|
(Some
of the concepts I mention here are taken directly
from the article I wrote in Dragon 274,
"Create
Your Own Prestige Class.")
Two
weeks ago, I started
discussing prestige class design in the
first online design worskhop. I based a lot
of what I wrote about on material generated
by people on my message boards who submitted
their prestige classes for critiquing.
First,
let's take a step backward. Let's discuss the
concept of prestige classes, and why you would
want to create one.There are four basic reasons
why you should create prestige classes for your
campaign.
1.
To Develop an Organization. You've already
created the Order of the Blade, a group of fighters,
rangers, and even rogues that help defend the
capital city in times of great distress. They
have a good reputation and a long history. To
help further develop this organization, you
create a prestige class with abilities unique
to the Order. Now, when people speak of their
almost unnatural prowess, there are concrete
facts pertaining to exactly what they can and
cannot actually do.
Prestige
classes are a way to define monastic orders,
secret cabals, religious zealots, thieves' guilds,
special military units, or even just people
trained under a specific teacher, sorcerers
from a particular area, or bards who studied
at the same college. If you're not already creating
organizations like this in your campaign, you
should be. If you are, use prestige classes
to distinguish them from one another. If the
wizards of the Inverted Pyramid actually know
different spells and have different abilities
than the wizards of the Open Hand Guild, it
makes both groups, and the campaign as a whole,
much more interesting.
Using
prestige classes with campaign organizations
also encourages Player Characters to join or
at least investigate these groups. Prestige
classes offer you a way to use the rules to
draw players into your campaign world and involve
them in whatever sorts of politics, intrigues
and adventures you have in store.
2.
To Develop a Race or Culture. Like organizations,
races and cultures can benefit from having specific
rules to showcase their abilities. While the
races are detailed in the Player's Handbook
with different abilities to make them unique,
two prestige classes in the Dungeon Master's
Guide, the arcane archer and the dwarven
defender, use the rules to further demonstrate
how each race fits its own standard archetypes.
You could easily create many more such prestige
classes. The dwarven smith, the halfling hill-scout,
the half-orc demolisher -- these are just some
of the racial archetypes to embrace.
While
it's fine to say things like "elves operate
well in the woods," or "gnomes are
tricky," such statements become more powerful
when you have rules to back them up. Prestige
classes (the elven woodstalker and the gnome
trickster, for example) are those rules.
Cultures
can benefit from prestige classes perhaps most
of all. There are no rules in the game for how
the people from the Southern Kingdom in your
campaign differ from the folk of the Direwood
Forest. You could create an extensive description
of how the spear-using warriors of the south
have a completely different fighting style than
the hardy, no-nonsense approach favored by the
warriors of the Direwood. However, the southern
speardancer and the Direwood ranger prestige
classes could speak volumes on the subject.
Culture-based prestige classes can tie into
PC backgrounds: Only characters from the Sunlost
Desert can take the knife-fighter prestige class.
It makes every culture and every populated place
that you create for your campaign something
truly special.
3.
To Satisfy Players. A player with a ranger
character wants to be an expert archer. He takes
Point Blank Shot and some of the other appropriate
feats, but he wants to be able to do even more
with his bow. He's willing to sacrifice other
aspects of his character to do so, but there
don't seem to be options for him. You create
something called the Order of the Bow, and the
player's character joins. There, he discovers
a number of different trick shots and special
bow-related abilities he can learn if he takes
levels in the Order of the Bow prestige class.
Players
often have plans or desires for their characters
that extend beyond the bounds of the rules found
in the Player's Handbook. That's okay.
Prestige classes provide a way for you to develop
rules within a balanced format to help meet
your players' needs. Some DMs even allow players
to develop their own prestige classes -- with
the DM having final approval, of course.
4.
To Make Otherwise Poor Options Acceptable. While
this reason ties in with the first, it's worth
mentioning on its own. A prestige class can
take a poor choice possible in the rules, such
as specializing in the whip, and make it worthwhile.
Imagine a prestige class that granted abilities
enabling a character to entangle foes with thewhip,
gaining a bonus to trip and disarm maneuvers,
and granting special damage bonuses with the
weapon. Suddenly, the whip becomes an interesting
choice. Potentially, you could create prestige
classes that granted interesting abilities for
people spending a lot of skill points in Innuendo,
Intimidate, or a particular knowledge or craft.
Characters that chose strange multiclass combinations,
put their best score in Charisma, or selected
a lesser race like a goblin or a kobold could
all have access to prestige classes that made
those choices worthwhile.
Choose
the Specific Over the General
You
have an advantage that no one else has -- that
no game designer can ever have. You know the
specific details of your campaign. When creating
a prestige class, use your knowledge of these
details to their fullest. The first rule is
to forget the general and embrace the specific.
You're not creating a prestige class for everyone's
campaign -- just for yours. Below you'll see
some examples of general prestige classes and
how you can transform them into something more
specific -- and therefore more interesting.
| No |
Yes |
| Holy
Warrior |
Champion
of Pelor |
| City
Guardsman |
Greyhawk
Watchman |
| Martial
Disciple |
Order
of the Fist Disciple |
| Woodsman |
Darkwater
Pass Tracker |
Prestige
Class Balance
The
first thing to look at are requirements. While
I went over this a bit last time, I'm going
to discuss it again in terms of balance. You
need to be able to determine the lowest level
at which a character can meet the requirements.
In general, this should not be lower than 5th
level -- these are prestige classes,
and you should have to work for a while to achieve
this special status.
When
determining lowest level, don't forget to consider
multiclassing. Often, a good prestige class
won't make all requirements easy for a single
class to achieve without taking ranks in cross-class
skills or specializing in varied areas, so multiclass
characters frequently qualify for prestige classes
the quickest.
So
let's take a look at these requirements (from
Isida KepTukari's bondblade prestige class):
Requirements:
Craft (Weaponsmithing) - 6 ranks
Feats - Weapon Focus*, Alertness, Quick Draw
BAB - +5
Special - Must have used a single martial
or exotic melee masterwork weapon (or a mace,
spear or morning star) consistently and primarily**
during the last three levels leading up to taking
this prestige class.
(There
are other requirements, but I didn't include
them here because they are flavor related. They
make the class interesting, and I highly recommend
including things like that, but they have no
place in a discussion of balance.)
A
fighter is going to reach these requirements
the quickest. He has to be 3rd level to get
six ranks in craft, but 5th to get a base attack
of +5. By 5th, he can easily get the three feats,
even including the exotic melee proficiency
feat if need be. So these are requirements that
a 5th-level fighter can get easily -- and without
even really straining. The fighter would take
Weapon Focus anyway, and Alertness and Quick
Draw, while not great feats, aren't terrible.
The fighter doesn't get much in the way of skills
to spend points on, so why not put them into
weaponsmithing?
Armed
with this knowledge, we can go into the next
phase of balancing. When balancing prestige
classes, look at the following aspects of the
class as separate pieces:
1.
Attack bonus, saving throw progressions, Hit
Die type
2. Skill points and class skills
3. Spellcasting abilities
4. Special abilities
Compare
these closely with the requirements. In this
case, the bondblade has the same base attack
bonus and saving throw bonus progressions as
a fighter. Hit Dice aren't listed, but presumably
they are the same as a fighter's (d10s). Skills
are basically the same as a fighter's as well.
So far, the fighter has gained nothing and lost
next to nothing by taking the class.
The
bondblade class has no spellcasting abilities,
so let's turn to special abilities, the core
of the class. In this case, they need to stack
up against the feats that a fighter would normally
get. Basically, the abilities give the bondblade
a kick-butt magic weapon:
Class
Features:
Weapons
and Armor Specialization: The Bondblade
gains no extra weapons or armor specialization.
Awaken
the Blade I: During their time together,
the weapon and the Bondblade have gone through
a lot together. Now the weapon becomes intelligent,
communicating by semiempathy (tingling and throbbing).
(The weapon gains Int, Wis, and Cha, two at
2d6+7, one at 3d6). It shares the Bondblade's
Sense Motive, Listen, and Intuit Direction skills
and also her Alertness feat (For checks of these
abilities, the Bondblade essentially gets to
make them twice, once for her, and once for
her sword.) Also the blade is now considered
to be +3 for the purposes of bypassing damage
reduction. (Note that the alignment of the blade
will always be identical to the Bondblade. Also
note that the weapon will only communicate and
share its abilities with the Bondblade and no
other.)
If
the weapon is already magical or intelligent,
abilities gained do not stack except for the
following:
*
If a weapon is already magical, it doesn't gain
any magical pluses to this class until the given
bonus is greater than what the weapon already
had. Ex. if a Bondblade has a +2 shortsword,
it wouldn only gain part of the abilities from
the It's a Kind of Magic I: being able to bypass
damage reduction at +3 and becoming a defender
at its +2 bonus.
*
If the weapon is already intelligent, nothing
changes, except for its alignment, if different
from the Bondblade, begins to shift toward hers.
(SP)
It's
a Kind of Magic I: The weapon now becomes
a +1 defender (as the class progesses,
the defending abilities scales, thus
becoming a +3 defender at 3rd level),
and is considered +3 for the purposes of bypassing
damage reduction. (Also +5 hit points to the
weapon, see Soul of Steel). (SP)
Weapon
Specialization: A Bondblade now gains a
+2 to damage with her chosen weapon as per the
weapon specialization feat. If the Bondblade
already has Weapon Specialization, she gains
an additional +1 competence bonus to hit. (EX)
Brothers
in Arms: A Bondblade can repair her chosen
weapon with confidence, even restoring its magical
abilities if they have been drained away. The
DCs are normal if the weapon just sustained
moderate damage (see Craft skill for DCs), and
higher if more damage was sustained. The weapon
can always be repaired, as long as the Bondblade
has at least a shard of her chosen weapon. If
the magical abilities have been drained away,
the Bondblade may restore them (as they are
extensions of her own spirit). A Craft check
must be made at a DC five higher than normal,
to prepare the weapon. Then two points of Con
and Cha are temporarily drained to restore the
weapon's magical abilities.
If,
for some reason the blade is destroyed past
all ability to recover, like being thrown into
a Sphere of Annihilation, the Bondblade immediately
loses 200 XP per Bondblade level (Fort DC 20
for half), all class abilities, but still retains
all class hit points, saves, and BAB. She essentially
becomes a Bondblade without a chosen weapon.
If, by some fluke (divine intervention or other)
the chosen weapon is returned, all class abilties
are returned, but the lost XP still remains
lost. (SU)
Awaken
the Blade II: The
weapon now awakes to empathy, communicating
through emotions and urges to the fighter to
encourage or discourage certain courses of action.
(SP)
Soul
of Steel: The weapon draws its own physical
strength from being bonded to the Bondblade.
Multiply the base hit points for the weapon
by four (use Table 8-13, in the PHB). Also,
for each It's a Kind of Magic ability gained,
add five extra hit points to the total. (But
even though the weapon has gained five extra
hit points by this time, do not multiply them
for this ability).
Because
the Bondblade and the weapon begin to share
characteristics, not only does the chosen weapon
gain more ability to take punishment, like their
wielder, but the wielder becomes more like the
weapon. A Bondblade gets an extra save against
mind-affecting spells, reflecting her bond to
an "inanimate object." EX
It's
a Kind of Magic II: The weapon now gains
a true +3 bonus, and is considered +4 for bypassing
damage reduction. (SP)
Awaken
the Blade III: Now the weapon awakes to
full blown speech. It speaks Common (or whatever
the base tongue is for the character) plus one
language per point of Intelligence bonus. There
is also a 20% chance that the weapon will gain
telepathy in addition to speech. If the character
has psionic powers, the chance raises to 50%.
By now the weapon has a name and a distinct
personality. (SP)
My
One and Only: Because the weapon and the
fighter have been through so much together at
this point, the weapon would be extremely insulted
if the Bondblade choose to use any weapon but
them in melee. If the Bondblade uses any weapon
but their chosen, the weapon will sulk (essentially
denying the Bondblade access to all class abilities
until she apologizes or gives a very good excuse
why she couldn't use her chosen weapon). Sulking
typically lasts one day per fight where the
weapon was denied use, unless the Bondblade
makes amends.
By
Your Side I: If the weapon and the Bondblade
are separated, she can call the weapon back
to her hand as a move-equivalent action. The
weapon flies in a straight line back to her
hand (Max range 30 ft.). If there are any intervening
items or beings, the weapon makes an attack
at the Bondblade's highest BAB. If this enough
to dispatch the obstacle, the weapon continues
on, if not, it falls, and the Bondblade may
try again next round. Useable 5/day. (SU)
It's
a Kind of Magic III: The
weapon gains one primary ability from table
8-33 in the DMG. (SP)
True
Purpose: The weapon has now found its purpose
in defending the Bondblade, and will consider
communicating to someone who is not the Bondblade
if it will help the Bondblade in some way. (I.e.
if the Bondblade has been captured and the weapon
left behind, it might consider working with
a rescue party.)
Also
whenever the Bondblade falls to 0 hit points
or less, or is the target of a sleep, hold
person/monster, or paralyze-type
spell, the weapon becomes a dancing weapon.
It only dances under those conditions,
and cannot be commanded to dance by the
Bondblade otherwise.
Got
Your Back: The weapon now looks out for
the Bondblade. She can no longer be flanked.
(SP)
By
Your Side II: As By Your Side I, except
with a range of 60 ft. superceding By Your Side
One. Still 5/day. (SU)
It's
a Kind of Magic IV: The weapon is now considered
to be +5 for purposes of bypassing damage reduction.
(SU)
I
Didn't Know You Could Do That!!: The weapon
now gains one ability from the medium column
of table 8-15 Melee Weapon Special abilities
in the DMG. If defending or dancing
abilities are rolled, ignore them and re-roll.
(SU)
Always
Yours: Because the weapon and the Bondblade
hate to be separated, she learns to hold onto
her weapon. She gains a +10 to any attempts
to be disarmed. (EX)
Till
Death Do Us Part: By now the weapon and
the Bondblade are the best of friends, and the
way they work together is nearly supernatural.
Now the Bondblade can always unerringly tell
where her weapon lies, exact direction and approximate
distance. In addition both the weapon and the
Bondblade can transfer hit points to each other
as a move-equivalent action. The weapon may
sacrifice no more than half its hit points to
heal the Bondblade (and visa-versa for the Bondblade).
When
a Bondblade dies, the weapon will explode into
shards of metal (or other) that deal 3d6 slashing
damage to all within a 20 ft. radius, unless
the Bondblade chooses a rather unusual option.
She
can choose to enter the weapon, bonding with
the spirit of her blade. If this option is chosen,
the weapon's Int, Cha, and Wis become the average
of the two entities. Thus the weapon becomes
an mixture of the two spirits, with all the
attendant magical abilites. Weapons passed down
this way in a family often have names stretching
back through the ages.
"Ah
yes, my name, youngling, is Kernith- Kay-Weldor
-Jarsen -Illyan -Hardeth -Belbrite -Garvon -Sevzek
-Verquy the Bold, but most call me the Icespider."
A
family member (or random adventurer) picking
up a old Bonded Blade in this fashion (or from
a monster's hoard) can become Bondblades, but
instead of rolling for the appropriate abilities,
the weapon simply reveals them at the appropriate
levels, as their trust in the weilder grows.
Interesting.
And when you consider that a fighter is probably
going to get a good weapon anyway, through treasure
gained in adventures (and now he has a weapon
that discourages him from getting that weapon),
and he is giving up five bonus fighter feats,
it's probably balanced. Perhaps it's just this
side of underpowered -- it really depends on
whether the character gets other equipment of
the same value that he would normally have "invested"
in his primary weapon or whether he just misses
out.
For
non-spellcasting classes, match up the abilities
gained with the abilities lost. Does a fighter-style
prestige class give abilities at least as good
as a fighter would get (but not way better)
if he or she just stayed with the basic class
and got normal bonus feats? What about a paladin's
special abilities -- do the prestige class abilities
stack up against the additional laying on hands,
smiting evil, and other benefits the paladin
gives up?
Basically,
when looking at class balance, figure that the
core classes have at least these areas of power
that you need to compensate for if your PCs
take a prestige class and no longer get them:
Fighters:
Bonus feats, high hit points, high base attack
bonus
Barbarians: Rage, high hit points, high
base attack bonus
Ranger: Favored enemy, high hit points,
high base attack bonus (and minor spellcasting)
Paladin: Lots of special abilities, high
hit points, high base attack bonus (and minor
spellcasting)
Rogue: Lots of skill points, sneak attack
Sorcerer/Wizard/Cleric: Spells
Druid: Spells, wildshape
Bard: The bard, being a sort of jack
of all trades, is moderately good at everything
Monk: Lots of special abilities, unarmed
combat damage progression, great saves
So
you can see how one goes about balancing. Determine
the character that gets there the quickest and
then compare the four aspects of the prestige
class (delineated above) to what the character
would have gotten by staying in his or her original
class(es). That's why it's so important to determine
starting level. If the a class's requirements
can't be reached until say, 8th level, its special
abilities ought to be better than one a character
can reach at 5th. Characters don't always take
a prestige class at its lowest possible level,
but you have to assume that they will to get
a good balance.
Spells
Versus +1 Spellcasting Level
One
last note. Some spellcasting classes get their
own spell progression and spell lists, and some
get to simply add one level's worth of spells
and spellcasting ability from a previous spellcasting
class. The latter is much more potent than the
former. A spellcasting progression and a short
spell list is just a way to configure special
abilities. The assassin, for example, isn't
really a "spellcaster" in the way
that a wizard or cleric is. An assassin is more
a spellcaster the way a ranger or a paladin
is. Don't treat these two things the same.
Look
at most prestige class spell progression tables
closely. Many get a single 1st-level spell at
1st or 2nd level. But that's the character's
6th or 7th level (at least). A 1st-level spell
is nice, but it's nothing compared to the extra
spells a 6th-level wizard would get with +1
spellcasting level (that would be a 1st-level
spell and a 4th, plus increased caster level
and more spells for the spellbook).
In
Conclusion
Obviously,
many factors go into game balance, and nothing
has more such facets that creating a whole new
class -- and that is basically what a prestige
class is). Tread carefully. Overall, my advice
is this: Be harsh with requirements, then be
generous with abilities. That ends up making
players happiest and creates the most interesting
characters.
|