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(Some
of the concepts I mention here are taken directly
from the article I wrote in Dragon 274,
"Create
Your Own Prestige Class.")
A
few weeks ago, I asked people on my message
boards to submit some prestige classes so that
we could "workshop" them and learn
a few things about creating these classes, both
good and bad. Thanks to the dozen or more participants
who submitted their work -- and agreed to let
me critique it in public!
Before
I go too far, I will make just one point about
prestige classes. A lot of the ones being designed
and published today do not actually fill the
role they originally were meant to fill. I get
frustrated when I see people griping about prestige
classes, when really what they are dissatisfied
with is the way other people have interpreted
prestige classes. The original design intention
behind them was to allow DMs to create campaign-specific,
exclusive roles and positions as classes. These
special roles offer abilities and powers otherwise
inaccessible to PCs and focus characters in
specific, interesting directions.
The
key there -- the one that's now often missing
-- is that these are supposed to be DM-created
tools, to lend specificity and actual mechanics
to the details of your world. In short, you
come up with some group, role, or whatever for
your campaign (the Rangers of the Northwood,
the Thief's Guild of Bandonburg, the Nightstalkers,
etc.), and you create a prestige class based
around that group. Too many prestige classes
are designed like 2nd Edition kits: player-driven
PC-creation tools for character customization.
That's okay sometimes, but it really overlooks
the main reason that prestige classes were invented.
Oh well. That's my little rant.
So
let's start at the beginning, with requirements:
All
prestige class requirements are based around
the idea that characters who qualifiy for the
class are already well on their way to being
able to do the things the prestige class excels
in. Thus, if a feat seems appropriate to a prestige
class, don't give it that feat as a benefit
-- require that a character have that feat to
take the class in the first place.
Two
types of requirements can help you determine
who can take a prestige class. The first type
is game requirements. These are the feats, base
attack bonus, skill ranks, etc. that a character
must fulfill to qualify. The second type are
roleplaying requirements. These are aspects
of a character -- race, alignment, religion
-- as well as deeds the character has accomplished.
For example, everyone with the hunter of the
dead prestige class, which specializes in fighting
undead, must have had a negative level inflicted
by an energy-draining undead. Sometimes these
are simply roleplaying hooks that tie into the
organization or culture a prestige class represents,
like pledging allegiance to a monarch, paying
initial membership dues, or performing a specific
religious rite. While these really add life
to a prestige class, don't use them for game
balance purposes. They are just flavor.
When
going over the prestige classes submitted on
the message boards, I noticed two general things:
1.
Base attack bonus is overused as a requirement.
It's an easy yardstick to keep out characters
that are still too low in level, but so are
skill ranks (that's why you use skill ranks
and not skill bonuses), base saving throw
bonuses, spellcasting requirements, etc. Base
saving throw bonuses are interesting, because
using them encourages you to group character
classes differently than you would if you'd
chosen base attack bonuses. For instance, you
can choose base Fortitude save bonus, which
puts fighters, monks, and clerics on the same
level, or choose base Will save bonus, and have
clerics, wizards, and monks all meeting the
requirements at the same time.
2.
Too many seem focused toward one specific class.
It's a shame, actually, that Wizards of the
Coast decided to fill their class books with
prestige classes, because they all were (obviously)
geared toward encouraging a specific class to
qualify for them. Prestige classes should be
obtainable by more than one class. If you can
make it so that multiple classes can qualify
with the same ease and all get about the same
benefits, you've really accomplished something.
Let's
consider these requirements in Don Adam's Disciple
of the Four Winds:
Jump: 10
Ranks
Balance: 10 ranks
Climb: 5 ranks
Alignment: Non-Chaotic
Feats: Dodge, Skill Focus (Jump), Run
Special: Leap of the Clouds
Unarmored Speed: 50 ft
Clearly,
this one is for the monk. Now, look at those
last two requirements. The Leap of the Clouds
requirement already says "you must be a
7th-level monk," so there's no need for
the speed requirement -- that says the same
thing. (A 7th-level monk already moves that
fast.) Unless the author meant to backhandedly
restrict Small characters almost right out of
the class (Small monks must be 15th level before
they can get up to that speed), and that hardly
seems appropriate -- there's nothing in the
description that suggests a limit to "big
folk" only -- this requirement is not necessary.
However,
the other requirements are pretty good. The
10 ranks of Jump and Balance suggest a 7th-level
character who's really focused on those skills.
The feats are good, with the Skill Focus feat
being practically a penalty. All of this suggests
that the prestige class is going to offer some
powerful abilities to match up with the fact
that your first level in it will be your eighth
character level, and you've really focused on
one thing: movement and mobility.
Unfortunately,
the class' abilities don't measure up to its
harsh requirements. The base attack, Hit Dice,
and saves are all as monk, except that Fortitude
saves are worse. The special abilities are as
follows:
1 Flying
Leap
2 Nimble Northern Wind
3 Abundant Step 1/day, AC +1
4 Wavering Western Wind
5 Elevating Eastern Wind
6 Abundant Step 2/day
7 Silent Southern Wind
8 Slow Fall (any distance), AC +2
9 Improved Abundant Step
10 Four Winds Attack
Flying
Leap (Su): A number of times per day equal
to the Disciple's wisdom modifier multiplied
by her class level, the Disciple may make a
flying leap as a move equivalent action. The
distance traveled is up to and including the
Disciple's unarmored speed. In the case of a
double move (which uses up two leaps), the Disciple's
feet must touch the ground between the two leaps.
The leap can be in any direction, but direction
cannot be changed in midair.
Nimble
Northern Wind: The monk gains the Psionic
Charge feat as a virtual feat, usable at will
despite any lack of psionic power points. It
does not allow the selection of other psionic
feats.
Abundant
Step: This functions as the monk ability
of the same name. At 6th level it is usable
2/day.
Wavering Western Wind: The Disciple learns how
to harness her ki to temporarily improve her
speed to unbelievable levels, making her incredibly
difficult to see. In lieu of two stunning attacks
for that day, the Disciple may act as if affected
by a blur spell for a number of rounds equal
to her Wisdom modifier. This may be enacted
as a free action outside of the Disciple's turn,
but only before an attack roll is made.
Elevating
Eastern Wind: The Disciple gains the Up
the Walls feat as a virtual feat, and can use
it freely as with Psionic Charge. The Disciple
can now, on a double move with two flying leaps,
use a wall as the landing point between two
leaps. This can only be done as the middle step
of a double move. This does not allow the selection
of other Psionic Feats.
Silent
Southern Wind (Su): The Disciple can move
up to 10 feet on a calm liquid with a successful
Balance check vs DC 25. This ability allows
the Disciple, with a successful Balance check,
to use a calm liquid as the "mid-point"
of a flying leap double move. The Disciple may
also Move Silently at her full speed.
Slow
Fall: This operates exactly the same as
the monk ability of the same name.
Improved
Abundant Step: The Disciple may now use
the Abundant Step ability as a free action,
and it can be used 3 times/day. It may only
be used once per round.
Four
Winds Attack: The Disciple can act as if
hasted for 10 rounds per day. To invoke this
ability is a free action, and it need not be
used all at once.
Sure,
this character can really move around the battlefield,
but for monks to choose this, they give up ki
strike, diamond body, quivering palm, et. al.,
plus -- and most importantly -- unarmed damage
progression. This character is arguably worse
than a monk, rather than a little better. Prestige
classes should generally be as good as or a
little better than a base class, because they
have requirements; those with harsh requirements
should be even a little better yet.
It's
a good concept -- I love the visuals (I liked
Crouching Tiger, Hidden Dragon, too),
but unfortunately, a monk would be better off
taking levels of wizard or sorcerer to get the
blur, fly, and haste effects. I think
this needs some work. Perhaps even a special
bonus of +1 level of unarmed damage progression
every level (or so), the way that spellcasters
get +1 level of spells.
Now
consider the internal alchemist, by Michael
Tree. It has requirements (like the above monk)
which are pretty harsh and mandate that the
character be 7th level.
Alchemy:
10 ranks.
Concentration: 10 ranks.
Spellcraft: 8 ranks.
Heal: 5 ranks.
Feats: Brew Potion, Great Fortitude, Skill Focus
(alchemy), and Toughness.
Spellcasting: Must be able to cast 3rd level
arcane spells, including the spells alter
self, endurance, endure elements, gentle repose,
protection from elements, and resistance.
Most
arcane spellcasters are going to take Concentration
and Spellcraft anyway, but Heal (cross class)
is uncommon, and Skill Focus (alchemy) is also
a harsh "waste" of a feat. (As an
observation, requiring specific spells -- particularly
spells like gentle repose -- suggests
that this will probably be a wizard, not a sorcerer.)
In return, however, the internal alchemists
gain their normal spell progression every level
plus other stuff.
The
other stuff isn't really all that unbalancing,
however -- most are not new abilities, but ways
to do things the character can already do, but
better. For a class getting all of its original
spellcasting progression, that's a really good
way to go.
Enchanted
Flesh: An internal alchemist has the ability
to alchemically store magical effects within
his own body. Essentially the internal alchemist
uses the Brew Potion feat as normal, but stores
the potion within himself. He can activate the
potion through concentration as a standard action
that draws an attack of opportunity, like casting
a spell, and can channel the effect into another
target by touch if desired. The maximum number
of enchantments the internal alchemist canstore
at one time is equal to his levels of internal
alchemist plus his Constitution score, but if
he is ever slain, they are all immediately ruined,
even if he is subsequently returned to life.
Internal
Medicine: At 2nd level the internal alchemist
gains such precise alchemical control over his
body that he can purge himself of diseases,
including magical diseases such as mummy rot
and lycanthropy. Whenever the internal alchemist
is at risk of being infected by a disease, he
can make a Heal check as a free action in place
of a saving throw, and use that result for his
save. If this Heal check is successful, the
internal alchemist purges himself of the disease
and need not make any further saves against
it. If the disease does not normally allow a
saving throw, the internal alchemist may still
make a Heal check to resist it (DC 10 + 1/2
the inflicting creature's HD + the creature's
Constitution modifier).
At 4th
level, the internal alchemist gains the same
abilities with regards to poison.
At 6th
level, the internal alchemist can even use his
internal medicine to resist or undo the effects
of necromantic and transmutation spells and
spell-like abilities upon his body. To do so,
he must make a Heal check (as above) against
a DC of 11 + the caster level of the effect.
If the
internal alchemist does not or cannot use this
ability when he first encounters a disease,
poison, or appropriate magical effect, and he
becomes affected by it, he may later make a
Heal check (as above) to purge himself of it,
as per the spells remove disease, neutralize
poison, and break enchantment, respectively.
Magical
Artisan: At 3rd level, the internal alchemist
gains increased mastery of the art of brewing
potions. When determining the cost in XP and
raw materials of potions that the internal alchemist
brews, including the use of his enchanted flesh
ability, multiply the base price by 75%.
Internal
Alchemy: At 5th level, the internal alchemist
develops such precise control over his body
and bodily forces that he gains the ability
to cast personal-range spells and other spells
which affect only him without somatic, verbal,
or common material components, as a full-round
action. To do so, the internal alchemist must
make an Alchemy check with a DC of 20 + the
level of the spell he's casting. If he fails
this check he loses the spell. If the material
components cost more than 1 gp, he requires
them to cast the spell as normal.
As
an observation, we already know that the character's
got at least 10 ranks in alchemy, and Skill
Focus (alchemy), so this DC is not too hard.
Considering this, for example, gets around the
costly component of stoneskin and gives
the character the feats Still Spell and Silent
Spell (for spells he casts on himself), internal
alchemy is perhaps the best ability this character
gets. This guy could put on plate armor and
cast truestrike, blur, invisibility, haste,
displacement, and all sorts of other good
spells without risking spell failure.
Extended
Alchemy: At 7th level, the internal alchemist
can brew potions that have extended durations,
as if under the effects of a Extend Spell feat,
without altering the level of the spell. He
may also use this ability with his Enchanted
Flesh and Internal Alchemy abilities, though
with the latter extending a spell adds +5 to
the DC of the Alchemy check required to cast
it.
Guarded
Life: Starting at 8th level, the internal
alchemist is allowed a saving throw against
energy drain, death attacks, inflicted negative
levels, and ability damage or loss, even if
no save is normally allowed. Spell DCs are calculated
normally, while other saves have a DC of 10
+ 1/2 the inflicting creature's HD + the creature's
Constitution modifier (or Charisma modifier
if undead).
Potion
Potency: Upon reaching 9th level, the potions
the internal alchemist brews are especially
potent. The save DCs of all potions that he
creates are increased by 2, including those
stored with his enchanted flesh ability.
Save
DCs? For potions? This power isn't very good.
There are three potions in the DMG that involve
saves (fire breath, love, and truth).
On the other hand, you're probably willing to
accept this as your 9th-level ability just to
get to the 10th-level ability.
Alchemical
Immortality: On reaching 10th level, the
internal alchemist achieves his ultimate goal
and becomes effectively immortal. He no longer
suffers ability penalties for aging, cannot
be magically aged, and will never die of old
age. Any penalties he may have already suffered,
however, remain in place, and bonuses still
accrue. In addition, he may use Internal Medicine
even when unconscious or incapacitated, he becomes
immune to death from massive damage, and if
he is reduced to 0 or less hit points he stabilizes
automatically and heals 1 hit point per round
until he has positive 1 hit point. If the alchemical
immortal is reduced to -10 hit points he dies,
as normal.
The
last part, about stabilizing automatically and
fast healing, is probably too good. It's worth
playtesting, but with this guy being so resistant
to death attacks, poison, and disease, becoming
immune to death from massive damage might just
make him too hard to kill.
When
balancing prestige class abilities, the number
one way to look at it is to ask yourself: If
a character didn't take this class, where would
he be and what could he do? Then compare your
answer to the things your prestige class can
do. I like the internal alchemist a lot, but
coupled with his normal spell progression, a
couple of his abilities make him so much better
than a normal wizard or sorcerer, the class
is probably not properly balanced. I think I'd
consider taking the internal alchemy ability
and applying it to a higher level (perhaps ditching
the 9th-level ability altogether), and toning
down the 10th-level ability.
A
couple of final words about prestige class abilities:
The
first ability or abilities gained from a prestige
class should match the minimum level that a
character could possibly be to qualify for the
class. Thus, if a ranger can qualify for the
class at 4th level, the first level of the prestige
class should be approximately equivalent to
the fifth level a ranger might gain.
Much
of the trick of balancing prestige class levels
lies in the small issues: Base attack increases,
Hit Die size, and even weapon and armor proficiency
can be strong enticements to take a level in
the prestige class. Remember that gaining proficiency
in weapons or armor is like gaining free feats.
Take
a look at the other classes presented in
the message boards, and let's continue this
discussion there. Also, while you're on the
boards, let me know if you'd like to see more
online design workshops like this one.
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