie Fire effect with a duration of 1 minute. Elf Shot (Sp). At 5th level, the Eldritch Hierophant gains the ability to add an Elf Shot eldritch essence to his eldritch blast. The Elf Shot eldritch essence changes the eldritch blast into a flint or obsidian projectile point. An eldritch blast with the Elf Shot eldritch essence is not subject to Spell Resistance, but is subject to Damage Reduction. Eldritch Gift (Su). At 7th level, the Eldritch Hierophant gains one of the following abilities. The Save DC, if any, is 10 + Eldritch Hierophan level + the Eldritch Hierophant's Charisma modifier. Dryad's Lullaby. The Eldritch Hierophant can use an effect similar to Deep Slumber 3/day, except the maximum hit dice affected are equal to the Eldritch Hierophant's character level + his Charisma bonus, if any. Grace of the Sea Nymph. The Eldritch Hierophant can breathe water and air, and gains a swim speed equal to double his normal land speed. He gains a +8 racial bonus of Swim checks, and can take 10 on Swim checks. Greater Invisiblity. The Eldritch Hierophant can use Greater Invisiblity a number of times per day equal to his Charisma bonus (minimum 1). A Thousand Faces. The Eldritch Hierophant gains the ability to change his appearance at will, as if using the Alter Self spell, but only while in his normal form. Unicorn's Step. The Eldritch Hierophant can use Greater Teleport once per day with a caster level equal to his character level. Wings of the Sluagh. The Eldritch Hierophant grows wings and gains a flight speed equal to double his normal land speed with a manuverability of Good. Elf Stroke (Sp). At 9th level, the Eldritch Hierophant gains the ability to add the Elf Stroke eldritch essence to his eldritch blast. The target of an eldritch blast with the Elf Stroke eldritch essence suffers the effects of the Touch of Idiocy spell. In addition, the target must make a Will Save with a DC of 10 + Eldritch Hierophant level + Charisma modifier or be stunned for 1 round. Eldritch Grace (Su). The Eldritch Hierophant adds his Charisma bonus as a Deflection bonus to his AC and as a Resistance bonus to his Saving Throws. His type also changes to fey, and he gains low-light vision. |
| zorgling2508-05-07, 03:09 PM | I'm still a bit bothered, convention-wise about Eldritch Gifts being Supernatural, simply because I don't remember any Supernatural effects that mimic spells, I've only seen them as Spell-Likes. If you can jog my memory on a Supernatural ability that mimics a spell, then it should be OK. |
| SmiloDan08-05-07, 03:15 PM | They're based on the special abilities fey (and unicorns) have in the MM. Actually, I think the unicorn one is Sp, not Su. Maybe I should have each gift be individually coded as Ex, Sp, or Su. |
| zorgling2508-05-07, 09:36 PM | They're based on the special abilities fey (and unicorns) have in the MM. Actually, I think the unicorn one is Sp, not Su. Maybe I should have each gift be individually coded as Ex, Sp, or Su. It would also be easier to write, since you could just write "per (insert creature's name here)'s ability" |