Looking for suggestion on Prestige Class abilities / Requirements


Homebrew and House Rules

Liberty's Edge

Ok so I'm working on a handful of Prestige Classes for my little Homebrew setting, but I've never made a prestige class and I'm a bit stumped on exactly what abilities they ought to have.

Right so here's what I have so far:

The Queen's Guard: A magus based prestige class that increases the tanking ability and tacks on both buffing intervening ability (Based off the Devoted Defender prestige class from 3.5). A friend of mine suggested this ability: "Declare one person in a combat as your charge, and you get bonus weapon damage against creatures threatening them plus a bonus to spell penetration, their AC improves if you are adjacent to them (very small, like +1 or +2), and you can spend an arcane point to cast personal spells on them at range or at touch." In addition to some refluffed and possibly retooled abilities from the Devoted Defender, mostly In Harm's Way and possibly Deflect Attack. Heavy Armor would likely be a 1st level thing with progressively lower Arcane Spell Failure until a solid 0% at lvl 8 or 10.

Night Witch: A class required around flying (Based off WW2 Soviet Air Force group by the same name) either through natural means or via grafted wings (Fly spells need not apply). All I have for this is the requirements thus far would be 5 ranks in Fly and Stealth, a BaB of +5 and either natural or grafted wings. All I have for abilities would be a progressive increase in Fly Speed (Up to x2 "stock" speeds) and an increase in Flying Maneuverability (Good at lvl 5, maybe Perfect at lvl 10), Flying based feats every few levels (Death from Above, Flyby Attack, Hover, Wingover), a gradual increase/boost to Stealth while flying and the capstone maybe being allowing full-round actions to be taken while flying (So fly move + full attack or fly move + full round spell or the like).

Wyrm Hunter: Gunslinger/gun user Prestige Class based around taking out really big monsters with extra goodies vs constructs. I...don't have much for this beyond maybe extra damage, maybe precision damage or bonuses to called shots on monsters bigger than the PC/bigger than Medium?

Flesh Shaper: Graft Master, able to increase the bonuses of grafts and lower the general cost at the cost of having to specialize (As in the bonuses and cost reductions only affect one type of graft, like Undead or Construct). Can't really think of much for this that wasn't covered in the 3.5 Lords of Madness Prestige Class.

Principality Priest/ess: Cleric Prestige Class. The only thing I have for this is the capstone being full Lycanthrope status. Maybe a free domain, a lycanthrope "path" and social, preachy stuff? *Shrugs*

Suggestions and assistance would be greatly helpful, no matter how simple said assistance would be. Kinda floundering about on my own here. Mostly looking for suggestions regarding class abilities, save boost distribution (What is the good save and the bad save), suggestion on HD die, BaB progression and the like.


The queen's guard:
Maybe you should try to make this a Magus archetype. Weaken (and probably delay) the class's weapon buffs in order to give them casting in armor earlier and some good support spells added to their spell list.

Night Witch:
I don't deal with dirty communists, Silus.

Wyrm Hunter:
I would base this PRC on a sort of "smite/challenge" system. Just give them a smite ability that only functions on creatures of large size or larger (granting an attack bonus of 1/3 PRC level and damage equal to PRC level). Maybe give the ability 4 uses by level 10 (1, 4, 7, and 10) and double the damage against gargantuan and colossal creatures. I think bonuses to called shots and continued 1/2 level continued deed progression would be nice too.

Flesh Shaper:
Don't even know about skin grafts.

Principality Priest:
I would do this as a archetype as well. I would just take all the domains off the cleric and give the class lycanthrope abilities to fight and talky bard-like abilities to support. Make their use mutually exclusive (so the cleric must choose to be in support more or lycanthrope combat mode) and make both abilities sufficiently scarce that the class will likely use a little of both on any given day.

Liberty's Edge

Well current Queen's Guard abilities are as follows:

(lvl 1, 3, 5, 7, 9) Defender's Charge: The Queen's Guard declares one person in a combat as your "charge", giving the Queen's Guard bonus weapon damage against creatures threatening them plus a bonus to spell penetration. The "charge's" AC improves when the Queen's Guard is adjacent to them, and you can spend an arcane point to cast personal spells on them at range or at touch. The bonuses to weapon damage, spell penetration and the Charge's AC increase by +1 every odd level, capping at +5 at lvl 9. These bonuses stack with other Queen's Guard.

(lvl 1) Shielded Arcana: Queen's Guard no longer suffers Arcane Spell Failure with shields, barring Tower Shields.

(lvl 2, 4, 6, 8, 10) Bonus Feat: The Queen's Guard receives a bonus feat at levels 2, 4, 6, 8 and 10, the choices of which are restricted to those that are allowed by the Fighter Class. Queen's Guards may count their levels as Fighter levels for purposes of feats equal to 1/2 non-Queen's Guard class levels + Queen's Guard levels (A lvl 8 Fighter, lvl 4 Queen's Guard would count as a lvl 12 Fighter for purposes of Fighter Feats). Queen's Guard with the Fighter Training class feature from Magus count as 1:1 for levels (A lvl 10 Magus, lvl 4 Queen's Guard would therefore count as a lvl 14 Fighter for purposes of Fighter Feats)

(lvl 3, 6) Always Ready: At level 3, a Queen's Guard has become experienced enough that they can smell an ambush coming a mile away. As such, they retain their Dex bonus when caught flat-footed. At level 6 the Queen's Guard can no longer be flanked (That meaning no bonuses are gained for flanking a Queen's Guard).

(lvl 4, 8) "Get Behind Me!": At level 4, as a Full Round action, the Queen's Guard, if adjacent to their charge, may switch places with them without incurring an attack of opportunity. At level 8 this ability becomes a move action.

(lvl 5) Shielded Arcana (Greater): Same as Shielded Arcana, but applies to Tower Shields as well.

(lvl 10) Protector of the God Queen: Such is their devotion to their charges and the Queen that a Queen's Guard is all but unshakeable. When adjacent to their charge, the Queen's Guard gains +5 to their Will save towards fear effects and anything regarding mental domination (Charm Person, Dominate, Suggestion, etc).

EDIT: Not gonna lie, not really sure what I'm doing with this.

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