Phlo Evangelist - Prestige class

Post/Author/DateTimePost
#1

rab-ka-la

Jul 07, 2006 19:05:43
Please look this over and evalute the Phlo Evangelist.

Phlo Evangelist

Because of the importance of spelljamming in wildspace cultures, anyone with even the slightest aptitude is pushed to pursue training as a spellcaster. Magic in wildspace it is therefore more common than on most worlds, even worlds as rich in magic as Toril. This is especially true of "household" magic used to make living easier. Artifact level magic is also more common from the level of magic in helms. Because of this focus on Magic, being a helmsman is seen as one of the greatest vocations in all the universe. In most cases this is a spellcaster of sorts, although there are a few helms which allow nonspellcasters to fill this role. The pursuit of magic and spelljamming can be extremely stressing. The expectations of others, the threat of wild surges, dead magic zones in space called sargossas, pirates, and a mind boggling array of physics bending oddities are often too much to bear. When spelljamming the helmsman in a sense merges with the ship, he/she feels as if they are personally flying through space, and can perceive the world around the ship as if he were standing on the aft deck. The helmsman perceives damage to the ship as white flashes of pain, but takes no actual, personal damage in most cases. Sometimes, however, the pain is intense enough to cause unconsciousness; this is called "spelljammer shock" . Some of those that have experienced this spelljammer shock, report deific visions and epiphanies that stay with them forever. Many of these become the Phlo Evangelists. From this point on, they use their abilities and travels to convert others to the ways of their god.

Hit Die: d4.
Requirements
Feats: -----
Skills: Diplomacy 8 ranks, Sense Motive 4 ranks. Knowledge (religion) 5 Ranks, Spellcraft 5 Ranks

Spellcasting: Arcane Spells of level 3 or higher
Special: The spellcaster must have had an epiphany while at the helm of a spelljamming vessel or under spelljammer shock.
Class Skills
Skill points at each level: 4 + Int modifier.
The Phlo Evangelist's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion)(Int), Profession (Wis), Scry (Int), Speak Language, and Spellcraft (Int).

The Phlo Evangelist
----------------Class Level ------------Base Attack Bonus -------------Fort Save --------------Ref Save --------------Will Save ----------------------------------------------------------------------------------------------------Special -------------------------------------------------------------------------------------------Spells Per Day
1st +0 +0 +0 +2 Arcane Disciple ___________________
2nd +1 +0 +0 +2 Quick diplomacy +1 level of spellcasting class
3rd +1 +1 +1 +3 Bonus language +1 level of spellcasting class
4th +2 +1 +1 +4 Calm emotions +1 level of spellcasting class
5th +2 +1 +1 +4 Domain ability +1 level of spellcasting class
6th +3 +2 +2 +5 Arcane disciple +1 level of spellcasting class
7th +3 +2 +2 +5 Bonus language +1 level of spellcasting class
8th +4 +2 +2 +6 Persuasion +1 level of spellcasting class
9th +4 +3 +3 +6 Domain ability +1 level of spellcasting class
10th +5 +3 +3 +7 Divine channeling +1 level of spellcasting class



Class Features
All of the following are class features of the Phlo Evangelist prestige class.
Weapons and Armor Proficiency: Phlo Evangelists gain no proficiency in weapons or armor.
Spells per Day: A Phlo Evangelist gains spells per day as if she had also gained a level in the spellcasting class she belonged to before she joined the prestige class at every level after 1st. She does not, however, gain any other benefit a character that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). If a character had more than one spellcasting class before she became a Phlo Evangelist, she must decide to which class she adds each level of Evangelist for purposes of determining spells per day when she adds the new level.
Arcane Disciple: At 1st level, the phlo Evangelist gains the feat arcane disciple.
The source of the Arcane disciple feat is Complete Divine. It can also be found online at http://realmshelps.dandello.net/datafind/feats.shtml
Quick diplomacy: At 2ND level the Phlo Evangelist can make a rushed diplomacy check as a full round action at only a -5.
Bonus language: At 3rd and 7Th level the Phlo Evangelist gains a bonus language.
Calm Emotions (Sp): At 4Th level The Phlo Evangelist can calm people’s emotions as a spell-like ability, three times per day. This functions as the Calm Emotions spell.
Domain ability: At 5Th and 9Th levels the phlo Evangelist gains the ability associated with the Domains they took with Arcane disciple.
Greater Arcane Disciple: At 6Th level, The Phlo Evangelist gains the arcane disciple feat with another domain of his god.
Persuasion: At 8Th level, the Phlo Evangelist gains the extraordinary ability to convince others as per the mass suggestion spell 2 times per day. This is an extraordinary ability that can be used for conversion.
Divine channeling: At 10Th level the phlo Evangelist gains the ability to turn or rebuke undead as a cleric.
Special:
1) If your alignment ever moves outside of an alignment
allowed by your patron deity, you lose the abilities
gained by this class until your alignment is restored and you have
received atonement.
2) The Phlo Evangelist must successfully convert one new follower per level before his continued advancement in the class.
3) By 5th level the evangelist must have erected a shrine, temple, or church to his patron deity in at least one area where the god is not worshiped or has a low influence. The value of the worship center must be of at least 5,000 gp.
#2

rab-ka-la

Jul 08, 2006 10:27:03
Anyone? Good, bad, useless, useful, poorly written, done before, new, too powerful, too weak, makes no sense, clearly written, .... No opinions?

I also thought to add a couple restrictions to bolster the feel and spirit of the prestige class.

Restrictions:
1) If your alignment ever moves outside of an alignment
allowed by your patron deity, you lose the abilities
gained by this class until your alignment is restored and you have
received atonement.
2) The Pho Evangelist must successfully convert one new follower per level before his continued advancement in the class.
3) By 5th level the evangelist must have erected a shrine, temple, or church to his patron deity in at least one area where the god is not worshiped or has a low influence. The value of the worship center must be of at least 5,000 gp.
#3

joni-san

Jul 20, 2006 19:38:36
Well, I suppose you could add the Phlo Evangelist's name in bold above the prestige classes fluff.

I'd add in the added Reqs to the Requirements under a Special

Also, as written, the PRC is weak. Why you might ask? Well you've written +1 spells per day. In standard D&D products they write Spellcasting: *Table* +1 level of existing (arcane/divine) spellcasting class.
In addition they have section where they say "Blach blah +1 spells per day blah +1 caster level blah no other benefits unless stated blah"
Check the DMG for wording.

Also, since the PRC is religious in nature Divine spellcasting classes fit the PRC more. But this is just my opinion.
*Bear in mind I haven't read Spelljammer material in ages and can't remember if Divine caster could use the helm*

As for the powers of the PRC, I'd say they are okay.

To improve the layout of your PRC I suppose you could nabb one from the PRC board.

Also, where is the arcane disciple feat? If a prc requires splat books or 3'rd party material it becomes harder to use IMO.
#4

rab-ka-la

Jul 21, 2006 22:03:23
This prestige class is meant to blur the lines between arcane and divine to some extent. The benefits would be useless for somebody who was already a divine caster. Due to many clerics inability to replenish their spells when away from their home crystal sphere, it is very useful in the spelljamming universe. The flavor of the class is of the utmost importance.

+1 level of existing class is the way it is written in many WoTC prestige classes.

Added for clarification: She does not, however, gain any other benefit a character that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on).

Added the specials into the main post and Bold print of name.

Added the source for Arcane disciple feat. It is in Complete Divine which is relatively common. Also, we want people to buy books from WoTC and help the industry. The intent of a prestige class like this is to pursue a unique idea that is not yet done by wizards that works well with their products. It is not meant to slight wizards or take away from their work. Why cut off ones nose to spite ones face?

Spellcasting classes: An elegant way to continue with spellcasting progression in a spellcasting class is to simply have +1 caster level at every level (or every other, or whatever combination). If your spellcasting class is low-powered spell or ability-wise (see Loremaster in the DMG for more about this) +1 caster level every level is fine. If it's more powerful (say like the Blood Magus in Tome and Blood) then every other level or something similar might be better.

As Monte Cook mentioned, giving +1 spellcaster level is more powerful than giving a class its own progression. Remember this, +1 level of existing class is powerful. This is not meant to be an overpowered munchin class as is frequently posted on the prc board.