Homebrew Prestige Class


Homebrew and House Rules


I like the celebrity, demagogue and diva centric archetypes for bards and wanted to create a prestige class that captured the flair of those archetypes and allowing them to be more combat oriented.

My inspiration drew from a number of sources from video games and anime to other existing classes in Pathfinder. I made the class divinely inspired as a balancing mechanic as well as to make it sensical.

What I hope is that characters that aren't the best in battle but great in non-battle situations get to shine on the battlefield with flair without being overpowered and that outside of combat they are still impressive members of the team.

I'd also be lying if I said I didn't want to create a magical transformation class because I love the artistic mechanic of a character having the option of becoming temporarily a better version of themselves.

I'm curious to know if it's balanced on paper and if anyone would be willing to playtest it.

Hit Die: d8

Requirements:
Deity: Must worship a single, specific deity.
Alignment: Within one step of chosen deity.
Feat: Deific Obedience
Special:
- Knowledge (Religion) 5
- Perform (Dance) 5

Class Skills:
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks at Each Level: 6 + INT Modifier

Base Attack Bonus progression: Medium
Base Saving Throw progression: Reflex

Class Features:

Level 1

Weapon and Armor Proficiency
Proficient with all simple weapons and light armor. gains weapon proficiency with her chosen deity’s favored weapon.

Obedience
In order to maintain the abilities granted by this prestige class must perform a daily obedience to her chosen deity.

Attuned Item
The character must spend 4 hours to focus on a weapon; after which the character can choose an item form that the weapon can assume. After which time while in activated, the weapon is always idle in it's item form.
The character can spend a standard action to activate it, transforming it from it's item form to it's weapon form. This action does not provoke an attack of opportunity.
If the chosen item form is another weapon, any special abilities passed on to the weapon are only able to be activated while in it's original weapon form.
If the weapon becomes magically enhanced, wish to change the attuned weapon, or change the item form, the player must undergo a 4 hour re-attunement process.
The character can only attune to simple, martial, or exotic weapons that they are proficient in. They cannot attune to armor except for shields (not tower shields); and can only attune to weapons up to one size category larger or smaller.

Level 2

Protective Grace
The player's chosen deity rewards them with heightened awareness and reaction skills, making them more difficult to strike in combat. At 2nd level, they gain a +1 dodge bonus to AC. They lose this bonus when they are denied their Dexterity bonus to AC.
If the player is holding their attuned weapon and it is active, they also receive a +2 deflection bonus to AC.

Divine Transformation 1
As a full round action the player undergoes a simple appearance change such as shimmering hair, vibrant eyes, shadowy skin, or any other change that may be related to their chosen deity. The player's equipped items also undergo a minor change. This grants them a +4 bonus to their charisma score for a time equal to 1 minute per CHA modifier (minimum or 1 minute) each day. This time does not include the addition bonus from their transformation and does not need to be used consecutively. Bards, paladins, and sorcerers (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell's effect do increase.

Level 3

Attuned Sentience
At third level, the character's item becomes sentient. It has the same alignment as the player's chosen deity.
If the sentient item is destroyed it cannot be replaced until after 1 week later through a specialized ritual that costs 200 gp per level. The ritual takes 8 hours to complete.
The personality of each item is specific, even after re-attuning.

Telepathic Bond
The attuned item can communicate with player telepathically with a range of up to 100 feet. The player will always know in which direction the item is, though not a specific location. The player will always know when the item is destroyed.

Level 4

Call Weapon
If the attuned item is not obstructed and within 100feet of the player, they may use a standard action to recall the item to their hand. The item does not teleport, instead physically flies towards the player.

Level 5

Aligned Class
At 5th level, the player must choose a class they belonged to before adding this prestige class to be their aligned class. They gain all the class features for this class, essentially adding every level beyond 4th to their aligned class to determine what class features they gain. They still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of their aligned class as well as those of this prestige class.

Level 6

Divine Transformation 2
At 6th level the player and their equipped items undergo a grander appearance change, granting their Charisma score a +6 while transformed. Bodily changes could include height changes that are still within their current size category, changes to their skin and/or hair color
Opponents of the player suffer a -2 penalty to saving throws against mind effect spells and abilities.

Level 7

Divine Autonomy
At 7th level, the attuned item becomes autonomous. The player must use a full round action to activate the autonomous features of the weapon:
The weapon gains a flight speed of 5ft/level per round.
AC = 10 + size category + the player's Charisma modifier + The weapon's hardness
HP = 30 hit points or the hit points of the weapon, whichever is higher.
Saving throws = The player's base saves + The player's CHA modifier.
To Hit = Player's BAB + Player's CHA modifier.
Damage = Weapon's damage + Player's CHA modifier.
Ranged weapon's do not gain a speed, they can manufacture their own ammunition, and can fire while stationary.
The weapon can use any Combat Feats and/or abilities the player has as though it had them itself. (Sneak attack, Cleave, etc...)
The weapon always counts as attended.

Level 8

Extra Form
At 8th level, the player can select a third form in addition to the other forms their attuned item can take. As a standard action the player can switch to either other forms of the item.

Level 9

Divine Boon
The player can select a boon from your deity as though they were an Evangelist, Exalted, or Sentinel of the same level.

Level 10

Divine transformation 3

At 10th level the player undergoes a major appearance change, granting their Charisma score a +10 while transformed. They and their equipped items can grow up to one size category larger, and they take on more grandiose physical aspects.

Divine Weapon Ability
Also at 10th level, the player's attuned weapon gains an additional enhancement bonus up to a +2 bonus or equivalent special ability.


How does the dancing requirement play into this? Is spell casting part of the class? Your only 1st level ability is to disguise your weapon?


If it's based on bardic skill, then the perform should be whatever skill the use to inspire courage... So any performance skill or combination of skills.


Ciaran Barnes wrote:
How does the dancing requirement play into this? Is spell casting part of the class? Your only 1st level ability is to disguise your weapon?

Obediences can give you all day buffs of some kind... :/

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