Homebrew 3.5 FR Prestige Classes...Opinions/Advice?

Post/Author/DateTimePost
#1

dm_death

May 24, 2008 6:28:39
I've been running a game in the Realms for about 2 1/2 years now, and I've finally designed a couple of Prestige Classes that I'd like some review of. The game is VERY high-powered, with most D&D sources and options allowed. Also, the campaign deals heavily with the Shar/Selune conflict, hence the PCs.

If anyone has some time, check out these Classes and give me some feedback.

Thanks!!!

Shadow Knight of Shar

The Shadow Knights of Shar first appeared in the City of Shade while it was still roaming the Plane of Shadow. Not quite assassains, but not quite clerics either, the Shadow Knights are the martial arm of Shar's church. Whenever strength of arms is required, or merely a show of force, the Shadow Knights provide the muscle needed. Most times, Shadow Knights act as bodyguards for Shadow Adepts and Nightcloaks. However, there are times when a group of Knights is sent on a mission to destroy Selunites or a shrine to the Moonmaiden. Despite their martial bent, however, Shadow Knights are adept at manipulating situations and people's feelings to attract converts to the Maiden of Loss' fold.

Becoming a Shadow Knight of Shar
Due to the entry requirements, most Shadow Knights are multiclass crusader/clerics with a level or two of swordsage, as well. It is possible to enter the class with only one martial adept class, but you must take the martial study and martial stance feats to do so.

Entry Requirements
Skills: 8 ranks Hide, 5 Intimidate, 8 Knowledge (religion), 5 Move
Silently 5 ranks
Feats: Initiate of Shar, Shadow Weave Magic
Maneuvers: 5 total, at least 1 Shadow Hand and 1 Devoted Spirit
Stances: 2 total, at least 1 Shadow Hand or Devoted Spirit
Patron: Shar
Special: Rebuke Undead
Alignment: Any Evil

Levels: 10
Hit Die: d10
BAB: Full
Saves: Good Reflex and Will
Skill Points 4+Int modifier/level
Class Skills: Balance, Bluff, Concentration, Craft, Diplomacy, Hide, Intimidate, Jump, Knowledge (history), Knowledge (religion), Listen, Martial Lore, Move Silently, Sense Motive, Spellcraft Tumble

Spellcasting: At 1st, 4th, 7th, and 10th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character that class would have gained. If you had more than one divine spellcasting class before becoming a Shadow Knight, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Maneuvers: At each even-numbered level, you gain one new maneuver known from the Devoted Spirit, Diamond Mind, Setting Sun, or Shadow Hand disciplines. You must meet a maneuver's prerequisite to learn it. You add your full Shadow Knight level to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 3rd, 6th, and 9th level, you gain an additional maneuver readied (and granted if you were a crusader before entering this class) per day.

Stances Known: At 3rd and 8th level, you learn a new martial stance from the Devoted Spirit, Diamond Mind, Setting Sun, or Shadow Hand disciplines. You must meet a stance's prerequisite to learn it.

Divine Adaptability--Beginning at 1st level, add your effective cleric level to your Crusader level(s), if applicable, for determining maneuvers granted and readied. You may add both your cleric and Shadow Knight levels to your crusader level(s) for determining the limits of furious Counterstrike and Steely Resolve. You may ready Shadow Hand and Setting Sun maneuvers gained previously or through this class as if they were Crusader maneuvers.

Divine Loss--Beginning at 1st level, you permanently lose access to the disciplines Desert Wind, Tiger Claw, and White Raven. Any maneuvers you already know from these disciplines are forfeit, and you may not choose new maneuvers to replace them. You may NEVER select maneuvers from those schools in the future, regardless of the class feature that may normally allow you to do so.

Eyes of Darkness (Ex)--At 2nd level, your eyes turn glossy black, with no irises or whites. You gain darkvision 60'. If you already possess darkvision from another source, its range increases 30' instead.

Twilight Maneuvers (Su)--Beginning at 3rd Level, your supernatural and spell-like abilities and maneuvers become powered by the Shadow Weave. Consequently, they still function in an area of no magic.

Shadow Stance (Su)--Beginning at 5th level, as a swift action, you may expend 2 rebuke attempts to enter a second stance. Maintaining a second stance is difficult, and you may only do so 1 rd/initiator level/day.

Obscuring Night (Sp)--Beginning at 6th Level, you may surround yourself with an area of magical darkness. This area of darkness extends out from you up to a distance of 5'/class level. Activating this ability requires expenditure of 2 rebuke attempts, and functions
for a total of 1 min/class level. This ability is equivalent to a 4th level cleric spell cast by you.

Improved Eyes of Darkness (Ex)--At 6th level, the range of your darkvision increases to 120', or it increases by an additional 30' if it currently equals or exceeds 120'.

Void Weave (Sp)--Beginning at 7th level, as a swift action, you may surround yourself with an area of Antimagic with a 20' radius. Doing so requires the expenditure of 2 rebuke attempts. You may use this ability 1/day. This is equivalent to a 7th level spell.

Eyes of Shar (Su)--At 9th level, your eyes gain purple circles around the outsides, making them appear to be unholy symbols of Shar. You no longer need to carry a manufactured unholy symbol to cast spells or to rebuke undead. Additionally, you gain Blindsight 30'.

Sever Divinity (Sp)--At 10th level, you gain the ability to sever a cleric's connection to his deity. By expending 4 rebuke attempts as a standard action, you may make an opposed caster level or initiator level check (whichever is higher) against another cleric within 60'. If that cleric has Selune as his patron, you gain a +2 profane bonus on this check. If your check result beats your opponent's, you temporarily sever his connection to his deity. After 10 rounds, your opponent may make a Will save, DC=your caster level check result, to restore the connection. If he fails, he is permenantly severed from his deity. Only a Wish or Miracle spell may restore the connection after a failed Will save. Furthermore, if your check result exceeds your opponent's check by 10 or more, he does NOT receive the Will save at the end of ten rounds. A cleric who has lost the connection to his deity may not access spells from any divine source, he may not turn or rebuke undead, he may not gain additional levels as a cleric, he may not access special abilities of feats granted by his cleric domains. In short, he is unable to perform ANY action or use ANY ability that was gained by his divine caster level, or that involves his former patron deity. Finally, if the character dies before restoring this divine connection, he is treated as having no patron deity. This ability is equivalent to a 9th level spell, and it functions against ALL divine spellcasters, not just clerics.


Lunar Champion

Lunar Champions are a crusader order in the service of Selune, goddess of the moon. Champions of the common person, Lunar Champions seek out the minions of Shar wherever they may be found. Additionally, Lunar Champions guard outlying Selunite Temples, or temples in cities with strong Sharran and/or Maskite cults. Often, the Lunar Champion travels Faerun, hunting Sharrans, and protecting the innocent. However, occasionally the leaders of Selune's Church will call together a number of Lunar Champions to embark on a quest to destroy a specific Sharran artifact or to thwart a known Sharran plot. They also serve as "special forces" in armies with a strong Selunite following. A Lunar Champion relies on his spiritual strength and skill in martial disciplines rarely mastered by crusaders to dispatch Sharrans.

Becoming a Lunar Champion
Due to the entry requirements, most Lunar Champions are multiclass crusader/clerics or paladins of freedom. Many also take a level or two of warblade, or they must take the Martial Study and Martial Stance feats to qualify for the class.

Entry Requirements
Skills: Diplomacy 5 ranks, Intimidate 8 ranks, Knowledge (religion) 8 ranks
Feat: Initiate of Selune
Maneuvers: 5 total, at least 1 Iron Heart and 1 Devoted Spirit
Stances: 2 total, at least 1 Iron Heart or Devoted Spirit
Patron: Selune
Special: Turn Undead
Alignment: CG, NG, CN

Levels: 10
Hit Die: d10
BAB: Full
Saves: Good Fortitude and Will
Skill Points 4+Int modifier/level
Class Skills: Balance, Climb, Concentration, Craft, Diplomacy, Heal, Intimidate, Jump, Knowledge (history), Knowledge (religion), Knowledge (the planes), Martial Lore, Ride, Sense Motive, Spellcraft, Survival, Tumble

Class Features
A Lunar Champion learns new martial maneuvers, which must be selected from the Devoted Spirit, Diamond Mind, Iron Heart, and White Raven disciplines, while continuing to advance his divine spellcasting ability, slowly. Moreover, he gains class features specifically designed to channel his divine power into his martial maneuvers and to combat the minions of Shar, specifically, the Shadow Knights.

Spellcasting: At 1st, 4th, 7th, and 10th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character that class would have gained. If you had more than one divine spellcasting class before becoming a Lunar Champion, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Maneuvers: At 1st, 4th, 7th, and 10th level, you gain one new maneuver known from the Devoted Spirit, Diamond Mind, Iron Heart, or White Raven disciplines. You must meet a maneuver's prerequisite to learn it. You add your full Lunar Champion level to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 2nd, 5th, and 8th levels, you gain an additional maneuver readied (and granted if you were a crusader before entering this class) per day.

Stances Known: At 3rd and 8th level, you learn a new martial stance from the Devoted Spirit, Diamond Mind, Iron Heart, or White Raven disciplines. You must meet a stance's prerequisite to learn it.

Divine Adaptability--Beginning at 1st level, add your effective cleric level to your Crusader level(s), if applicable, for determining maneuvers granted and readied. You may add your cleric and Lunar Champion levels to your crusader level(s) when determining the limits of Furious Counterstrike and Steel Resolve. You may ready any Iron Heart or Diamond Mind maneuvers gained previously or through this class as if they were Crusader maneuvers.

Additionally, you permanently lose access to the disciplines Stone Dragon, Setting Sun, and Tiger Claw. Any maneuvers you already know from these disciplines are forfeit, and you may not choose new maneuvers to replace them. You may NEVER select maneuvers from those schools in the future, regardless of the class feature that may normally allow you to do so.


Waxing and Waning (Su)--Beginning at 1st level, your power is tied closely to the cycles of the moon. As such, beginning at 1st level, you gain benefits based on the current phase of the moon. Once per day, as a swift action, you may apply one of the following metamagic feats to any spell you cast: New Moon, Energy Substitution (Cold); Waxing Moon, Enlarge Spell; Full Moon, Maximize Spell; Waning Moon, Quicken Spell. Applying a metamagic feat in this fashion does not increase the spell's level.

Moonmaiden's Sight (Ex)--At 3rd level, you gain Darkvision 60'. If you already possess Darkvision from another source, its range increases by 30' instead. Additionally, you may spend a turn attempt as a free action to allow your darkvision to function in an area of magical darkness for up to 5 rounds with a range of 20'. When activated, this ability causes seven, tiny, silver, stars to dance around your eyes.

Changing Phases (Su)--Beginning at 4th level, as a swift action, you may expend a turn attempt to activate a maneuver requiring a swift or immediate action even if you have already used your swift/immediate action this round. If you wish, you may spend another turn attempt to change your current stance as well, regardless of the number of swift/immediate actions you have taken this round.

Lunar Radiance (Sp)--Beginning at 5th Level, you may surround yourself with an area of magical moonlight. This area of moonlight extends out from you up to a distance of 5'/class level, providing bright light for half that distance, with dim light for the remainder. Characters who access the Shadow Weave (that is, characters with the Shadow Weave Magic feat) who enter this area suffer 4d8 points of damage each round they remain within the light, Will DC20 for half. Activating this ability requires expenditure of 2 turn attempts, and functions for a total of 1 min/class level. This ability is equivalent to a 4th level cleric spell cast by you.

Improved Moonmaiden's Sight (Ex)--At 6th level, your pupils become silver. The range of your darkvision increases to 120', or by another 30' if your current darkvision range already equals or exceeds 120' Additionally, your ability to see in magical darkness improves, increasing in range to 40', and duration to 10 rounds (1 minute).

Fill Shadow Weave (Sp)--Beginning at 8th level, you may repair some of the damage done to the Weave by the Shadow Weave. By expending 3 turn attempts, as a swift action, you may make a Caster Level or Initiator Level Check (whichever is higher), DC25. If successful, you "fill in" the voids in the Weave that the Shadow Weave exploits for its power, in a 20' radius burst. Within this area, no Shadow Weave spells, magic items, spell-like abilities, or supernatural abilities function. That is, spells cast by characters with the Shadow Weave Magic feat, as well as any spell like or supernatural abilities those characters possess, automatically fail. As a part of this action, you may expend an additional turn attempt to add +2 to your d20 roll. This decision must be made BEFORE you make the roll to see if you succeed. This ability is usable once per day, and is equivalent to a 7th level spell.

Selune's Sight (Su)--At 9th level, your eyes turn to glowing, silver, orbs. You gain Blindsight 30'. Additionally, your ability to see in Magical Darkness improves, increasing in range to 60', and duration to 20 rounds (2 minutes).

Radiance Never Dimmed (Su)--At 10th level, your Lunar Radiance ability improves. The damage dealt by it increases to 8d8, and the Will Save DC increases to 24. In all other respects, Radiance Never Dimmed functions exactly like Lunar Radiance.

In addition, once per day as a part of activating this ability, you may expend 3 turn attempts (for a total of 5 turn attempts) to make an opposed Caster Level or Initiator Level Check (whichever is higher) with each opponent who has access to Shadow Weave Magic. If you succeed, each opponent loses access to one Supernatural Ability, Spell-like Ability, or Martial Stance for the duration of this encounter (your choice). This power is equivalent to an 8th level spell.

Multiclass Note: A Paladin of Freedom who becomes a Lunar Champion can continue advancing as a Paladin.
#2

suin_bahhar_02

May 24, 2008 8:06:28
Great work! This is so stolen!

I like that you chose the oldest divine struggle on fearun to showcase an adaptation of a crusader PrC.


I would just try to avoid level dipping. You did this by giving really strong midlevel (Shadow Stance & Obscuring Night; Changing Phases & Lunar Radiance) and not so strong endlevel abilities (Eyes of Shar and Selune's Sight).

I say bump up spellcasting advancement to the 2nd, 5th, 8th and 10th level or slightly tone down maneaver advancement to on gained each 3 levels starting at 2nd level. Perhaps scratch a stance as well.

Otherwise. Great job!
#3

Yue_Ryong

May 24, 2008 9:09:24
Why does the Lunar Champion's 'Fill Shadow Weave' ability use both Caster Level & Initiator Level? Unless I miss my guess, that will make it an almost entirely trivial check (14+5+d20), even if they haven't taken the time to pick up practiced spellcaster (which is one of their best options). I'd have it run off of CL or IL, whichever was higher.
#4

dm_death

May 24, 2008 11:29:43
Why does the Lunar Champion's 'Fill Shadow Weave' ability use both Caster Level & Initiator Level?

That was one of those things I wasn't sure about...hence the post here to garner some advice...:D

I'll make that change. I think I might add the option to burn another turn attempt to add +2 or +4 to the roll. I think +2 is the way to go.

I'm kicking around a couple of ideas for more powerful end-level abilities, in addition to what I already have. I thought the end was a little weak myself, but I was a little worried about making the classes too powerful overall. I don't really want to move the mid-level abilities to later in the progression, though, 'cause I want to keep the class interesting/powerful throughout...not just the first two and last two levels, ya know?

I'll make the edit for the Caster Level check to Fill Shadow Weave, as well as a couple other changes.

Thanks!

EDIT: I added a new ability for the Lunar Champion at 10th level, "Radiance Never Dimmed", reduced the number of maneuvers readied and stances known. I also made the change for caster level OR initiator level check with the "Fill Shadow Weave" ability. I'll make some necessary changes to the Shadow Knight later tonight or tomorrow...I'm off to a ball game, now.
#5

Yue_Ryong

May 24, 2008 16:54:56
Interesting. Given how many Clerics of Selune take the Moon domain, should they be allowed to spend their Turn Lycanthropes attemps on Lunar Champion abilities as well?
#6

Diffan

May 24, 2008 20:30:18
Great job on the classes. If I have a chance to try them out in one of my campaigns i will and give you the feedback. One thing I have noticed is that the character is going to burn through ALOT of his/her turn attempts with shadow stance. A character with 7 or 8 levels of this class is going to burn through 8 or 9 attempts just holding the ability. The ability is already limited to '1 rd/class level/day' and then at later levels, its limited to how many rebuke attempts you have. Maybe limit it one way or the other, not both? And most clerics I've seen use their turn/rebuke attempts for other things like Divine Metamagic, Divine Might, Divine Shield, etc. and IMO have more 'umph' than holding 2 stances at once for less of the cost. Though its just an observation. I'd suggest dropping the "Additionally, each round you maintain a second stance costs another rebuke attempt." Otherwise, it's awesome.
#7

dm_death

May 25, 2008 22:25:39
Great job on the classes. If I have a chance to try them out in one of my campaigns i will and give you the feedback. One thing I have noticed is that the character is going to burn through ALOT of his/her turn attempts with shadow stance. A character with 7 or 8 levels of this class is going to burn through 8 or 9 attempts just holding the ability.

I thought about that, but by 8 or 9th level, you should have 'Extra Turning' at least once, as well as increased Charisma, and a Reliquary (Un)Holy Symbol, so you should have 14+ rebuke attempts pretty easily...And one combat should only last 3-6 rounds. (If they're anything like most combats in my game).

And most clerics I've seen use their turn/rebuke attempts for other things like Divine Metamagic, Divine Might, Divine Shield, etc. and IMO have more 'umph' than holding 2 stances at once for less of the cost. Though its just an observation. I'd suggest dropping the "Additionally, each round you maintain a second stance costs another rebuke attempt." Otherwise, it's awesome.

Hasn't DMM been nerfed by CustServ? I still allow it in my game, 'cause it's the GREATEST divine feat EVER...but still.

I think I might drop the extra cost/round while maintaining a second stance. How about, spend 2 rebuke attempts to enter a second stance; you may maintain the ability for a total of 1rd/initiator level/day? That way, you can maintain longer, but burn fewer rebuke attempts.

Also, I have a couple of edits to make to the initial Shadow Knight posting here...to improve endlevel abilities.

Finally, if anyone is interested in the Word and Excel files I have these created in, PM me with your email and I'll send them to. I'm not greedy...

Thanks again for all the input!
#8

dm_death

May 26, 2008 8:21:07
Interesting. Given how many Clerics of Selune take the Moon domain, should they be allowed to spend their Turn Lycanthropes attemps on Lunar Champion abilities as well?

I didn't intend that when I designed the class. I want to keep it focused on the divine energy needed to turn undead.
#9

Diffan

May 26, 2008 14:36:35
Hasn't DMM been nerfed by CustServ? I still allow it in my game, 'cause it's the GREATEST divine feat EVER...but still.

God I hope not! From what I've seen on the Chararacter Optimization boards everyone still suggests DMM persist and quicken feats. They are by far the most effective use of your turn/rebuke attempts ever. Besides the Divine stuff, every cleric I make has at least 1 DMM feat.

EDIT: Love the changes above. Keep up the good work.
#10

Mr_Miscellany

May 27, 2008 19:27:32
Whoa! How did I miss this thread?!?!

Blasted consolidation.

I just absolutely love the names for the various class abilities. They fit the flavor of the class and are very evocative. That’s the hallmark of good design work right there.

I’m a little nit-picky on the wording for some abilities, but don’t have the time to go into detail (yet).

100% kudos to you DM_Death for doing the work and thank you also for sharing your work with us!
#11

corzat_the_gray

May 29, 2008 8:33:21
Because it is just that Cool!!
#12

dm_death

May 31, 2008 7:50:57
100% kudos to you DM_Death for doing the work and thank you also for sharing your work with us!

Thank you...and You're Welcome! The game I run is a little...Cheesey...to say the least. So, I needed some Martial Adept classes for NPCs (primarily) to help offset some of the RIDICULOUS nonsense one of my players brings...(NOTE: It's Corzat_the_Gray, a Human Swordsage/Fighter/Warblade/Bloodclaw Master...named "Belkar Bitterleaf"...who fights with two daggers...'cause we're just like that.)

I'm hoping that my Cleric of Selune will take levels in Lunar Champion... 'Cause that'll just make it mo bettah when I throw a group of Shadow Knights at them...
#13

merrikcale

May 31, 2008 9:15:26
I love these 2 classes. Nice
#14

lord_karsus

May 31, 2008 13:09:42
-It's good to see ToB support (even though I still do not fully understand the rules, from a cursary skim of the book).
#15

merrikcale

May 31, 2008 13:51:56
-It's good to see ToB support (even though I still do not fully understand the rules, from a cursary skim of the book).

They are a tad difficult to get without a real good read. But the ToB was interesting. I liked the idea of all 3 classes
#16

lord_karsus

May 31, 2008 17:01:39
They are a tad difficult to get without a real good read. But the ToB was interesting. I liked the idea of all 3 classes

-I never gave them the time they needed. My usual D&D circle wouldn't understand them anyway, so I never bothered. It took a while to explain the concept behind Warlocks, for instance, and the other "new" Base Classes, so...
#17

merrikcale

Jun 02, 2008 21:56:32
-I never gave them the time they needed. My usual D&D circle wouldn't understand them anyway, so I never bothered. It took a while to explain the concept behind Warlocks, for instance, and the other "new" Base Classes, so...

They are worth a peek though. And what were they struggling with when discussing the warlock?
#18

Diffan

Jun 03, 2008 3:12:05
The tome of battle isn't really difficult. 1st thing to know is that there are 9 disciplines (sorta like schools of magic) and each of the 3 base classes: Crusader, Swordsage, Warblade can select maneuvers and stances from certain disciplines. You gain a certain amout of stances and maneuvers known that's reflected on the class chart and you advance in levels (like spell progression) when you take more of these martial classes. The maneuvers ususally have an initiation action like 1 standard action. This is where you usually get 1 attack and can attempt a strike, boost, or counter in lieu of a full attack. If the attack hits, the maneuver happens, if you miss, the maneuver is wasted until you can recover it in different ways.
#19

Yue_Ryong

Jun 03, 2008 7:21:42
God I hope not! From what I've seen on the Chararacter Optimization boards everyone still suggests DMM persist and quicken feats. They are by far the most effective use of your turn/rebuke attempts ever. Besides the Divine stuff, every cleric I make has at least 1 DMM feat.

EDIT: Love the changes above. Keep up the good work.

It has been nerfed, but not to the point that it stops being the best option. IIRC, the change essentially runs that you can't take it for a metamagic feat that you don't have & it doesn't function for arcane spells.
#20

lord_karsus

Jun 03, 2008 12:49:20
And what were they struggling with when discussing the warlock?

-The biggest struggle was explaining that they were magicians who didn't actually cast magic, but had an Eldrich Blast, and all of those other abilities to augment their Eldrich Blasts, and themselves.
#21

merrikcale

Jun 03, 2008 21:11:06
-The biggest struggle was explaining that they were magicians who didn't actually cast magic, but had an Eldrich Blast, and all of those other abilities to augment their Eldrich Blasts, and themselves.

huh?
#22

lord_karsus

Jun 04, 2008 11:18:45
-That's exactly what they said.
#23

merrikcale

Jun 06, 2008 23:05:57
did they have trouble with the scout and favored soul?
#24

rinonalyrna_fathomlin

Jun 07, 2008 19:39:54
deleted
#25

lord_karsus

Jun 07, 2008 22:52:10
did they have trouble with the scout and favored soul?

-I don't particularly like either one, so I've never attempted to play either. I'm the only one with anything other that the three core books.
#26

merrikcale

Jun 07, 2008 23:02:52
-I don't particularly like either one, so I've never attempted to play either. I'm the only one with anything other that the three core books.

ah. I liked both actually
#27

the_shaman

Jun 08, 2008 4:05:27
I'm not sure Sharrans have the power to manipulate the Weave well enough to "void" it, to be honest. Can you rework this ability?
#28

merrikcale

Jun 09, 2008 22:02:57
I'm not sure Sharrans have the power to manipulate the Weave well enough to "void" it, to be honest.

Thats an interesting point. I am not sure if they would "void" it myself