Trapfinding: A crypt raider adds half her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). They can also use Disable Device to disarm magic traps. A crypt raider’s level stack with any rogue levels she might possess.
This is the only part that stands out to me; it's basically a +1 or +2 bonus to Perception checks. Seems a little weak for a class that only goes five levels. Maybe it should be equal to the PrC level rather than half? That way it would always be +1 (without the "minimum +1" statement) and at maximum, it would be +5.
If that's a tad bit too powerful, narrow it down some (even though I'm not in favor of this). Say the bonus only applies to traps and Disable Device checks while underground.
Glad to see this class; I've always maintained that Champions of Darkness has some good ideas in it, even if it fails in other areas.
Ryan Naylor wrote:
Slumber’s Call: Each creature affected by your sleep spell is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Wisdom modifier (if positive).
What about changing this to be based upon the Wisdom modifier plus the PrC level? That way a character without any Wis modifier would still get some benefit from the ability.
Ryan Naylor wrote:
Fey Friend: At 2nd level, a dreamcaster develops an affinity for the fey and these creatures recognize him as one of their own. This ability allows a dreamcaster to add half his class level to any Bluff or Diplomacy checks when dealing with fey creatures.
I like the idea, but like the Crypt Raider, this is another ability that basically comes down to either a +1 or +2 bonus at maximum PrC level. Maybe it should be based on the whole PrC level rather than half?
Slip the Bonds: Once per day per two class levels, a Guardian can attempt a new saving throw against any ongoing condition against which she failed a saving throw in a previous round, even if the effect is normally permanent. This ability has no effect on conditions that do not allow saving throws or against instantaneous effects.
The way this works out, it's simply once per day. The ability isn't gained till 3rd level in PrC and the class itself doesn't go up any higher, so it's simply once per day, and the "per two class levels" is irrelevant.
Otherwise, nice to see this PrC; I also like that it's so short. It's really more of a quick side job than an all-consuming character choice for the next 5 or 10 levels.
Spells Per Day: When a new level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a herald of dawn, he must decide to which class he adds the new level for purposes of determining spells per day.
Since this class is so closely tied to the Morninglord, and casting Divine spells is a requirement for the PrC, I would say that Spells per Day should only increase a divine spellcasting class.
Ryan Naylor wrote:
Soul of Burnished Bronze: At 1st level, a Herald of Dawn receives a +2 sacred bonus against a vampire’s domination gaze and any other vampire or vampire spawn supernatural special attacks that require a Will save. This bonus increases by +2 every other Herald of Dawn level thereafter.
Should this be a higher bonus because it's so narrowly defined? After all, the ability has no effect against anything non-vampiric. Maybe a +4 bonus against Vampires? You could also say it's half-effective against any domination effect not coming from a Vampire.
Ryan Naylor wrote:
Banish the Bestial Children: At 2nd level, a Herald of Dawn can turn any animals, magical beasts, or vermin called forth by a vampire’s children of the night ability as if they were undead. The animals are still healed by positive energy and damaged by negative energy.
Do Clerics still turn things the same way in Pathfinder? I thought they just emitted bursts of energy that harmed or healed?
Ryan Naylor wrote:
Cockerel’s Crow: At 4th level, a Herald of Dawn can unleash a terrifying shriek as a standard action that does not provoke an attack of opportunity. The sound cuts to the quick of a vampire’s survival instincts, convincing the creature that it has scant minutes to reach safety before dawn. Though undead are normally immune to mind-affecting effects, all vampires and vampire spawn within a 30-foot spread centred on the Herald of Dawn must make a Fear save (DC = 10 + Herald of Dawn levels + Charisma modifier). This is a sonic effect, and is usable once a day. At 6th level, it is usable three times a day, and at 8th level it is usable five times a day.
I would be tempted to say this would effect any undead with a fear of sunlight, such as Wraiths or Specters.
Mortavius wrote:I like how you tied it into the Bard class with the requirements. What about the Alchemist? Seems like a good fit for this PrC.
True, but they can meet the normal requirements fairly easily. I realised that a bard, who was a good fit for the class, probably wouldn't meet the requirements without the Versatile Performance thing, since most would have taken oratory and avoided the skills in question.
It was more about avoiding accidentally excluding bards than making it easier for them.
I have a question regarding the feat requirements. I assume a PC needs only two of the listed feats, I think the wording just needs to be clarified. An "or" in the Skill Focus options, and the "and" between Deceitful and Persuasive is a little confusing. I understood it once I read it a few times, but when I was skimming through it tripped me up.
I take your point.
I like the talent options that you provided; it allows you to build a Courtier that focuses on poison or not. Many PrC's are simply one trick ponies, or very narrowly focused.
This is actually an attempt to bring together a group of one trick pony PrCs to make them a little more flexible: half of the ones from LotB, court poisoner, etc.
Courtier
Contacts: The courtier can sell items for 60% of their value instead of 50%. Once per week can buy a non-magical item for 10% less than usual.
I'd probably expand this to services as well, in case a DM wants to run a game where magic items cannot be bought. Also, expanding it to services allows it to still be useful in small hamlets.
Also a fair point. I have the idea its based on a rogue talent though. I'll have to check.
Trapfinding: A crypt raider adds half her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). They can also use Disable Device to disarm magic traps. A crypt raider’s level stack with any rogue levels she might possess.
This is the only part that stands out to me; it's basically a +1 or +2 bonus to Perception checks. Seems a little weak for a class that only goes five levels. Maybe it should be equal to the PrC level rather than half? That way it would always be +1 (without the "minimum +1" statement) and at maximum, it would be +5.
If that's a tad bit too powerful, narrow it down some (even though I'm not in favor of this). Say the bonus only applies to traps and Disable Device checks while underground.
The problem is that it stacks with the rogue ability, and most of the people coming into this class will be rogues.
The other classes with trapfinding (urban ranger, some of the bard archetypes) are *also* good entry points for this class.
For reasons of balance with other/pre-existing classes, I think it should stay as is. Most of the other abilities granted by PrCs that replicate base class abilities (sneak attack etc) do the same thing.
Ryan Naylor wrote:
Slumber’s Call: Each creature affected by your sleep spell is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Wisdom modifier (if positive).
What about changing this to be based upon the Wisdom modifier plus the PrC level? That way a character without any Wis modifier would still get some benefit from the ability.
Again, this is also based on a pre-existing ability.
I don't think every prestige class needs to be equally suited to you regardless of your base class or abilities. Who becomes a dreamcaster without lots of willpower (Wis) and strength of character (Cha)?
Ryan Naylor wrote:
Fey Friend: At 2nd level, a dreamcaster develops an affinity for the fey and these creatures recognize him as one of their own. This ability allows a dreamcaster to add half his class level to any Bluff or Diplomacy checks when dealing with fey creatures.
I like the idea, but like the Crypt Raider, this is another ability that basically comes down to either a +1 or +2 bonus at maximum PrC level. Maybe it should be based on the whole PrC level rather than half?
Slip the Bonds: Once per day per two class levels, a Guardian can attempt a new saving throw against any ongoing condition against which she failed a saving throw in a previous round, even if the effect is normally permanent. This ability has no effect on conditions that do not allow saving throws or against instantaneous effects.
The way this works out, it's simply once per day. The ability isn't gained till 3rd level in PrC and the class itself doesn't go up any higher, so it's simply once per day, and the "per two class levels" is irrelevant.
Otherwise, nice to see this PrC; I also like that it's so short. It's really more of a quick side job than an all-consuming character choice for the next 5 or 10 levels.
Mortavius wrote:
Since this class is so closely tied to the Morninglord, and casting Divine spells is a requirement for the PrC, I would say that Spells per Day should only increase a divine spellcasting class.
Fair enough.
Ryan Naylor wrote:
Soul of Burnished Bronze: At 1st level, a Herald of Dawn receives a +2 sacred bonus against a vampire’s domination gaze and any other vampire or vampire spawn supernatural special attacks that require a Will save. This bonus increases by +2 every other Herald of Dawn level thereafter.
Should this be a higher bonus because it's so narrowly defined? After all, the ability has no effect against anything non-vampiric. Maybe a +4 bonus against Vampires? You could also say it's half-effective against any domination effect not coming from a Vampire.
After 10 levels (about level 16), you're at +20, which effectively makes you immune to a lot of special attacks from the suite of vampire strains out there. Even at 1st level (about level 7 overall), a +2 bonus can make a big difference to passing or failing, particularly since all the base classes providing entry to this are high Will progression classes. I don't want to provide full immunity too early.
Ryan Naylor wrote:
Banish the Bestial Children: At 2nd level, a Herald of Dawn can turn any animals, magical beasts, or vermin called forth by a vampire’s children of the night ability as if they were undead. The animals are still healed by positive energy and damaged by negative energy.
Do Clerics still turn things the same way in Pathfinder? I thought they just emitted bursts of energy that harmed or healed?
No, but a feat prerequisite for the class is Turn Undead, so it still works.
Ryan Naylor wrote:
Cockerel’s Crow: At 4th level, a Herald of Dawn can unleash a terrifying shriek as a standard action that does not provoke an attack of opportunity. The sound cuts to the quick of a vampire’s survival instincts, convincing the creature that it has scant minutes to reach safety before dawn. Though undead are normally immune to mind-affecting effects, all vampires and vampire spawn within a 30-foot spread centred on the Herald of Dawn must make a Fear save (DC = 10 + Herald of Dawn levels + Charisma modifier). This is a sonic effect, and is usable once a day. At 6th level, it is usable three times a day, and at 8th level it is usable five times a day.
I would be tempted to say this would effect any undead with a fear of sunlight, such as Wraiths or Specters.
And finally, two darklords to show off some of the prestige classes from last week.
Dominic d’Honaire (Dementlieu)
Timeline
700 BC Dominic born in Mordent.
707 BC Dominic causes his nurse to commit suicide. Ari 1.
His family “decides” to sail to Darkon. Dementlieu forms. Bard 2.
709 BC Falkovnia invades Dementlieu.
713 BC The Living Brain arrives in Port-a-Lucine. Bard 3.
724 BC Falkovnia invades again. Bard 4. Cha +1.
727 BC Dominic succeeds Claude as Chief Advisor. Bard 5.
729 BC Treaty of Four Towers signed. Bard 6.
760 BC Present day. Middle aged. Bard 6/Courtier 4.
Powers Checks
Caress (Betrayal: causing chaos, manipulating others for entertainment: 2%; c. 706 BC): Aristocrat level becomes a bard level.
Enticement (Violence and Betrayal: inciting violence: 4%; c. 706 BC): Gains another half a bard level.
Invitation (Betrayal: slander: 8%; c. 706 BC): Suggestion
Embrace (Betrayal: gaslighting: 16%; 707 BC): Dominate person
Creature (Violence: drive nurse to suicide: 32%; 707 BC): Obedients, immune to mind affecting magic, darklord of Dementlieu.
Base stats
S 10 D 11 C 11 I 16 W 11 Ch 15 (high fantasy)
Racial: Cha +2 (human)
Levelling: Int +1, Cha +1.
Age: Middle (physical -1, mental +1)
Favoured class: hp
CR 11 (9 [levels] + 1 [PC-level treasure] + 1 [darklord abilities])
760 BC (Current day stats)
CR 11 XP 12,800
Male middle aged Human Bard 6/Courtier 4
NE Medium Humanoid (human)
Init: +0 Senses: Perception +14
Defense
AC 17 Touch 12 Flat 17 (+2 natural, +3 armour, +2 deflection)
Hp 59 (8 + 9d8 + 10)
Fort +5 Ref +8 Will +10 (+2 vs sonic attacks)
Immune mind affecting effects
Offense
Spd 30 ft.
Melee +1 rapier +7/+2 (1d6/18+/x2)
Ranged +1 pistol +8/+3 (1d8+1/x4, range 20 ft, ignore armour, misfire 1; 2 with paper cartridges)
Space/Reach: 5’/5’
S 9 D 10 C 10 I 18 W 12 Ch 19 (23)
BAB +7/+2 CMB +6 CMD 18
Treasure
(46,500 gp/62,000 gp)
+1 Pistol, +1 Rapier, Amulet of Natural Armour +2, Bracers of Armour, +3, Cloak of Resistance, +2, Headband of Alluring Charisma, +4, Ring of Protection, +2
Special
Bardic performance (standard action, 20 rds/day)
Countersong +6
Distraction +27
Inspire Competence +2
Inspire Courage +2
Bardic Knowledge +3
Lore Master, take 10 on all Knowledge checks, take 20 1/day
Well Versed (+2 vs sonic attacks)
Versatile Performance (oratory, comedy)
Friend to All +4
Rumourmonger
Discern lies 7/day, DC 18
Live to Fight Another Day (withdraw as standard action)
Glib lie (SR 19 to truth-detecting spells)
Sinkhole of evil
Suggestion at will with voice, DC 21
Dominate person at will with gaze, DC 21
Immune mind affecting effects
Obedients: If fail 3 saves against domination, permanently affected. Gain +1 Will saves against mind affecting effects per year (max +10), until leave Dementlieu or fails save to charm or compulsion from other source.
Timeline
688 BC Jacqueline and Louise Audaire born on Prime Material Mordent.
691 BC The Renier clan enter Ravenloft (in Falkovnia).
694 BC Reniers driven from Falkovnia. Richemulot forms with Claude as lord.
710 BC Marie Audaire murders her husband Simon, who is interred in Ste Ronges; gives herself and her daughters her maiden name. Rogue 2.
725 BC Jacques Renier born. Middle aged.
726 BC Jacqueline murders Claude and becomes darklord of Richemulot. Rogue 5.
727 BC Second child born.
729 BC Third child born.
732 BC Fourth child born. Jacqueline murders her husband. Rogue 6.
735 BC Simon Audaire reanimated as ancient dead.
760 BC Present day.
Powers Checks
Caress (Betrayal: led Simon to Marie, suspecting she would kill him: 8%; 710 BC): Dex +2
Enticement (Violence: acts as wererat: 4%; c715 BC): Con +2
Invitation (Violence and Betrayal: murdering family members: 8%; c.720 BC): Spider climb, gnaw, monophobia.
Embrace (Betrayal, Violence and Blasphemy: Destroying innocents, infecting them with lycanthropy – perhaps Henri DuBois: 16%): Increased curse of lycanthropy, trigger
Creature (Betrayal and Violence: Murdering Claude: 16%): Becomes darklord of Richemulot. Gaseous form, control rats, chemical bane.
Base stats
S 12 D 15 C 14 I 14 W 7 Ch 14 (high fantasy)
Racial: Cha +2 (human)
Wererat: Wis +2, Cha -2
Levelling: Cha +2
Age: Middle (physical -1, mental +1)
Powers checks: Dex +2, Con +2
Favoured class: hp
CR 14 (10 [levels] + 1 [template] + 1 [PC-level treasure] +2 [darklord abilities])
760 BC (Current day stats)
CR 14 XP 38,400
Female middle aged Human Natural Wererat Rogue (charlatan) 6/Courtier 5
CE Medium Humanoid (human, shapechanger)
Init: +8 (Dex, feat) Senses: Lowlight vision, scent, Perception +12
Defense
AC 19 Touch 16 Flat 15 (+3 armour, +4 Dex, +2 deflection)
Hp 75 (8 + 10d8 + 22 + 11)
Fort +8 Ref +13 Will +7
Immune magic missiles (brooch of shielding)
Offense
Spd 30’, climb 20’
Melee Human bane +1 rapier +12 (1d6+1; crit 18+ +2/+2d6+2 vs humans and human wererats; invisible until drawn)
Melee +7
Missile Double barrelled +1 pistol +12 (1d8+1, crit x 4, range 20’, touch)
Space/Reach: 5’/5’
S 11 D 16 (18) C 15 I 15 W 10 Ch 17 (19)
BAB +7/+2 CMB +7 CMD 23 (19)
Treasure
(62,000 gp/82,000 gp)
Human bane rapier +1, double barrelled pistol +1, bracers of armour +3, brooch of shielding, cloak of resistance +2/cloak of elvenkind, ring of mind shielding, ring of protection +2, elixir of love, headband of charisma +2, belt of dexterity +2, sheath of bladestealth, amulet of mighty fists +1
Special
Charmer
Coax information
Canny observer
Terse threats
Good name
Flee
Unwitting ally
Rumourmonger
Natural born liar
Sneak attack +3d6
Evasion
Uncanny dodge
Change shape (human, hybrid, dire rat; polymorph)
Lycanthropic empathy (rats and dire rats)
Bloodlust
Disease (non-human form; filth fever DC 18)
Curse of lycanthropy (non-human form; DC 20)
Spider climb
Gnaw (ignore hardness)
Gaseous form
Mastery: animal minions +4 vs mind-affecting magic and channel resistance
Sinkhole of evil
Monophobia
Chemical bane
Trigger
Rat form
+2 Str, +1 Dex, +2 Con, +3 Wis, +2 nat AC, bite 1d4, claws 1d4 (hybrid only) – amulet of mighty fists +1, DR 10/silver, disease, curse of lycanthropy
Gaseous form
No nat AC, DR 10/magic, imm poison, sneak attack and crit hits, fly 10 ft, can’t run, pass all Fly checks
Ryan Naylor wrote:
Banish the Bestial Children: At 2nd level, a Herald of Dawn can turn any animals, magical beasts, or vermin called forth by a vampire’s children of the night ability as if they were undead. The animals are still healed by positive energy and damaged by negative energy.
Do Clerics still turn things the same way in Pathfinder? I thought they just emitted bursts of energy that harmed or healed?
No, but a feat prerequisite for the class is Turn Undead, so it still works.
Ahh, I see. Perhaps then adding in "When using the feat Turn Undead, a Dawnslayer may apply the effects to any animals, magical beasts, or vermin called for by..."
As an aside, the bit about the animals still being healed or harmed by the energy does not apply, since using the Turn Undead feat overrides the normal use of channelling energy and nearby creatures are not healed or harmed.
In part, the 4 darklords I've given you over the last couple of weeks is to demonstrate some of what you can do with the Courtier prestige class. The other part is that I wanted each one to have a distinct skill set that reflected their character, and I wanted to show that off.
So, Ivan is a poisoner from a very early age - he gets the poisoner archetype. Ivana doesn't blossom into her new career until much later relatively, spending her time breaking hearts and doing politics instead, so she gets the spy archetype. Jacqueline would appear to fit spy quite well, but the power of rumour in Richemulot means that I gave her charlatan instead (which I must admit I also quite liked, both because of her lycanthropy and because in a large sense, she has to keep her true self hidden from everyone around her - particularly those who know she's a lycanthrope).
Ivan is notoriously unpredictable and often dismissed as a useless fop. To paraphrase Azalin, this is probably obfuscating stupidity not genuine stupidity, and you underestimate him at your own peril. To paraphrase elsewhere, part of his charm is in his theatricality and outrageousness - just because you're a clown doesn't mean you're not extremely dangerous. So his rogue and courtier talents are all about getting the drop on other people, and having a genuine mastery over poison. He's been doing it since he was little, after all.
Ivana is a better politician, and perhaps slightly less inventive (but just as deadly) in her use of poison, so she got more politics oriented talents. You will also notice that she can do different things with her poisons. They're both master poisoners, but I think it's a mistake to make them gender flipped versions of each other - they have very different histories and personalities, and that should be reflected in their stats.
Finally, the knight of the shadows prestige class is something like an inquisitor and something like a cavalier and mostly like a hero.
Timeline
689 BC Ivan Dilisnya and Ivana Boritsi born on the same day in Borca.
695 BC Ivan begins torturing small animals, sometimes to death. Fails first Powers check.
699 BC Poisons a serving girl and laughs as she dies. Fails second Powers check. Rogue 1.
701 BC Poisons his mother and covers it up. Fails third Powers check.
712 BC Marries Lucretia. Over the next 3 years bears 3 children, possibly all stillborn.
715 BC Murders his sister Karina and her family; his own family chases him into the Mists. Becomes lord of Dorvinia. Rogue 2.
716 BC Poisons Lucretia.
740 BC Seeks out Ivana in the Grand Conjunction. Becomes lord of Borca. Rogue 6/Courtier 2.
760 BC Present day.
Powers Checks
Caress (Violence: torturing animals: 4%; 695 BC): Con +2
Enticement (Violence and Betrayal: poison servant: 16%; 699 BC): Con +4. Rogue level.
Invitation (Violence and Betrayal: murdering mother for no reason: 16%; 701 BC): Con +6
Embrace (Violence and Betrayal: murdering sister’s family: 16%; 715 BC): Immune to poison, paralysis, disease
Creature (Betrayal and Violence: Murdering sister: 32%; 715 BC): Becomes darklord of Dorvinia (and later Borca). Envenom.
Base stats
S 11 D 13 C 12 I 14 W 15 Ch 12 (high fantasy)
Racial: Int +2 (human)
Levelling: Int +2
Age: Middle (physical -1, mental +1)
Powers checks: Con +10
Favoured class: skills
CR 13 (10 [levels] + 1 [PC-level treasure] +2 [darklord abilities])
760 BC (Current day stats)
CR 13 XP 25,600
Male middle aged Human Rogue (poisoner) 6/Courtier 5
CE Medium Humanoid (human)
Init: +2 (Dex) Senses: Perception +17
Defense
AC 19 Touch 14 Flat 17 (+3 armour, +2 Dex, +2 natural, +2 deflection)
Hp 119 (8 + 10d8 + 66)
Fort +13 Ref +12 Will +11
Evasion
Uncanny dodge
Immune to poison, disease, paralysis
Offense
Spd 30’
Melee +2 rapier +12/+7 (1d6+2; crit 18+, plus poison plus sneak +3d6)
Masterwork daggers +10/+5 (1d4; crit 19+, plus poison)
Melee +9/+4
Missile +1 pistol +10 (1d8+1, crit x 4, range 20’, touch plus Point Blank Shot)
Space/Reach: 5’/5’
S 10 D 12 (14) C 22 I 19 W 16 Ch 13
BAB +7/+2 CMB +7 CMD 21 (19)
Treasure
(62,000 gp/82,000 gp)
+1 Pistol, +2 Rapier, Masterwork Dagger, Amulet of Natural Armour +2, Belt of Incredible Dexterity +2, Bracers of Armour +3, Circlet of Persuasion, Cloak of Resistance +3, Ring of Mind Shielding, Ring of Protection +2
Special
Poison use
Swift poison
Sneak attack +3d6
Evasion
Uncanny dodge
Surprise attacks (opponents flatfooted in surprise round)
Underhanded (1/day) (+4 Sleight of hand to conceal weapon; maximum sneak damage if hits opponent with weapon they were unaware of)
Lasting poison
Master poisoner
Altered delivery
Undetectable poison
Concentrate poison
Putrid distillation
Deadly alchemy
Envenom
Immune to poison, disease, paralysis
Sinkhole of evil