T O P I C R E V I E W |
Galuf the Dwarf |
Posted - 21 Oct 2010 : 14:09:56 Alright, so as I noted in a thread in the Forgotten Realms General Discussion board, there have been a number of specialty priests listed in the 2nd Edition deity sourcebooks (Faiths & Avatars, Powers and Pantheons, Demihuman Deities) that have been converted into Prestige Classes for 3.X Edition.
Me, in my considerate wisdom, decided long ago to try and fill in the gaps left for this, namely for players that may intend to use such in their campaigns. Recently, I recovered an old file of mine containing such, so here I go.
First off, my original creation that I posted on the Wizards of the Coast board under my alias Mad Mage (long story).
Lorekeeper Hit Die: d8
Requirements To qualify to become a Lorekeeper, a character must meet the following requirements. Skills: Any two Knowledge skills 8 ranks. Feats: Improved Unarmed Strike, Skill Focus for either corresponding Knowledge skill. Deity: Oghma Spellcasting: Able to cast 3rd-level divine spells. Must be able to cast spells from the Knowledge domain. Special: Must have visited a holy site of Oghma and researched a new alchemical, magical, or philosophical subject while they were there for one fortnight.
Class Skills Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (Arcana) (Int), Escape Artist (Dex), Knowledge (Architecture and Engineering) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Spellcraft (Int) Skill Points at each level: 6 + Int modifier
Class Features Weapon and Armor Proficiencies: A Lorekeeper does not gain any proficiencies with weapons or armor. Base Attack Bonus: As the Cleric class. Saving Throw Progression: As the Cleric class. Spellcasting: +1 level of divine spellcasting class each level. Clever Wrestling: You gain the Clever Wrestling feat (Complete Warrior) at 1st level. Masterfully Learned (Ex): At 2nd level and every 2 levels afterward (4th, 6th, 8th, and 10th), a Lorekeeper gains a +2 divine bonus to all Knowledge checks that they are trained in, to a total of +10 on such a check. Identify (Sp): At 3rd level, a Lorekeeper can cast Identify as a spell-like ability once per day. Charm Monster (Sp): At 5th level, a Lorekeeper can cast Charm Monster as a spell-like ability once per day. Mass Charm Monster (Sp): At 7th level, a Lorekeeper can cast Mass Charm Monster as a spell-like ability once per day. Legend Lore (Sp): At 10th level, a Lorekeeper can cast Legend Lore as a spell-like ability once per tenday.
And here's another I finished just now.
Watcher Hit Die: d8
Requirements To qualify to become a Watcher, a character must meet the following requirements. Skills: Concentration 4 ranks, Listen 2 ranks, Spot 2 ranks Feats: Alertness, Improved Initiative Deity: Helm Spellcasting: Able to cast 3rd-level divine spells. Must be able to cast spells from the Protection or Vigilance* domains. Special: Must have participated in a vigil involving a major city structure – whether it is a meeting hall, a temple of a non-evil deity, or a marketplace – for twenty-four hours.
Class Skills Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis) Skills Points at each level: 4 + Int modifier
Class Features Weapon and Armor Proficiencies: A Watcher is proficient with all simple and martial weapons, and with all types of armor. A Watcher also is proficient with bucklers, light shields, and heavy shields, but not tower shields. Finally, Watchers automatically gain proficiency with bastard swords if they have not already. Base Attack bonus: As the Cleric class. Saving Throw Progression: As the Cleric class. Spellcasting: +1 level of divine spellcasting at all levels but 2nd and 6th. Uncanny Dodge (Ex): At 1st level, a Watcher gains the Uncanny Dodge class feature. This ability functions like the extraordinary ability of the barbarian and rogue classes. If the Watcher has levels in other classes that permit Uncanny Dodge, then the Watcher gains Improved Uncanny Dodge instead. Bonus Feat: At 2nd level, a Watcher may choose a bonus feat amongst the following: Combat Casting, Combat Expertise, Dodge, Extra Turning, Greater Spell Penetration, Improved Counterspell, Improved Disarm, Improved Sunder, Improved Trip, Improved Turning, Mobility, Power Attack, Spell Penetration, Spring Attack or Toughness. The Watcher must meet the requirements of those feats. Glyph of Warding (Sp): At 3rd level, a Watcher may cast Glyph of Warding as a spell-like ability once per day. Mace of Odo (Sp): At 5th level, a Watcher may cast Mace of Odo (PGtF) as a spell-like ability once per day. Bonus Feat: At 6th level, a Watcher may choose another bonus feat that they qualify for from the same list as at 2nd level. Sword of Law (Sp): At 7th level, a Watcher may cast Sword of Law (SC) as a spell-like ability once per day. Summon Spectator (Su): At 10th level, a Watcher may summon a Spectator Beholder as a full-round action once per day. The Spectator acts loyally to the Watcher who summoned it and any creatures friendly to the summoner, but only follows orders from the summoner themselves.
Note: * = New cleric domain from my homebrew thread. Link is in my signature. |
8 L A T E S T R E P L I E S (Newest First) |
Diffan |
Posted - 27 Apr 2023 : 15:24:16 quote: Originally posted by Delnyn
quote: Originally posted by Diffan
Here's another specialty PrC for Lathander, as if he didn't have enough already . This, however, is a combination of the Morninglord PrC and the one from the Lost Empires of Faerûn books.
Champion of the Dawn Requirements: Alignment: Any good Patron: Lathander Feat: Improved Turning, Initiate of Lathander Domain: Access to the Sun domain Spells: Able to cast 3rd-level divine spells Skills: Craft (any) or Perform (any) 4 ranks, Knowledge (religion) 8 ranks, Diplomacy 8
Would you allow a lawful good worshipper of Amaunator to join with Servant of the Fallen feat instead of Initiate of Lathander? This class sounds intriguing if it were instituted after the Everlasting Sun appeared over Elversult. I think of this prestige class as a hint from Lathander about his relationship with Amaunator.
Oh heck yes!! That would be pretty cool, not to mention that they would take the time to grab feats like Servant of the Fallen. |
Delnyn |
Posted - 26 Apr 2023 : 23:59:04 quote: Originally posted by Diffan
Here's another specialty PrC for Lathander, as if he didn't have enough already . This, however, is a combination of the Morninglord PrC and the one from the Lost Empires of Faerûn books.
Champion of the Dawn Requirements: Alignment: Any good Patron: Lathander Feat: Improved Turning, Initiate of Lathander Domain: Access to the Sun domain Spells: Able to cast 3rd-level divine spells Skills: Craft (any) or Perform (any) 4 ranks, Knowledge (religion) 8 ranks, Diplomacy 8
Would you allow a lawful good worshipper of Amaunator to join with Servant of the Fallen feat instead of Initiate of Lathander? This class sounds intriguing if it were instituted after the Everlasting Sun appeared over Elversult. I think of this prestige class as a hint from Lathander about his relationship with Amaunator.
|
The Arcanamach |
Posted - 14 Feb 2014 : 18:04:51 So far I like them all, only issue I see is the Vow of Safety for Magistrati. Azuth seems more practical than this to me and would understand the dangers of battle...but I do think I get where you're coming from with it. The careful use of magic yes?
@Copper Elven Vampire: I like your Mischiefmaker (and the ability of False Thuergy).
Now onto the Heralds thread... |
Diffan |
Posted - 11 Feb 2011 : 14:53:49 Here's another specialty PrC for Lathander, as if he didn't have enough already . This, however, is a combination of the Morninglord PrC and the one from the Lost Empires of Faerûn books.
Champion of the Dawn Requirements: Alignment: Any good Patron: Lathander Feat: Improved Turning, Initiate of Lathander Domain: Access to the Sun domain Spells: Able to cast 3rd-level divine spells Skills: Craft (any) or Perform (any) 4 ranks, Knowledge (religion) 8 ranks, Diplomacy 8
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana , history, the planes, religion) (Int), Perform (Cha), Profession (Wis), and Spellcraft (Int)
Skill points at each level: 2 + Int modifier
Level BAB Fort Ref Will Special
1 +0 +2 +0 +2 Lathander’s Blessing, Radiance
2 +1 +3 +0 +3 Bane of the Restless +1, Resistance Fire 5
3 +2 +3 +1 +3 Cleansing Dawn 2/day
4 +3 +4 +1 +4 Blessing of First Light
5 +3 +4 +1 +4 Bane of the Restless +2
6 +4 +5 +2 +5 Rejuvenation Domain
7 +5 +5 +2 +5 Resistance Fire 10
8 +6 +6 +2 +6 Bane of the Restless +3, Cleansing Dawn 3/day
9 +6 +6 +3 +6 Solar Flare
10 +7 +7 +3 +7 Sunform
Hit die: d8
Class Features: Weapon and Armor Proficiency: Champions of the Dawn are proficient with all simple and martial weapons, with all armor, and with all shields.
Spellcasting: +1 level of divine spellcasting class each level.
Lathander’s Blessing: Champion of the Dawn class levels stack with levels in cleric for spells gained each level, divine feat progression, and turning checks.
Radiance (Ex): When a Champion of the Dawn casts any spell with the light descriptor, the radius of its illumination is doubled and the spell is treated as though it were one level higher for the all purposes, including determining whether it can counter or dispel a spell with the darkness descriptor.
Bane of the Restless (Su): A Champion of the Dawn receives a divine bonus to his saves against spells from the necromancy school and any energy damaging attacks from undead creatures.
Resistance to Fire (Ex): Your link to the sun gives you increasing resistance to its fire.
Cleansing Dawn (Sp): When a Champion of the Dawn calls upon his god to smite undead foes through a spell with the light or fire descriptors, he can choose to cast that spell as though it had the Empower Spell feat. This ability does not change the effective level of the spell and can only be used against undead creatures.
Blessing of First Light (Su): Champions of the Dawn are blessed by the youthful spirit of Lathander and his powers of rejuvenation. At 4th level, a Champion of Dawn becomes immune to fatigue or exhaustion.
Rejuvenation Domain: At 6th level , a Champion of the Dawn gains access to the Rejuvenation Domain and it’s given power.
Solar Flare (Sp): The light of the sun carries with a burning fury that can be unleashed upon nearby foes. Once per day a Champion of the Dawn can spend four turning attempts to channel positive energy that blesses his attacks and damages his enemies. For the duration of this ability, his weapon is treated as though it had the Holy property in addition to any it already has. In addition, the Champion of the Dawn glows with a radius of 40 feet that sears nearby undead enemies for 1d6 points of fire damage per 2 levels of Champion of the Dawn. The ability lasts for a number of rounds equal to the Champion’s charisma modifier.
Sunform (Sp): Upon reaching 10th level, you gain the ability to become an insubstantial ball of bright, glowing light the size of a Medium creature. This effect is identical to that of the gaseous form spell, except as follows. In sunform you radiate daylight as the spell, gain a fly speed of 120 feet(perfect), and have immunity to fire, light, and air effects. In addition, you gain a melee touch attack that deals 6d6 points of fire damage. You remain in sunform for up to 10 rounds. Sunform is the equivalent of an 8th-level spell that is usable once per day.
|
Copper Elven Vampire |
Posted - 09 Feb 2011 : 18:06:31 The Mischiefmaker (specialty cleric of Erevan Ilesere)
The Mischiefmaker represents all that is chaotic and free. They bring change and excitement where ever they go be it for good or ill. They live on the edge in a constant state of self-reinvention. They thrive to puncture the self-righteousness, sanctimony, and pretension that pervades orderly society with mischievous pranks that both amuse and enlighten. They enjoy causing trouble for its own sake and have the ability to take care of themselves should a prank prove to be deadly or go awry. Most Mischiefmakers are Moon or Copper elves, but even Gold, Wild and Star elves take this class when the call of Erevan sings strongly in their hearts. Most Mischiefmakers are famous or infamous Rogue/Clerics in the favor of Erevan Ilesere and serve as his mortal right-hand. They are deadly-romantic in their charm and subtlety of skill. Brave and yet flighty. They are champions of trickery and modest in ability. To underestimate a Mischiefmaker is to court the surety of becoming the victim to an amusing, well thought, elaborate hoax that could end up costing you and being at your cost.
Hit Die: d6.
Requirements: To qualify to become a Mischiefmaker, a character must fulfill all the following criteria.
Race: Character must be a Elf or Half Elf.
Skills: Knowledge (religion) 6 ranks, Disguise 5 ranks, Disable device 6 ranks, Bluff 6 ranks, Hide 6 ranks, Move silently 6 ranks, sleight of hand 5 ranks.
Feats: Magical Fortune, Tempting Fate.
Spellcasting: Ability to cast 3'rd level Divine spells. Must have either the chaos, trickery or luck domain.
Special: +2d6 Sneak attack ability. Must have Erevan Ilesere as a Patron Deity.
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Disable Device, Escape artist, Heal, Hide, Intuit direction, Jump, Knowledge (religion), Listen, Move silently, Open lock, Sleight of hand, Profession, Search, Spot, Tumble, Use magic device, Use rope, Wilderness lore.
Skill points at each level- 6 + Int mod.
Class Features: Weapon & Armor Proficiency: Mischiefmaker's gain no proficiency with small or light weapons.
Spells per day: A Mischiefmaker's training focuses on divine magic. Thus, when a character gains a new level of MP, she gains new spells per day as if she also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not however gain any other benefit a character of that class would have gained.
Mock Law: At 1'st level the MM gains a +2 divine bonus on saving throws against any spell with the law descriptor, as well as the spell-like or supernatural abilities of outsiders. In addition the MM also gains a +2 divine bonus to the DC of all spells he casts with the chaos and trickery descriptor.
Improved pass without trace: At 1'st level the MM can use Pass without Trace as a spell-like ability once per day. In addition, if a spellcaster attempts to track or locate the MM by magical means while this ability is in use, then they suffer a -2 penalty to their spells DC.
False Theurgy: At 2'nd level, as a swift action when casting a spell, you can adjust the verbal and somatic components to mimic those of another spell of your choice of the same level. Any creature using spellcraft to identify the spell, believes it to be the other spell instead. This trick renders your spell immune to the normal method of counterspelling.
Erevan's Fortune: at 2'nd level, one time a day, the MM can reroll a Disable device, Sleight of hand and Open lock check. She may also reroll an Initiative check once per day, as well as reroll a Caster Level check once per day.
Thwart magic trap: At 3'rd level the MM gains a +4 bonus on all Disable device and search checks made to locate, bypass or disable magic traps.
Sneak Attack (su): At 3'rd level the MM gains the sneak attack rogue ability. +1d6 dmg.
Mislead (sp): At 4'th level the MM gains Mislead as a spell-like ability once per day. In addition, any Will save to disbelieve the figment double is made at a -4 penalty.
Polymorph other (sp): At 4'th level the MM gains Polymorph other as a spell-like ability once per day.
Cloak of Chaos: At 5'th level the MM gains cloak of chaos as a spell like ability once per day. In addition, all opponents suffer a -2 penalty to their Will saves against the Confusion effects.
Faerie Form: at 5'th level the MM may assume the form of any type of faerie, brownie, or sprite (including atomies, brambles, dobies, faerie fiddlers, gorse, grigs, killmoulis, nixies, pixies, quicklings, sea sprites, squeakers, and other similiar fey creatures). The MM adopts the form of the creature, gaining all of that forms abilities. The MM also adopts all that forms weaknesses as well. The MM can change form as many times as desired, within the duration of the spell. The MM may turn into a sprite and fly away and then turn into a nixie and dive into a lake. The first form adopted has one-quarter of the hit points of the MM. Subsequent forms carry the current total hit points with them until the original form is resumed. Each alteration in form takes only 1 second. This ability can be used once a day, and lasts as many rounds equal to your total character level + your Wisdom modifier. This ability is a standard action.
(All spell-like abilities are cast at total character caster level)
CL-BAB-FS-RS-WS-Special- Spells per day
1'st-+0-+0-+2-+2-- Mock Law, Pass without trace- +1level
2'nd-+1-+0-+3-+3-False Theurgy, Erevan's Fortune -+1level
3'rd-+2-+1-+3-+3-Thwart magic trap, Sneak attack -+1level
4'th-+3-+1-+4-+4-Mislead, Polymorph other -+1level
5'th-+3-+1-+4-+4-Cloak of chaos, Faerie form-+1level
Any and all comments are welcomed. Thanks! ;) |
Alisttair |
Posted - 09 Feb 2011 : 11:49:36 Thanks very much for sharing these Galuf. Keep up the homebrew custom stuff for all editions. |
Galuf the Dwarf |
Posted - 08 Feb 2011 : 19:41:54 Spidersword Hit Die:d8
Requirements Race: Drow or Aranea. Feats: Blind-Fight, Martial Weapon Proficiency (Heavy Mace or Longsword), Weapon Focus (Heavy Mace or Longsword) Deity: Selvetarm Spellcasting: Must be able to cast 3rd-level divine spells. Must be able to cast spells from the Drow, Spider or War domains. Special: Must have killed a non-worshipper of Lolth or Selvetarm of 4 or more HD in melee combat.
Class Skills Concentration (Con), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Spellcraft (Int) Skill Points at each level: 4 + Int modifier
Class Features Weapon and Armor Proficiencies: A Spidersword gains no proficiency with weapons or armor. Base Attack Bonus: As the Barbarian class. Saving Throw bonuses: As the Cleric class. Spellcasting: +1 level of divine spellcasting class at every level except 2nd and 10th. Spiderfriend (Ex): At 1st level, a Spidersword is immune to all poisons derived from spiders, included poisonous weapon coatings of such a nature. Raging Heart (Ex): At 1st level, a Spidersword gains immunity to fear and morale failure. Rage (Ex): At 2nd level, a Spidersword gains the ability to rage once per day, as per the Barbarian class feature of the same name. The Spidersword gains additional uses of this ability at 4th and 8th level. Spell-like ability: At 3rd level, a Spidersword can cast Remove Fear or Protection from Good as a spell-like ability once per day. Imbue Weapon (Su): At 4th level, a Spidersword can imbue their weapon with a dark blue nimbus of shadowy energy that gives the enchanted weapon a magical enhancement bonus to attack power. The Spidersword gains a +3 divine bonus to their next attack roll with the enchanted weapon and the weapon is treated as a +3 weapon for the purpose of overcoming damage reduction. The Spidersword can use this ability once per day. Prayer (Sp): At 5th level, a Spidersword can cast Prayer as a spell-like ability once per day. Greater Rage (Ex): At 6th level, a Spidersword’s rage ability improves. Their Strength and Constitution bonus improve to +6 and their morale bonus to Will saves improves to +3, but their penalty to AC remains and -2. Charm Monster (Sp): At 7th level, a Spidersword can cast Charm Monster as a spell-like ability Tireless Rage (Ex): At 8th level, a Spidersword who rages does not become fatigued or exhausted after raging. Haste (Sp): At 9th level, a Spidersword can cast Haste as a spell-like ability. Mighty Rage (Ex): At 10th level, a Spidersword’s rage grows to phenomenal heights. Their Strength and Constitution bonuses improve to +8, their morale bonus to Will saves to +4, and their penalty to AC remains at -2. Demonweb Countenance (Su): At 10th level, a Spidersword who rages turns into a hideous amalgation of its base species alongside features of beings that serve Lolth and Selvetarm once per day. The Spidersword gains immunity to critical hits and sneak attacks for the duration of the rage effect. In addition, the Spidersword gains an Aura of Fear (akin to a dragon), which extends to 20 feet around the Spidersword and affects all hostile targets who do not worship Lolth or Selvetarm within that radius. The fear effect has a DC of 10 + the Spidersword’s spellcaster level. Finally, the Spidersword gains the ability to cling to various surfaces as if under the effects of the Spider Climb spell. |
Galuf the Dwarf |
Posted - 22 Oct 2010 : 05:36:52 And here's yet another.
Magistrati Hit Die: d8
Requirements To qualify to become a Magistrati, a character must meet the following requirements. Alignment: Any Lawful. Skills: Knowledge (Arcana) or Knowledge (Religion) 4 ranks, Spellcraft 4 ranks. Feats: Quicken Spell Deity: Azuth Spellcasting: Able to cast 2nd level divine spells, and 1st-level arcane spells with preparation. Must also have access to the Law, Magic or Spell domains. Special: Must have sworn an oath to a high-ranking member of a church of Azuth to only use arcane magic within reason, and not harm innocents as collateral damage.
Class Skills Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Spellcraft (Int) Skills Points at each level: 4 + Int modifier
Class Features Weapon and Armor Proficiencies: A Magistrati does not gain any proficiencies with weapons or armor. Base Attack Bonus: As the Wizard Class. Saving Throw Bonuses: As the Cleric Class. Spellcasting: +1 level of divine spellcasting class at levels 1, 2, 4, 6, 8, and 10. +1 level of Arcane spellcasting class at levels 3, 5, 7 and 9. Vow of Safety: Upon acquiring their 1st level of this prestige class, the Magistrati must use their various powers carefully. Should any neutral or friendly sentient creatures not participating in combat within the radius of a spell be damaged, the Magistrati loses all the use of prestige class abilities until they receive an Atonement spell cast upon them. Scroll Familiarity (Ex): At 1st level, a Magistrati combines their levels in Cleric, Wizard and Magistrati to determine the caster level for using scrolls of spells for both the Cleric and Wizard classes. Identify (Sp): At 3rd level, a Magistrati can cast Identify as a spell-like ability once per day. Spell-like ability: At 5th level, a Magistrati can cast Fireball or Lightning Bolt as a spell-like ability once per day. Magic Missile (Sp): At 7th level, a Magistrati can cast Magic Missile as a spell-like ability once per day. Spell-like ability: At 9th level, a Magistrati can cast one of the following spells per day as a spell-like ability, with their Cleric, Wizard and Magistrati levels all counting towards the caster level: - Wall of Fire - Wall of Ice - Wall of Force - Wall of Iron - Wall of Stone Quickening (Ex): At 10th level, a Magistrati can cast a quickened spell without costing a higher spell slot.
|
|
|