| Post/Author/DateTime | Post |
|---|---|
| Soulless_Enigma12-22-07, 12:53 PM | Ok, my first thread, so go easy on me. :) This PrC is being designed for my homebrew campaign I'll be running gods know when. For those who are interested, the War Machine is a Warforged god I've designed for the setting. Anyway, the class... Machine Chaplain of Redoubt http://www.wizards.com/dnd/images/ElderEvils_Gallery/111186.jpg “Our only hope against these horrors is to strike at the portal – no matter that there are thousands of them. I’d rather face thousands of Abyssal spawn than an infinite number. You object?” – Bastion, Machine Chaplain of Redoubt. The War Machine is as much a god of war as it is a god of the warforged race. It is therefore not surprising that his chosen followers are paragons of the god’s ideals of a perfect defensive strategy. These Machine Chaplains of Redoubt, as they are known, are warforged of consummate tactical acumen. During the last Entropy War, these warriors led crack squads of warforged into battle, and their abilities helped turn the tide against the Chthonic God’s forces on many battlefields. Hit Die: d10 Requirements To qualify to become a Machine Chaplain of Redoubt, a character must fulfil all the following criteria. Race: Warforged Alignment: Lawful Neutral or True Neutral Base Attack Bonus: +6 Skills: Knowledge (tactica) 9 ranks. Feats: Power Attack, Weapon Focus, Weapon Specialisation Patron Deity: The War Machine Class Skills The Machine Chaplain’s class skills (and the key ability for each) are Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (tactica) (Int), Sense Motive (Wis). Skill points at each level: 4 + Int modifier, minimum 1. The Machine Chaplain of Redoubt (MaCR) Level BAB Fort Ref Will Special 1 +1 +2 +0 +0 Stratagem 2 +2 +3 +0 +0 Tactical Awareness, Tactical Lenses 3 +3 +3 +1 +1 Bonus Fighter Feat 4 +4 +4 +1 +1 Stratagem 5 +5 +4 +1 +1 Lead From the Front 6 +6 +5 +2 +2 Bonus Tactical Feat 7 +7 +5 +2 +2 Stratagem 8 +8 +6 +2 +2 Bonus Fighter Feat 9 +9 +6 +3 +3 Multifaceted Tactics 10 +10 +7 +3 +3 Grand Stratagem, Stratagem Class Features All the following are class features of the Machine Chaplain of Redoubt prestige class. Stratagem (Ex or Su): At first level, and every three levels thereafter, the Machine Chaplain learns a tactical trick that he teaches his allies. Stratagems affect all of the Chaplain’s allies in a radius of 60ft, provided they can hear him. All Stratagems have a prerequisite number of ranks in Knowledge (tactica) which must be met if they are to be selected. Some also have other requirements that must be met. A Stratagem lasts as long as the Chaplain wishes it to, but may only have one Stratagem active at a time (however, see Multifaceted Tactics, below). The Chaplain only learns one Stratagem each time, and he cannot change his selections. The Chaplain is affected by his own Stratagems. Denial (Ex): Requires Knowledge (tactica) 10 ranks. The Chaplain directs his allies to deny the foes’ movement. Every time an ally in range of the Stratagem makes an Attack of Opportunity that hits and deals damage, the target of the Attack is knocked back 5ft from the person who made the attack. A successful opposed Strength check by the subject of the Attack of Opportunity negates the knock back. Each ally within range can only make use of Denial once per round. From All Angles (Ex): Requires Knowledge (tactica) 10 ranks. Allies affected by this Stratagem may flank a target a foe provided they are adjacent to the same foe – the square they are in does not matter. Battlecry (Ex): Requires Knowledge (tactica) 10 ranks. The Chaplain shouts his warcry or recites battle poetry or performs some similar action. All affected allies add the Chaplain’s Int bonus as an inspiration bonus to their attack rolls. This is a mind-affecting effect. Improved Denial (Ex): Requires Knowledge (tactica) 13 ranks and Denial. This ability functions as Denial, but affected allies may use it up to two times per round, but never more than once per Attack of Opportunity. Improved Battlecry (Ex): Requires Knowledge (tactica) 13 ranks, Battlecry. This ability functions as per Battlecry, except the inspiration bonus also applies to affected allies’ damage rolls. Improved From All Angles (Ex): Requires Knowledge (tactica) 13 ranks, From All Angles. This ability functions as From All Angles, except the flanking bonus is equal to half the Chaplain’s Int modifier rounded down (minimum +2). We Stand as One! (Ex): Requires Knowledge (tactica) 16 ranks, Improved Battlecry. This ability functions as Improved Battlecry, except that the inspiration bonus is also added to AC, and all affected allies gain temporary hp equal to the Chaplain’s ranks in Knowledge (tactica). They Cannot Hold! (Su): Requires Knowledge (tactica) 16 ranks. This Stratagem has no effects upon the Chaplain’s allies, but instead demoralizes the Chaplain’s foes. All foes within 60ft must make a Will save with a DC equal to the Chaplain’s Intimidate check or be shaken. Foes which fail the save by 10 or more are panicked instead. A successful save means that that target cannot be affected by this particular Chaplain’s They Cannot Hold! Again for 24 hours. War Is Our Shield! (Su): Requires Knowledge (tactica) 16 ranks. All allies affected by this Stratagem gain the Chaplain’s Int modifier as an inspiration bonus on all Fortitude and Reflex saving throws. Tactical Awareness (Ex): The Machine Chaplain is expert field commander and can recognise a foe’s tactics from the slightest redeployment of troops. The Chaplain gains a new use of the Sense Motive skill and a new use of the Knowledge (tactica) skill. Notice Tactic: A successful Sense Motive check opposed by the enemy commander’s Bluff check allows the Machine Chaplain to notice that the enemy commander in question is starting to use a strategy. A failed check means the character notices no strategy or tactic. Action: Free Know Tactic: A successful Knowledge (tactica) check (DC 10 + half enemy commander’s level/HD + enemy commander’s Cha modifier) allows the Machine Chaplain to recognise what strategy the enemy commander is trying to utilise. A failed check means the Chaplain cannot recognise the strategy, and failure by 10 or more means he identifies an incorrect strategy. Tactical Lenses: The Machine Chaplain needs to be aware of all events on the battlefield. To facilitate this to the highest degree, at level 2 the Chaplain's ocular lenses are reforged by the War Machine. The Chaplain gains Low-Light Vision and Darkvision out to 30ft. At 7th level, the Darkvision range extends to 60ft. Bonus Fighter Feat: At the indicated levels, the Chaplain gains a bonus feat chosen from the list of Fighter Bonus Feats. He must meet all prerequisites of this feat in order to select it. Lead From the Front: A Machine Chaplain is as much a fighter as a leader. The War Machine remakes his champions in the forge of war so they may walk through even the fiercest battle unscathed. The armour bonus from the Chaplain's Composite Plating increases by 1, and the armour check penalty is decreased by 1. In addition, the damage of his slam attack improves by one die step. Multifaceted Tactics (Ex): At ninth level, the Machine Chaplain’s Stratagems take on new depth and complexity. The Chaplain may now maintain two Stratagems simultaneously. Grand Stratagem (Ex or Su): At tenth level, the Machine Chaplain learns one of the War Machine’s own personal Stratagems. The Chaplain chooses one of the following Stratagems. All Grand Stratagems have a prerequisite of 19 ranks in Knowledge (tactica). Grand Stratagems count toward the number of Stratagems the Chaplain can maintain at one time. True Redoubt (Ex): The Chaplain is a bastion which cannot be moved. This Stratagem affects only the Chaplain himself. Whilst under the effects of this Grand Stratagem, the Chaplain adds his class level to his AC and on the opposed rolls for trip, disarm, bull rush and overrun. However, whilst using True Redoubt, the Chaplain cannot move more than 5ft per round. Madness? (Su): The Chaplain endows himself and his allies with suicidal courage. All allies affected by this Stratagem are immune to all fear effects and aren’t bothered in the slightest by Intimidate checks. Last Stand (Ex): This Stratagem only affects allies with less than 20% hp. Those affected by this Stratagem add the Chaplain’s Int modifier as an inspiration bonus to saves, attack rolls, damage rolls and skill checks. Also, all critical threat ranges are doubled. This critical threat doubling does stack with Improved Critical/keen weapons (though remember those two qualities don’t stack with each other). Second Wind (Su): Unlike other Stratagems, this can only be used 1/day, and its effects are instantaneous. When used, this Stratagem heals all allies in range as per a heal spell with a caster level equal to the Chaplain's character level. It heals warforged and truly living creatures equally. Anvil of the Soul (Su): Unlike other Stratagems, this can only be used 1/week, and its effects are instantaneous. The Chaplain calls down the wrath of the War Machine upon his enemies. All enemies within range take 20d6 points of divine damage. There we go. All I've done so far. So tell me what you think needs changing/adding/removing/being removed with all due haste. |
| Watsyurname52912-22-07, 01:40 PM | First off, nice idea and thank you for formatting it correctly. That goes a long way when wanting something PEACHed. Well let's get to PEACHing then. Well everything is fine up until the Grand Stratagems. Particularly Last Stand and Second Wind. Last Stand grants way too big of a bonus. That's going to be at least a +10 to everything. I would say either make it add the Machine Chaplain's Int Mod or change it to it grants the MC's Int Mod to Str, Dex, and Con. Second Wind heals too much HP. Heal, a 6th level Cleric Spell, heals 150 HP Max plus all the other stuff. Either change it so that it heals say 100-150 HP or change it to it casts Cure Critical Wounds to every ally in the Area, or something. Just 200+ HP is too much. Also, the MCaR has too many dead levels. I would fill these with some bonus feats as the following: 1st Level: In addition to the Stratagem give the Commander feat (doesn't have to meet Prereqs) 3rd Level: Bonus Fighter Feat (Must meet Prereqs) 5th Level: Battle Commander: A MCaR is a fighter as much as a commander and is a battle hardened warrior. The MCaR's AC bonus granted by his Composite Plating increases by 1 and the Armor Check penalty decreases by 1 along with his slam attack increases by 1 die. 6th Level: Bonus Tactical Feat (Must meet Prereqs) 8th Level: Bonus Fighter Feat (Must meet Prereqs) There you go. Those would be some of my changes I would make to the MCaR. Note: The commander feat gives a +1 moral bonus vs. fear effects to all allies within 30ft. |
| Soulless_Enigma12-22-07, 01:48 PM | Cheers for that. I thought Last Stand and Second Wind were probably a bit strong, and I'll edit them as soon as I can. The Battle Commander ability I really like. Those bonus feats are going in too, though I don't know of the Commander feat. Where's it from? Oh, and thanks for replying :). |
| Watsyurname52912-22-07, 03:02 PM | The Commander feat is from Dragon Issue #323. If you don't want to use it try using Combat Focus instead from Player's Handbook II but also say you don't have to meet the prereqs. |
| Soulless_Enigma12-23-07, 07:28 AM | Ok, I've applied all the changes except the Commander/Combat Focus feat at level 1. The Commander feat because I don't have access to it, and the Combat Focus one 'cause I don't reallt like them that much (and in my view, don't fit the theme all that well). Maybe I could add another class feature related to the MaCR's warforged nature? |
| Watsyurname52912-23-07, 09:29 AM | Well, I have a couple ideas: Tactical Repair: At 1st Level, WCaR knows how to repair himself and his warforged allies. He gains his class level as a bonus on craft checks related to repairing warforged. At 3rd Level this extends to craft checks related to weapons. Tactical Lenses: At 2nd Level, WCaR's ocular lenses undergo a bit of an upgrade. A WCaR has to be able to see the enemy at all times. The WCaR gains Low-Light Vision plus Darkvision out to 30ft. This increases to 60ft at 7th level. |
| Soulless_Enigma12-23-07, 09:31 AM | Consider Tactical Lenses added :). |