Author Topic: Redeemed [PrC]  (Read 1801 times)

Offline sirpercival

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Redeemed [PrC]
« on: December 03, 2011, 09:02:35 PM »
Redeemed

Requirements
Skills: Knowledge (Religion) 10 ranks, Knowledge (The Planes) 10 ranks
Feats: Blood Curse
Special: Dark Infusion class feature
Special: Must receive the benefit of an atonement spell cast by a good-aligned outsider, which changes your alignment to good.  This alignment change may cause you to lose the benefit of class features (see, for example, the Ex-Witchblood entry in the Witchblood class description).

HD: d8

Level   BAB   Fort   Ref   Will   Rituals   Special
1+0+2+2+20*Ritual casting (minor), conversion, bright menace
2+1+3+3+30*Bright attendant
3+2+3+3+33Ritual casting (least)
4+3+4+4+44Bright renewal I
5+3+4+4+45Ritual casting (lesser)
6+4+5+5+56Radiance
7+5+5+5+57Ritual casting (greater)
8+6+6+6+68Bright renewal II
9+6+6+6+69Ritual casting (advanced)
10+7+7+7+710Bright metamorphosis

Skills: The Redeemed's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Int), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill points per level: 4 + Int

Class Features

   Weapon and Armor Proficiency: You gain proficiency in martial weapons, medium armor, and shields (but not tower shields).

   Ritual casting:  You gain the ability to cast rituals, which are magical effects similar to a spells.  You can cast a ritual at any time, any number of times per day; after casting, the ritual remains "charged" until you decide to discharge it with an act of will (as a free action, unless otherwise specified), at which point the ritual takes effect.  In this way, a you can store up ritual charges until they are needed.  A ritual that is not discharged within 24 hours of its casting fades away with no effect.  The duration of your ritual effects is equal to 2 rounds per class level, and the caster level of your rituals is equal to your class level.
   Rituals come in five strengths: minor, least, lesser, greater, and advanced.  Casting any ritual requires you to draw a diagram on a flat, solid surface with a piece of chalk or charcoal; it also requires a drop of your blood (which deals 1 point of damage for any ritual stronger than a minor ritual), and chanted words (a ritual cannot be cast while under the effect of a silence spell, for example).  The length of time it takes to cast a ritual depends on its strength: a minor ritual takes 1 minute, a least ritual takes 5 minutes, a lesser ritual takes 10 minutes, a greater ritual takes 15 minutes, and an advanced ritual takes 30 minutes to cast.  Rituals cannot be counterspelled, and you may charge the same ritual more than once.  The DC to resist the effect of any of your rituals is equal to your 10 + your Charisma modifier + a number depending on the strength of the ritual: 0 for minor, 2 for least, 4 for lesser, 6 for greater, and 8 for advanced.
   You begin by knowing every general minor ritual, as well as the minor rituals on your class list, below.  You can have a number of minor rituals equal to your Charisma modifier charged at any one time.  At 3rd level, you learn how to cast least rituals, and you know every general least ritual, as well as the least rituals on your class list, below.  Similarly, at 5th level you learn to cast lesser rituals, at 7th level you learn to cast greater rituals, and at 9th level you learn to cast advanced rituals.  Unlike rituals of lower strength, there are no general advanced rituals; the only advanced rituals you know are the ones on your class list, below.
   For rituals stronger than minor, you can have a number of them charged at any time as shown on the table above.  When you reach 5rd level and gain access to lesser rituals, you cannot cast a lesser ritual unless you have at least one more least ritual than lesser rituals already charged.  For example, a 6th-level redeemed with one least ritual and one lesser ritual charged must cast a second least ritual before casting a second lesser ritual.  At 7th level, when you learn how to cast greater rituals, you cannot cast a greater ritual unless you have at least one more least ritual and one more lesser ritual than greater rituals already charged.  For example, a 8th-level redeemed with one each least, lesser, and greater rituals charged could not cast another greater ritual until she had at least one more least and one more lesser ritual charged.  When you reach 9th level and are able to cast advanced rituals, you cannot cast an advanced ritual unless you have at least one more each least ritual, lesser ritual, and greater ritual than advanced rituals already charged than .  For example, a 10th-level redeemed with one each least, lesser, greater, and advanced rituals charged could not cast another advanced ritual until she cast at least one more least, lesser, and greater ritual each.

   Conversion:  When you enter this class, if you have any of the following feats, replace them as shown in the table below.  If you already have the replacement feat, you instead gain a bonus exalted feat for which you meet the prerequisites.  However, if you ever willingly perform an evil act, you lose all benefits of this prestige class until you receive the benefit of an atonement spell from the same good-aligned outsider that cast it originally.
Original FeatReplacement
Blood CurseBlood Bond
Sacrificial RitualBlood Ceremony
Sacrificial AnimationAny exalted feat for which you meet the prerequisites

   Bright menace (Su): You gain the ability to emit an aura of menace whenever you are angry.  Any opponent within 30 feet must make a Will save (DC 10 + your class level + your Charisma modifier) or take a penalty on attacks, AC, and saves equal to half your class level (minimum -1) for 24 hours or until they successfully hit you in combat.  An opponent who resists or breaks the effect cannot be affected again for 24 hours.

   Bright attendant: At 2nd level, you gain a companion to attend you, sent by your guardian patron.  The companion you gain depends on your alignment: if you are lawful good, you gain a lantern archon; if you are neutral good, you gain a musteval guardinal; and if you are chaotic good, you gain a coure eladrin.  Your bright attendant gains in power as you increase in level, as described below.   If your attendant dies, you must make a DC 15 Fortitude saving throw or lose 200xp per redeemed level; success reduces the loss to one-half that amount. However, your experience point total can never go below 0 as the result of the bright attendant's demise. A slain bright attendant is replaced after one month.

   Bright renewal I:  When you reach 4th level, the touch of your patron's beneficence infuses you with new resolve.  Your Strength increases by 2 points, and you become immune to disease.  In addition, you gain resistance to acid, cold, and electricity equal to the number of rituals you have charged at any given time.

   Radiance: Beginning at 6th level, you may discharge one of your charged rituals as a standard action to activate this ability.  You release radiant positive energy in a burst emanating from your square, which heals living creatures and damages undead and evil outsiders (Reflex save for half damage, with a DC equal to the original DC of the ritual).  You heal or deal dice of damage equal to your class level; the size of the damage dice and the radius of the burst depend on the strength of the discharged ritual, as shown in the following table; the "damage die" column shows first the size of the healing die, and second the size of the damage die for undead and evil outsiders.
Ritual Strength  Damage die  Radius
Minor1d2/1d410 feet
Least1d4/1d620 feet
Lesser1d6/1d830 feet
Greater1d8/1d1050 feet
Advanced1d10/2d675 feet

   Bright renewal II: At 8th level, your body displays more signs of perfection.  Your Charisma increases by 2 points, and you gain damage reduction X/evil, where X is the number of rituals you have charged at any given time.

   Bright metamorphosis: When you reach 10th level, your metamorphosis is complete.  Your Charisma and Intelligence each increase by 2 points, your type changes to outsider with the good subtype, and you grow a pair of feathered wings that allow you to fly with good maneuverability, at a speed equal to 5 feet per ritual you have charged at any given time.



Bright Attendant

Basics
Use the basic statistics for a creature of the attendant's kind, but make the following changes:
  • Hit Dice -- For the purpose of effects related to number of Hit Dice, use the redeemed's character level or the attendant's normal HD total, whichever is higher.
  • Hit Points -- The attendant has one-half the redeemed's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
  • Attacks -- The attendant uses the redeemed's base attack bonus, as calculated from all her classes. Use the attendant's Dexterity or Strength modifier, whichever is greater, to get the attendant's attack bonus with its natural weapons.  Damage equals that of a normal creature of the attendant's kind.
  • Saving Throws -- For each saving throw, use either the attendant's base save bonus (Fortitude +3, Reflex +3, Will +3) or the redeemed's (as calculated from all her classes), whichever is better. The attendant uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the redeemed might have on saves.
  • Skills -- For each skill in which either the redeemed or the attendant has ranks, use either the normal skill ranks for a creature of that type or the redeemed's skill ranks, whichever are better. In either case, the attendant uses its own ability modifiers. Regardless of an attendant's total skill modifiers, some skills may remain beyond the attendant's ability to use.
Redeemed's Level   Natural Armor Adj.   Int Bonus   Special
2nd-4th+1+2Alertness, improved evasion, share rituals
5th-6th+2+3Telepathy, bright song
7th-8th+3+4Spell resistance
9th-10th+4+5 --

Bright Attendant Ability Descriptions
Every attendant has special abilities (or imparts abilities to their redeemed) depending on the redeemed's class level level, as shown on the table above. The abilities given on the table are cumulative.
  • Natural Armor Adj. -- The number noted here is an improvement to the attendant's existing natural armor bonus.
  • Int -- A bonus to the attendant's Intelligence score.
  • Alertness (Ex) -- While an attendant is within arm’s reach, the redeemed gains the benefit of the Alertness feat.
  • Improved Evasion (Ex) -- When subjected to an attack that normally allows a Reflex saving throw for half damage, an attendant takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
  • Share Rituals -- At the redeemed's option, she may have any ritual she discharges also affect her bright attendant. The attendant must be within 5 feet at the time of discharging to receive the benefit; if the attendant moves farther than 5 feet away, the ritual stops affecting the attendant, and will not affect it again even if it returns to the redeemed before the duration expires.  This ability does not work on Zone rituals, or class features that replace the normal effect of a ritual.
  • Telepathy (Su) -- Starting at 5th level, the redeemed has a telepathic link with the bright attendant out to a distance of 1 mile.  The redeemed cannot see through the attendant's eyes; however, because of this telepathic link, the redeemed has the same connection to an item or place that her bright attendant does.
  • Bright Song (Su) -- If the redeemed is 5th level or higher, she can discharge a currently charged ritual to allow her bright attendant to inspire her allies, as per the inspire courage bardic music effect.  The radius of the effect and the bonus granted depends on the strength of the discharged ritual, as shown in the following table.  The duration of the bonus is equal to the original duration of the ritual.
    Ritual Type  Radius  Bonus
    Minor20 feet+1
    Least30 feet+2
    Lesser40 feet+3
    Greater60 feet+4
    Advanced90 feet+5
  • Spell Resistance (Ex) -- If the redeemed is 7th level or higher, a bright attendant gains spell resistance equal to the redeemed's class level + 15.
« Last Edit: April 17, 2013, 01:43:43 PM by FireInTheSky »
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Offline sirpercival

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Re: Prestige Class: Redeemed
« Reply #1 on: December 03, 2011, 09:02:48 PM »
Redeemed Ritual List

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« Last Edit: August 16, 2012, 05:09:58 PM by sirpercival »
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.