Testing Self made Prestige Class


Homebrew and House Rules


I have been working on this class for quite a while, and I'm hoping to get some feedback on what to improve. Please reply with any changes to make this class better (if needed.) Please no saying things such as it has stuff Patherfinder does not offer. I know. Anubis counts as a sort of secret god if not a part of Pathfinder.

Ancient Wielder

REQUIREMENTS:
• Skills:
+5 Acrobatics, + 4 Knowledge (History), +6 Use Magical Device (if not able to cast spells.)
• BAB:
+ 3
• Special:
Must be exposed to ancient magic within a tomb of sorts where mummification was once practiced, or in an area where mummification is practiced currently.

LVL 1
• Curse of the Crypt:
Whenever the Wielder is attacking with a weapon, be it natural or not, he/she can inflict an extra 1d4 points of damage that equals to half their BAB for this class. This is treated as both Lawful and Evil damage, whichever opposes the opponent's alignment. At level 4, it becomes 1d6 equal to half their BAB, 1d8 at lvl 7, and 1d12 at lvl 10. Can be used as many times as one can physically attack per round. Attack bonuses are also halved when using this class, until level 6, where one can use total BAB by using up his/her movement action.
• Gift of the Tomb:
When the wielder performs an strike on a target, if not undead, they heal said target for the damage they would deal + 1d4 points that equal half their WIS mod, 1d8 at lvl 5, and 1d12 at lvl 10. This ability can be used lvl + WIS mod per day. (Level is total level, not just the level for Ancient Wielder.)
• BAB: 1 (Increases in increments of 1 up to lvl 3, then increases by 2 until lvl 7, and 3 up to lvl 10, giving a max of a 20 BAB (ONLY for use as an Ancient Wielder. Other BAB do not combine with this class, such as a regular Prestige Class.)

• Lvl 2[/b]
• Bonus Feat (get one every other level. May work with Bonus Fighter Feats, and other Class-only feats.)

LVL 3
• Bandages of Anubis
The Wielder is given permanent Wrappings from the closest area that last performed mummification, fusing with the skin / weapon (Can be performed with regular wrappings after.) Whenever the Wielder attacks, he/she may add elemental damage that opposes the foe, equal 1d4 per 2 BAB. At lvl 6, this becomes elemental burst damage, and at lvl 10, the damage doubles on any attack roll that is higher than a natural 15. The wraps are on hands, knees, elbows and feet if used with one that uses natural weapons. Cannot be used if one is wielding a weapon with no wrappings on it (Ex: new dagger with no bandages of sorts on it.)
• Aura of the Sphinx:
The Ancient Wielder gains an aura that gives all allies within a 30 foot (6 square) radius a +5 to all attack rolls, as well as a +3 to AC to any within 15 feet. At lvl 6, the radius increases by 15 feet, and the bonuses double. At lvl 10, every friendly within the aura, now increased by 30 feet, gains a total of +15 to attack rolls, and +9 to AC. Can only be used whenever the Wielder has a sort of Symbol with him/her, be it Lawful or Evil, or if a party member has an exposed Symbol (EX: can be tied to their belt, arm, so forth. Such action does not make it a weapon or armor, but the Symbol will be considered as wielded. Only used for this effect.) If a Symbol is not within possession of a party member, then this ability will not activate.

LVL 4
• Increase all stats (Str, Dex, ect...) by 2, and increase by 4 at lvl 8.

LVL 5
• Channel of Nile:
The Wielder can cast a channel spell that can either inflict 1d6 + level (Lvl 5 = 5d6, lvl 6 = 6d6, ect...) to nearby enemy creatures, or can heal every friendly target for 1d4 + level.

LVL 7
• Performance of the Pharaoh:
The Wielder may unleash a flurry of attacks equal to his total level + DEX mod. He/she must half all extra damage from Curse of the Crypt and from Bandages of Anubis, as well as half damage given from the first 2 critical hits per use. The Wielder cannot use this technique if he/she has less than half hp. At LVL 10, the Wielder only needs to remove a 4th, instead of half.

LVL 10
• Essence of Gods
At the beginning of every round, the Wielder heals himself/herself for 1d4 points + 1/2 STR mod (minimal 1). If his/her aura is activated, the Wielder gains 1d8 + 1/2 STR mod per round instead.
• Soul of Anubis:
The Ancient Wielder is no longer affected by diseases and poisons, wether they be natural or magical. The Wielder can also, by spending 3 full-action rounds, project their soul into Anubis himself, and use him in combat. Anubis is considered as an outsider, and the Wielder must be concentrating, or Anubis will disappear after 3d10 rounds. The stats are the character's stats X5, including BAB, CMD, ect.... If the Wielder cannot control Anubis, it will take on the statistics (not abilities) of two Prismatic Wyrms. Anubis can be moved anywhere, with no distance restrictions, as long as it is on the same land mass (continent) as the Wielder. The Wielder can be on a boat with Anubis, but the Wielder must be moved via other means than himself in order to keep concentration. The Ancient Wielder can use this ability once per every 3 days, unless 5 Symbols are with him, in which case he can continuously summon Anubis, even if he was slain in combat. After 3 uses with the Symbols, the Symbols turn into dust, which can be used as replacement spell components for spells that need materials, and are used up after each use. (Makes up to 24 vials of component, regardless of size of the Symbols.) Every time the summoner looses concentration, Anubis acts on its own free will, attacking anything it wants to. The Wielder can dismiss Anubis at any time, so long if it is under their control.


The BAB requirement is irrelevant. With the skills listed, you can't help having BAB +3.


Arakhor wrote:
The BAB requirement is irrelevant. With the skills listed, you can't help having BAB +3.

Unless you're really trying. Rogue 1 / Sorcerer 5 wouldn't cut it, or something silly like Rogue Wizard 3 / Sorcerer 2 / Bard 1.


Well, you don't really need to be a spell caster class, which is why the BAB is there. However, if it is irrelevant to the actual class itself, then consider it gone.


Well, for some reason, I cannot edit it because the option is no longer available. For anyone reading this, the BAB requirement is gone.


Ok, I am a little confused.

What do you mean by '1d4 points of damage that equals to half their BAB for this class.' Does that mean you do 1d4 additional damage with a maxium of 1/2 your BAB? So if you have +4 BAB you do 1d4 but a maximum of 2?

With gift of the tomb, is this a normal attack? IE i make an attack with my sword against my ally using gift of the tomb and heal for the damage i would normally do? Is this positive energy? Would it harm undead if i were to use it against them? Its just odd to use an attack to do this. I would recommend making it a set amount of positive energy (perhaps scaling by level) instead of an attack.

I also dont get why you wish to isolate the BaB of this class? Again that just seems odd. You have a very fast progressing but isolated BAB in a prestige class. Why not make the progression more normal, but combine it with existing BaB?

At level 4 and 8 +2 to ALL stats is a very powerful boost. I think it is too powerful when compared to other prestige classes. Look at the dragon disciple which only gives several +2s to a couple stats over several levels.

Bandages of anubis also seem very out of balance. At level 10 of this class its adding 10d4 damage to a normal attack. Not sure what you mean by elemental burst, but doubling on a roll of 15 or higher? That is very very high damage output.

Performance of the pharoes is also pretty rediculous. I mean that is probably close to 20 attacks at the 10th level of this class (given the fact that you are boosting dex by +4). Even without all the bonus damage that is pretty outrageous, and with it, you would single round kill monsters way over your CR.

You are also giving the character fast healing 1d4 or 1d8 + 1/2 strength.

Unless i am really misreading what you wrote here the class is an insane combination of broken abilities. Obviously you were going for high power here, but its just so outrageous I am not certain how to recommend changing this. It is just wildly more powerful then anything else in the game.


Okay.... To your first question, the 1d4 + 1/2 BAB means that if you have BAB of 4, then its 2d4 points of damage.

I thought about the healing thing a lot to tell the truth. I think I will change it back to what it was. Gift of the Tomb now works as follow: When the Wielder strikes a friendly target, they send positive energy. Must be a non-lethal strike. The amount healed is 1d4 + 1/2 BAB (Ex: 4 bab = 2d4)(minimal 1), then increases at lvl 5 to 1d6 +1/2 BAB, then again at lvl 10 to 1d10 +1/2 BAB. If against undead, then the undead will take damage, wither lethal or nonlethal.

The bonuses will change as well to +1 at lvl 4, then +1 at lvl 8.

About Bandages.... I had a better format for that as well. Dont know why I changed it... I'll change Bandages of Anubis as follow: The damage given, instead of per 2Bab, it shall be per 4 BAB, to a total of 5d4. Burst damage is kind of like splash damage, with elemental damage. When the Wielder attacks with elemental burst, the damage spreads to all squares (except for the Wielder) that is within 1 square of the original attack. At lvl 10, instead of doubling the damage, the splash damage will increase by 1 square, making the splash damage effect 2 squares past the original square total.

As for Performance of the Gods, I'll change that so that it halves every damage roll until lvl 10, where one only needs to remove a 4th of damage, rounding down.

As for Essence of the Gods: heals for 1d4 + half BAB (BAB = 4, then 2d4). With aura activated, it is 1d6 + Half BAB.

Soul of Anubis will not change. It is dangerous to have in the first place, for if the Wielder looses concentration, Anubis will attack anything near it. I also did not give it abilities, just very good stats.


MY OPINION

Clarify that you need ranks in the skills, and not just have a total bonus to it of (the specified number.

Clarify what you mean by extra damage equaling to half BaB?

Does this mean that you get an additional 1d4 damage per half BaB?

Meaning a +8 BaB gives you an extra 4d4 damage.

Specify what you mean by attack bonuses being halved.

Remove the read that says that at lvl 6 one can use move action for total BaB and replace with

Full attack, as in.

until you can make more than 1 attack using the full attack option.

Don't forget about two-weapon fighters, or multiple natural attacks, how does this affect them?

Specify/alter Gift of Tomb to say instead of 1d4 points that equal half wisdom to.

They heal an additional amount of 1d4's equal to half their wisdom modifier. (Then put an example) +4 Wisdom mod = 2d4 extra heal.

Specify the class only feats, change fight bonus feats to Combat Feats.

Specify refix that part about BaB under Gift of The Tomb. It's confusing as all f@@#.

Give a better description to bandages of Anubis.

Specify what burst damage is

Aura of The Sphinx, +5 to all attack rolls might be too much, seems sort of O.P. to me.

-Continues reading- Oh yeah, this is definitely over powered.

Lower those bonuses, seriously.

WAY Too high.

Maybe like, +2 To attack rolls, +1 to AC
Upgrades by doubling sort of meaning.
+4, +2
+6, +3
That sort of thing.

Level 4 stat increase might be O.P., unsure.

Fix Channel of the nile, list that it operates like a Channel energy from cleric, also alter the damage to correspond with that of the cleric's channel energy

Fix performance of the pharaoh, possibly make it function like flurry of blows (monk ability)

It may be O.P. as is, my opinion.

Change essence of gods to con, not strength.

Also... I think that the anubis part is really O.P. after skimming it.


Kolokotroni wrote:

Ok, I am a little confused.

What do you mean by '1d4 points of damage that equals to half their BAB for this class.' Does that mean you do 1d4 additional damage with a maxium of 1/2 your BAB? So if you have +4 BAB you do 1d4 but a maximum of 2?

With gift of the tomb, is this a normal attack? IE i make an attack with my sword against my ally using gift of the tomb and heal for the damage i would normally do? Is this positive energy? Would it harm undead if i were to use it against them? Its just odd to use an attack to do this. I would recommend making it a set amount of positive energy (perhaps scaling by level) instead of an attack.

I also dont get why you wish to isolate the BaB of this class? Again that just seems odd. You have a very fast progressing but isolated BAB in a prestige class. Why not make the progression more normal, but combine it with existing BaB?

At level 4 and 8 +2 to ALL stats is a very powerful boost. I think it is too powerful when compared to other prestige classes. Look at the dragon disciple which only gives several +2s to a couple stats over several levels.

Bandages of anubis also seem very out of balance. At level 10 of this class its adding 10d4 damage to a normal attack. Not sure what you mean by elemental burst, but doubling on a roll of 15 or higher? That is very very high damage output.

Performance of the pharoes is also pretty rediculous. I mean that is probably close to 20 attacks at the 10th level of this class (given the fact that you are boosting dex by +4). Even without all the bonus damage that is pretty outrageous, and with it, you would single round kill monsters way over your CR.

You are also giving the character fast healing 1d4 or 1d8 + 1/2 strength.

Unless i am really misreading what you wrote here the class is an insane combination of broken abilities. Obviously you were going for high power here, but its just so outrageous I am not certain how to recommend changing this. It is just wildly more powerful then anything else...

+1 to that. I read the class and was about to type all this up, but saw Kolokotroni'd come in and been reasonable before me.

This class is kinda cute in concept, but needs some extreme editing as far as templates go, and some extreme nerfing to the power level. Any one of 4 or 5 abilities you've included is enough to make this class unbalanced - the sum of them creates nothing short of a godling.


As I said, this is my first prestige class to make. In my next post I will post the new, revised version of the Ancient Wielder. I thank you all for these suggestions, and will certainly work on the class now that I know these suggestions.


romuken wrote:
As I said, this is my first prestige class to make. In my next post I will post the new, revised version of the Ancient Wielder. I thank you all for these suggestions, and will certainly work on the class now that I know these suggestions.

Nothing to worry about, you dont even want to know what the first homebrew prestige classes my original 3.0 group made. (Think powered up versions of dragonball Z and you'd be pretty close). They were horrible (but fun when we were cutting multiple purple worms in half at a time).

I think using existing classes as a kind of a template helps in keeping things balanced. If it were not for the fact that the abilities are obviously extremely powerful, it would be very difficult to say 'will this fit in neatly with existing rules and classes'.

Some indication of what you want to accomplish with the class will also help us provide advice. Are you looking for a class that you can drop into any old Pathfinder game? Are you looking for something a specific dm will approve? What kind of power level are you looking for this class? I assume you are looking for a combat heavy melee class type? It seems that way but its hard to tell for certain.


I see. Well, I was going for something that could help the party overall, as both support and as an offensive class. I have revised quite a bit of it, and I even completely rewritten a few things as well. Here is the new revised version. Cant wait for feedback!

REQUIREMENTS:

• Skills:
3 ranks in Acrobatics, 2 ranks in Knowledge (History), 3 ranks in Use Magical Device (if not able to cast spells.)

• BAB:
+ 2

• Special:
Must be exposed to ancient magic within a tomb of sorts where mummification was once practiced, or in an area where mummification is practiced currently.

• LVL 1
• Curse of the Crypt:
Whenever the Wielder is attacking with a weapon, be it natural or not, he/she can inflict extra damage equal to 1/2 BAB 1d4, minimal 1. (Ex: 4 BAB = 2d4.) This is treated as both Lawful and Evil damage, whichever opposes the opponent's alignment. At level 4, it becomes 1/2 BAB 1d6, 1d8 at level 7, and 1d12 at level 10. Can only be used once on an enemy per round, unless one possesses the cleave or greater cleave feat, in which case the Wielder can use this ability once per successful attack on an individual enemy. Attack bonuses are also halved when using this class, until level 6, where he/she does not need to halve attack bonuses. This works with greater cleave if under level 6. Ex: BaB 8-2=6. Then half 6 to get 3. Likewise, if it is 8-1=7, divide to get 3.5, and round down to get 3.
• Gift of the Tomb:
When the wielder performs an strike on a target, if not undead, they heal said target for the damage they would deal + 1d4 points that equal half their WIS mod, 1d8 at level 5, and 1d12 at level 10. This ability can be used lvl + WIS mod per day. (Level is total level, not just the level for Ancient Wielder.)
• BAB: Increases in increments of 1. BaB received by this class can only count towards any abilities that require BaB for this class.

• Lvl 2
• Bonus Feat (get one every other level. May be Combat Feats.)

• LVL 3
• Bandages of Anubis 
The Wielder is given permanent Wrappings from the closest area that last performed mummification, fusing with the skin / weapon (Can be performed with regular wrappings after.) Whenever the Wielder attacks, he/she may add an extra 1d4 points of damage for every 2 points of BaB for this class, reaching up to 5d4 at level 10. At lvl 6, this damage creates a cone of alignment energy, whichever opposes the enemy, inflicting the extra damage to every creature in a 10 ft (2 square) cone that does not pass a reflex roll (reflex + Wielder's level + 14), and at lvl 10 the cone increases to 20 feet. The wraps are on hands, knees, elbows and feet if used with one that uses natural weapons. Cannot be used if one is wielding a weapon with no wrappings on it (Ex: new dagger with no wrapping of sorts on it.) Bandages can be used, but must be infused with the Wielder's energy for 8 hours. Also, if the weapon is sold, or given to someone else, the wrappings will unravel from the weapon. If stolen, the wrapping turns to regular sand.
• Aura of the Sphinx:
The Ancient Wielder gains an aura that gives all allies within a 10 foot radius a +3 to all attack rolls, as well as a +2 to AC to any within 15 feet. At lvl 6, the radius increases by 5 feet, and the bonuses double. At lvl 10, every friendly within the aura, now increased by 15 feet, gains a total of +9 to attack rolls, and +6 to AC. Can only be used whenever the Wielder has a sort of Symbol with him/her, be it Lawful or Evil, or if a party member has an exposed Symbol (EX: can be tied to their belt, arm, so forth. Such action does not make it a weapon or armor, but the Symbol will be considered as wielded. Only used for this effect.) If a Symbol is not within possession of a party member, then this ability will not activate.

• LVL 4
• Increase all stats (Str, Dex, ect...) by 1, and increase by 41 again at level 8.

• LVL 5
• Channel of Nile: 
The Wielder can cast a channel spell that can either inflict 1d6 + level (Lvl 5 = 5d6, lvl 6 = 6d6, ect...) to nearby enemy creatures, or can heal every friendly target for 1d4 + level. This functions like Channel Energy for a neutral cleric, including the save (10 + 1/2 Wielder's level + the Wielder's CHA modifier)

• LVL 7
• Performance of the Pharaoh:
The Wielder performs a quick dance that takes up a movement action. Roll a d20. If the d20 lands on / is under the number 13, he/she can cast a spell that is from a party member's list of spells, or a spell from said member's class equal to half the Wielder's level, which will act as the caster level. If it lands on a number between 14 and 18, he/she may either cast a spell from the party member's class that has an equal caster level to the Wielder's level, or cast a spell that requires components of any kind. If a 19-20, the Wielder can cast any spell that has a caster level that is twice his own level. If such a level requires components, or needs casting time, roll percentile dice. If under 50%, the Wielder cannot cast the spell. If between 51-99%, the Wielder needs no components, but must take the time to cast the spell. If 100%, the spell casts instantly with no need for components.

• LVL 10
• Essence of Gods:
At the beginning of every round, the Wielder heals himself/herself for 1d4 points + 1/2 CON mod (minimal 1). If his/her aura is activated, the Wielder gains 1d6 + 1/2 CON mod per round instead.
• Soul of Anubis:
The Ancient Wielder is no longer affected by diseases and poisons, wether they be natural or magical. Also, the wielder gains the strength of Anubis himself, able to use his power at will. By sacrificing 5 rounds a day (must be consecutive), the Wielder may choose one of two abilities. The first ability allows the Wielder to produce range touch attacks from 20 feet away, and can be used with any other abilities that belongs to the Wielder. Also works with greater cleave. As well, he/she can fly 60 feet, as if he/she were a dragon. The wielder can also dig and swim 60 feet, and run 30 feet more than before. All attacks he/she attempts will stun the enemy if the enemy does not pass a saving throw (DC 10 + 1/2 Wielder level + Wis mod), and will be stunned for 1d4 rounds. The second ability is that every time the Wielder is automatically healed, the amount healed goes for everyone in the party. He/she also gives all friendly targets a +10 on saving throws, and the ability to not be hit by a critical as long as they are within the Aura's reach.
Only one can be active at a time. If one wishes to switch, he/she must wait a full 5 rounds with no ability active.


Okay, I can tell you mean well here, so lets lay this out in a bit clearer fashion. I'm going to take some liberties, as some of your ideas are a bit obscure, but I'll try and preserve power levels so we can assess them.

Prerequisites: As you've posted
BAB: Good
HD: ?
Saves: ?

Progression:
1: Curse of the Crypt, Gift of the Tomb
2: Bonus Combat Feat
3: Bandages of Anubis, Aura of the Sphinx
4: Bonus Combat Feat, Stat increase 1
5: Channel the Nile
6: Bonus Combat Feat
7: Performance of the Pharaoh
8: Bonus Combat Feat, Stat increase 2
9:
10: Bonus Combat Feat, Essence of the Gods, Soul of Anubis

Curse of the Crypt (Su): Once per round per foe, the Wielder can make a Curse of the Crypt attack. This is a normal melee or ranged attack that deals an additional 1d4 damage per 2 class levels, and counts as a lawful and evil attack for the purposes of overcoming damage reduction. The die type of this damage increases by one step at levels 4, 7, and by two steps at level 10. <Weird cleave options omitted for clarity, BAB notation removed for total confusion>

Gift of the Tomb (Su): The wielder may make a gift of the tomb a number of times per day equal to his character level + wis modifier. To do this, he attacks a non-undead target, which heals that target for the attack's damage, plus 1d4 + his wisdom modifier HP.

Bonus Combat Feat: Straightforward.

Bandages of Anubis (Su): The wielder can wrap his weapons with magically charged bandages. Attacks with these weapons deal an additional 1d4 damage per two class levels. This damage is lawful or evil, at the wielder's discretion.

At level 6, each time the wielder hits with an attack with a wrapped weapon, he deals this damage to each other creature in a 10 ft. cone that includes the struck creature. Other creatures struck in this way can negate the damage with a reflex save at DC 10 + wielder level + 4. At level 10, the cone for this effect increases to 20 ft. Wrapping a weapon to function in this way is a process that takes 8 hours. Wrapped weapons function only for the wielder that created them.

Aura of the Sphinx[ (Su): The wielder has a mighty aura. As long as he possesses an appropriate divine focus, all allies within 15 ft. gain a +3 divine bonus to attack rolls and a +2 divine bonus to AC. These bonuses increase to +6 attack and +4 AC at level 6, and to +9 attack and +6 AC at level 10. At level 10, the radius of the aura increases to 30 ft.

Stat increase: At levels 4 and 8, the wielder gains a +1 inherent bonus to each ability score.

Channel the Nile (Su): The wielder can channel energy to heal allies as a good cleric, or channel energy to harm enemies as an evil cleric, with the following exceptions: The channeling does 1d6 per wielder level in healing or damage, and the wielder may exclude any targets he wishes from either effect. The save DC for the damaging version is 10 + wielder level + cha mod, and the wielder can use this ability 3 + cha mod times per day.

Performance of the Pharaoh (Su): This ability is ridiculous. The wielder spends a move action to invoke this ability, then rolls 1d20 and consults the following:

1-13: The wielder may cast any spell an ally is capable of casting, up to a spell level AND caster level equal to half his wielder level. He must supply any components required by the spell.
14-18: The wielder may cast any spell an ally is capable of casting, up to a spell level and caster level equal to his full wielder level. He does not need to supply components required by the spell.
19-20: The wielder may cast any spell his party is capable of casting at a caster level equal to twice his wielder level. Roll a percentile die and consult the following:

1-50: The wielder must supply any complex material components, and must cast the spell at it's normal speed.
51-99: The wielder does not need to supply material components of the spell, and casts it at its normal speed.
100: The wielder does not need to supply material components of the spell, and casts it as a free action.

Essence of the Gods (Ex): The wielder gains fast healing d6+con mod.

Soul of Anubis (Su): The wielder becomes immune to all poison and disease.
In addition, he may spend 5 full rounds of concentration to manifest one of two sets of abilities, or switch which set is currently active. While concentrating, he gains the benefits of neither.
First set: He gains reach 20 ft., fly 60 ft., burrow 60 ft., swim 60 ft., and increases his base land speed by +30 ft.
All of his attacks force the enemy struck to make a fort save at DC 15 + wis mod or be stunned for 1d4 rounds.
Second set: He can share his fast healing with all allies affected by his Aura of the Sphinx ability. These allies also gain a +10 divine bonus to saving throws, and immunity to critical hits while within the aura.

.

.

.

Holy #(*& son. That took some writing, but I laughed enough to make it worth the effort.


I...um...wow! This is...erm..nice format! I love it! This is exactly what I wanted to get across, just couldn't get it out for some reason. Thanks!


Wow, I forgot about this forum...But I do have a few changes made to the major revised version above.

HD: d10.

Saves: continue from existing class.

Regen = d4+con mod /round (Stacks with other regeneration, despite restrictions).

Soul of Anubis: Considered to be a Huge creature, though no modifiers are added that a creature of such size would recieve. Instead, due to how this ability works (Sand is created from surrounding landmass / magically created to surround the creature and make a larger body that shares all traits, weaknesses, ect...), the Wielder gains the conditions given above due to the shifting sands. Damage from attacks do not become more effective due to size, but a +4 to intimidate is given due to the size and presence of this form.

Second form does not shift the size of the creature, but rather makes them glow, giving off 20 feet of light (even in magical darkness).

I will put these changes in soon, but not right now. Too busy.


romuken wrote:
Saves: continue from existing class.

Off-hand, I don't know of any prestige classes in the history of 3.0, 3.5, or PF that use this mechanic -- maybe because it opens up all kinds of questions like "WHICH previous class, if > 1?"

As a rule of thumb, never invent new mechanics without a very good reason for doing so. If this bizarre save progression is somehow essential to the PrC, clarify the wording and also put some indication why. Otherwise, follow what all the other PrCs do.


...Yeah, I'm changing that part.
Saves are as follow: +2 fort/will on lvl's 1, 3, 5, 7, 9. +1 on reflex on lvl's 2, 4, 6, and 8. +1 for all saves on lvl 10.

Also, I'm taking out the acrobatics and putting in that you need to be able to cast 1st lvl divine spells, and have a BAB of +4, and raising the rank for History to 5.

For the rest, I'll re-type with the previous versions above and chose what is best. My next post (At least, my longest post) will be the possible conclusion. And yes, I'll allow progression in divine spells in the nearly-finished product. XD


romuken wrote:
Saves are as follow: +2 fort/will on lvl's 1, 3, 5, 7, 9. +1 on reflex on lvl's 2, 4, 6, and 8. +1 for all saves on lvl 10.

That's still almost totally arbitrary. Why not look at the other prestige classes? They have standard good/bad save progressions. Why change those? Is there some critical reason you're not sharing?


...No. I just didn't think about it since I'm being rushed, and I never thought of that when I did this a year ago. >.>


romuken wrote:
Regen = d4+con mod /round (Stacks with other regeneration, despite restrictions).

I would never take this PrC, despite all its overpowered splendor, simply because I wouldn't want to have to sit there rolling d4s every round. I'd rather it be Con modifier. Or, FAR better yet, equal to half your prestige class level. But wait... it's not listed as regeneration, nor fast healing, but as an action. But it's not spelled out what kind of action it takes (swift, free, standard)?


...Noted and edited.


For everything else, the same comment as for the save progression applies. LOOK AT SIMILAR RULES THAT ALREADY EXIST. Use them as guides. Do not just randomly invent stuff.

For example, "Attack bonuses are also halved when using this class, until level 6, where one can use total BAB by using up his/her movement action." This mechanic was apparently invented out of whole cloth specifically for this class. Why? Normally, I'd consider that to be egregiously bad design. See, assigning a fixed attack penalty for using a special attack is an established mechanic (check out the "Assault" feats from the Advanced Players Guide, for example). Alternatively, X uses/day is exceptionally well-established (e.g., the Stunning Fist feat, or the various attack powers granted by almost all of the spellcasting classes).

So, when you have time, I'd go back and start over, strictly using existing Pathfinder rules for everything. If there are things that you want that absolutely cannot follow them for some reason, come back with them later on with a least of reasons, and we can hash them out.

Sczarni RPG Superstar 2012 Top 32

Is this supposed to be an epic PrC meant for demi-gods? If not, this is way overpowered. Pure munchkin.

Prereqs: I can start getting my godly powers at 6th level?

Bonus Feat: every 2 levels isn't bad, but with the other abilities gained = overpowered

Stat Increase: every stat? again overpowered, since you normally get a +1 to one stat every 4 levels and no other class/presitge gives you a similar bonus ever

Curse of the Crypts: too many damage increases for an ability with unlimited daily uses, limit in usage and remove the damage die increase

Gift of the Tomb: why is there a healing feature on a class that seems to be focused on death? attack? so the creature is damaged before healed... needs polished

Channel the Nile: better than a normal channel and has a feat built in, again overpowered

Performance of the Pharaoh: overpowered in so many ways and so very munchkinesque

Essence of the Gods: well the name matches this godly amount of healing

Son of Anubis: why would being the son of a god of death grant immunity to poison and disease? the rest of the ability is godlike

MY TAKE Are you specking serious? I had to double check that this PrC wasn't posted on 1 Apr because I laughed. If it was meant to be serious (i will cry), follow Kirth's advice and balance based on other prestiges. Or turn it into a 20 level class and balance it that way. Most of your abilities are more powerful than any class gets even at 20th.


Thomas LeBlanc wrote:

Is this supposed to be an epic PrC meant for demi-gods? If not, this is way overpowered. Pure munchkin.

Prereqs: I can start getting my godly powers at 6th level?

Bonus Feat: every 2 levels isn't bad, but with the other abilities gained = overpowered

Stat Increase: every stat? again overpowered, since you normally get a +1 to one stat every 4 levels and no other class/presitge gives you a similar bonus ever

Curse of the Crypts: too many damage increases for an ability with unlimited daily uses, limit in usage and remove the damage die increase

Gift of the Tomb: why is there a healing feature on a class that seems to be focused on death? attack? so the creature is damaged before healed... needs polished

Channel the Nile: better than a normal channel and has a feat built in, again overpowered

Performance of the Pharaoh: overpowered in so many ways and so very munchkinesque

Essence of the Gods: well the name matches this godly amount of healing

Son of Anubis: why would being the son of a god of death grant immunity to poison and disease? the rest of the ability is godlike

MY TAKE Are you specking serious? I had to double check that this PrC wasn't posted on 1 Apr because I laughed. If it was meant to be serious (i will cry), follow Kirth's advice and balance based on other prestiges. Or turn it into a 20 level class and balance it that way. Most of your abilities are more powerful than any class gets even at 20th.

Wow, um, I actually haven't tried improving this class in a long while. I forgot I had this here. I was going to change it, but other things got in the way and I allowed this to drift into the unread section of the messageboard. Though I might try to start on it again after this post.

Just remember that this is the 1st class I made, and when I said the name, it was shot down along with my phone being destroyed by an ass****. I'll begin the project once more, maybe even restart now I have the Ultimate Magic book.


Ancient Wielder
REQUIREMENTS:
• Skills:
+4 Knowledge (Religion), + 4 Knowledge (History).
• BAB:
+ 4
• Special:
Must be exposed to ancient magic within a tomb of sorts where mummification was once practiced, or in an area where mummification is practiced currently. Must have the Channel Energy class feature.

At levels 2, 3, 4, 6, 7, 8, and 10, the Arcane Wielder gains +1 level of an existing spell casting class, gaining only additional spells per day, number of spells known, and an increased effective level of spellcasting. If the Arcane Wielder has more than one spellcasting class, he must choose which one gets the extra level in.

LVL 1
Curse of the Crypt
The crypt has infested your body, and possibly your soul for all eternity. Despite your alignment, you give off an uneasy aura around lawful and good alignments. This aura fills your weapons, giving them a mind affecting weapon quality. It requires a will save to negate, DC is 10 + lvl of your highest spell + WIS modifier, and deals 1d2 CON damage / Ancient Wielder level. (WIS damage if used against undead). This can only be applied to one weapon per round. At 4th level, the damage becomes a d4. At 8th level, you are healed for half the damage that the target takes (After any resistances kick in).

Lvl 2: Bonus Feat

LVL 3
Aura of the Sphinx:
The aura that the Ancient Wielder is plagued with is able to be slightly controlled to a point that it no longer gives a feeling of evil and dread, but rather related to the alignment of the Ancient Wielder. For a use of a channel energy, he can emit a 30 foot aura for 5 rounds / 2 levels. This aura, depending on how the channel energy would have been used, can do one of two things.
POSITIVE: Each ally within the aura gains an attack bonus equal to the level of the Ancient Wielder, and an AC bonus equal to half, as well as giving a +4 on saves against diseases and mind effecting effects.
NEGATIVE: Enemies are subject to fear, as per the spell. At level 6, undead creatures have to pass a Will save (10 + highest spell level + WIS mod), or come under your control. Your level must surpass their individual HD in order to control them. Intelligent undead gain a new saving throw each round. This lasts until the aura is cancelled or used up.

LVL 4: Bonus Feat

LVL 5:
Channel of Nile:
Your regular Channel Energy class feature can heal (or inflict) 50% more damage. At lvl 10, it heals (or inflicts) 100% more damage, instead of 50%.

Lvl 6: Bonus feat

LVL 8: Bonus Feat

LVL 10
Soul of Anubis:
The Ancient Wielder is no longer effect by disease or mind effecting abilities. By forfeiting these immunities and sacrificing a certain number of channels, however, he may morph his body into the ideals of the god from the place he first obtained his power. He grows one size category larger, gaining the modifiers for such a size for 2 rounds / channel energy. His armor and weapons grow with him. In this form, he can no longer cast any spells from any spellcasting class (Or any special abilities granted by such class except if it is a passive ability that was used / casted before using this power), but rather sacrifice spell slots in order to use special abilities. Note that activating Soul of Anubis takes a full round, and that he begins using his rounds on the round after he used this ability. Any DC that is mentioned is going to be 10+highest spell level known+Wis mod.

From 1-3rd level spells, if the Ancient Wielder slays his target, he gets +2 on damage he deals with attacks. This effect stacks. The extra damage goes away when the duration ends.

4-6th level spells: He can cast a disease on one creature, making it weaker. The creature must make a will save, or it will lose half its movement speed, get a -2 to attacks, and -2 to AC. The duration is 2d4 rounds.

7-8th level spells: The Ancient Wielder can plague an area with forbidden energies. All creatures (save for the Ancient Wielder) in this zone must make a reflex save (half), or take 2d6 points of fire damage, and 2d8 points of alignment damage. Both are halved if the save is successful, and both can be reduced by magic resistance (or negated by immunities). This effects lasts 1d6 rounds.

9th level Spells: Instead of one size category, the Ancient Wielder grows two size categories larger than his regular size. A dust devil made of sand forms around him, slowing enemy creatures by 10 feet / movement (Fort save negates). Enemies also get a -4 to attack, and are considered flat footed. The range of the dust devil reaches out to 20 feet. Ranged attacks automatically fail to hit the Ancient Wielder, as well as his allies. The duration lasts until cancelled, or until the duration of the ability ends.

Note that all abilities (save for the first since it happens on attacks) take a standard action to use them.

Bonus Feat.

Here is the completely remade version of the Ancient Wielder. Feedback is welcomed.

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