3.5 Homebrew fiend/undead hunting PrC: feedback please?

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#1

Beldak_Serpenthelm

May 23, 2013 20:26:39

I've been working on this prestige class for a while, and I was wondering how much more work you guys think I should do with it. Are any parts overpowered? Underpowered? Is there anything that I didn't include at all but would be a good idea (or that I did include but didn't need to)?

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Nightmare Slayers are the people that specialize in combatting the worst demons, devils, and undead that the world can throw at them.


They can be the holy warriors devoted to protecting the innocent, the mercenaries who find that city-states plagued by vampires are willing to pay more than are those that are plagued by bandits, the survivors who grew up in an environment plagued by evil necromancers and had no choice but to learn to defend themselves against the mages' creations, the cultists devoted to one specific side of the Blood War and who aid their masters whenever the battles spill into the Material planes, or simply the thrill-killers who find hunting fiends to be more "fun" than killing mortals.


CLASS FEATURES

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To qualify to become a nightmare slayer, a character must fulfill all of the following criteria.

ENTRY REQUIREMENTS
BAB: +5
Feats: Vampire Hunter; OR Nemesis (Undead OR Evil Outsider)
Special: Favored Enemy (Undead OR Evil Outsider) +4; OR Smite Evil 2/day; OR Favored Enemy (Undead OR Evil Outsider) +2 and Smite Evil 1/day


Class Skills
The Nightmare Slayer's class skills (and the key ability for each skill) are: Bluff (CHA), Concentration (CON), Gather Information (CHA), Heal (WIS), Hide (DEX), Intimidate (CHA), Knowledge (The Planes) (INT), Knowledge (Religion) (INT), Listen (WIS), Move Silently (DEX), Sense Motive (WIS), Spellcraft (INT), Spot (WIS), Survival (WIS), Tumble (DEX), Use Magic Device (CHA)
Skills Points at Each Level: 6 + INT modifier


Hit Dice: d8


1st | BAB +1 | Fort +2 | Ref +0 | Will +2 | Favored Enemy


2nd | BAB +2 | Fort +3 | Ref +0 | Will +3 | Disruption


3rd | BAB +3 | Fort +3 | Ref +1 | Will +3 | Eldritch Experience


4th | BAB +4 | Fort +4 | Ref +1 | Will +4 | Exorcism, Special Ability x1


5th | BAB +5 | Fort +4 | Ref +1 | Will +4 | Improved Disruption


6th | BAB +6/+1 | Fort +5 | Ref +2 | Will +5 | Imp. Exorcism, Binding, Imp. Eldritch Experience


7th | BAB +7/+2 | Fort +5 | Ref +2 | Will +5 | Imp. Binding, Special Ability x1


8th | BAB +8/+3 | Fort +6 | Ref +2 | Will +6 | Greater Disruption/Exorcism/Binding


9th | BAB +9/+4 | Fort +6 | Ref +3 | Will +6 | Greater Eldritch Experience


10th | BAB +10/+5 | Fort +7 | Ref +3 | Will +7 | Special Ability x2


Weapon and Armor Proficiencies: A nightmare slayer is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).


Favored Enemy (Ex): A nightmare slayer has devoted her entire life to learning how to fight pure evil incarnate. She adds a bonus equal to her Nightmare Slayer class level to all Attack rolls, Damage rolls, and for Bluff, Listen, Sense Motive, Spot, and Survival skill checks against Undead or Evil Outsiders.


Disruption (Ex): A nightmare slayer does not rely exclusively on melee combat when she can be taught to use spells specifically designed to kill undead and evil outsiders from a distance. From class level 2 onward, when attempting to activate a magic item to cast a spell from the Good, Glory, or Sun Domains, she adds a bonus equal to her nightmare slayer class level to the Use Magic Device skill check.


Eldritch Experience (Ex): Despite the fact that none of an undead's formerly-vital organs serve any purpose save occasionally the brain, experienced nightmare slayers have found they do in fact have vulnerable areas that can be attacked, however mind-bogglingly different from those of any creatures still alive. From class level 3 onward, nightmare slayers can deal precision damage to undead such as Critical Hits, Sneak Attacks, Skirmishes, etc.


Special Abilities: At class levels 4 and every 3rd level thereafter (7th, 10th, and 13th), a nightmare slayer gains the appropriate number of special abilities of her choice from among the following options.



Eldritch Precision (Ex): A nightmare slayer adds 1 to the Critical Threat range for all attacks she makes against an Undead or Evil Outsider. This ability may be taken up to 3 times.


Eldritch Ferocity (Ex): A nightmare slayer adds 1 to the Critical Multiplier for any attack she makes against an Undead or Evil Outsider. This ability may only be taken once.


Eldritch Resistance (Blood) (Ex): A nightmare slayer only takes 1 point of CON damage per round of a vampire's Blood Drain attack, rather than 1d4, and the vampire only receives 1d4 temporary HP per round instead of 5. This ability may only be taken once.


Eldritch Resistance (Energy) (Ex): A nightmare slayer receives no negative levels on an Undead or Evil Outsider's Energy Drain attack that does not score a critical, and only takes normal negative levels on a such a creature's critical hit instead of twice normal (which also deprives the attacker of the temporary HP that they would've received by inflicting more negative levels). This ability may only be taken once.


Eldritch Paralysis (Ex): When a nightmare slayer inflicts paralysis against an Undead or Evil Outsider, the paralysis lasts an extra 1 round. This ability may be taken any number of times.



Exorcism (Ex): A nightmare slayer will not always settle for just hoping that combat will be enough, rather she will also explore ways of removing the threat without risking direct confrontation. From class level 4 onward, when attempting to activate a magic item to cast "Dismissal" or "Banishment," she adds a bonus equal to her nightmare slayer class level to the Use Magic Device skill check.


Improved Disruption (Ex): From class level 5 onward, when activating a magic item to cast a spell from the Good, Glory, or Sun Domains, she adds a bonus equal to her nightmare slayer class level to any Saving Throw DC for opposing the spell.


Improved Exorcism (Ex): From class level 6 onward, when activating a magic item to cast "Dismissal" or "Banishment," she adds a bonus equal to her nightmare slayer class level to any Saving Throw DC for opposing the spell.


Binding (Ex): As a nightmare slayer learns to kill stronger and stronger fiends, preventing the escape of those that can be killed easily becomes just as important as is banishing those that cannot. From class level 6 onward, when attempting to activate a magic item to cast "Dimensional Anchor," she adds a bonus equal to her nightmare slayer class level to the Use Magic Device skill check.


Improved Eldritch Experience (Ex): From class level 6 onward, when a nightmare slayer deals a Critical Hit against an Undead or Evil Outsider, the opponent is paralyzed for 1d4 rounds. Creatures can neither change their form nor move inter-dimensionally until this paralysis is ended (unless it is done to them by another), even if they would've otherwise done so automatically.


Improved Binding (Ex): From class level 7 onward, when activating a magic item to cast "Dimensional Anchor," she adds a bonus equal to her nightmare slayer class level to the Attack Roll for the spell's ranged touch attack.


Greater Disruption/Exorcism/Binding (Ex): From class level 8 onwards, when activating a magic item to cast "Dismissal," "Banishment," "Dimensional Anchor," or any spell from the Good, Glory, or Sun Domains, her character level is used in place of her nightmare slayer class level for determining bonuses.


Greater Eldritch Experience (Ex): From class level 9 onwards, if a nightmare slayer decreases the Hit Points of an Undead or Evil Outsider by at least 50% with a single attack, the opponent is paralyzed for 1d6 rounds (this stacks with the 1d4 rounds if a hit was also critical, and the same prohibition against teleporting or changing form applies for the whole duration).


EPIC NIGHTMARE SLAYER


Hit Die: d8


Skill Points at each level: 6 + INT modifier


Perfect Disruption: At class level 11, when activating a magic item to cast any spell from the Good, Glory, or Sun Domains, she may Take 10 on all such Use Magic Device skill checks even if circumstances would normally not allow her to, and she may add either her INT or WIS modifier as a bonus to the selfsame checks.


Perfect Eldritch Experience: At class level 12, when a nightmare slayer makes an Attack of Opportunity that inflicts paralysis against an Undead or Evil Outsider, the paralysis lasts an extra 1d3 rounds.


Perfect Exorcism: At class level 14, when activating a magic item to cast "Dismissal," "Banishment," she may Take 10 on all such Use Magic Device skill checks even if circumstances would normally not allow her to, and she may add either her INT or WIS modifier as a bonus to the selfsame checks.


Perfect Binding: At class level 15, when activating a magic item to cast "Dimensional Anchor," she may Take 10 on all such Use Magic Device skill checks even if circumstances would normally not allow her to, and she may add either her INT or WIS modifier as a bonus to the selfsame checks.


11th | Perfect Disruption


12th | Perfect Eldritch Experience


13th | Special Ability x2


14th | Perfect Exorcism


15th | Perfect Binding