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Thread: Ancestral Callers (D&D 3.5 edition Prestige Class)

  1. #1
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    Default Ancestral Callers (D&D 3.5 edition Prestige Class)

    Ancestral Callers:

    The Ancestral Callers are a group of barbarian mystics who channel the spirits of their ancestors in to themselves to perform deeds of great powers. They are often the war leaders of their tribes. They are widely known and feared for their battle prowess as well as their abilities of foresight.

    The Callers as they are known hail from various barbarian tribes. They are bloodthirsty and vicious in battle, caring little for anything other than glory. They live for the fight, and to further themselves in to the legends of their people. They believe that they are blessed and thus are extremely reckless and dangerous warriors.

    Barbarians are most commonly known to take this class, but any who have barbarian blood and a willingness to turn themselves over to the bloodthirsty spirits of their ancestors for the greater glory may take this class.

    Requirements:

    BAB +5
    Ability to Rage 2/day
    Power Attack, Cleave
    Knowledge: History 4 ranks

    Weapons and Armor: All simple and martial weapons, Medium and light armor, all shields except tower shields

    HD: D12

    Skills points: 4+ Int modifiers
    Class Skills: Climb, Craft, Handle Animal, Intimidate, Jump, Knowledge: History, Listen, Ride, Survival, Spot

    Level - Base Attack Bonus - Fort Save - Ref Save - Will Save
    1____________+1________________+2_________+0______ ___+0
    2____________+2________________+3_________+0______ ___+0
    3____________+3________________+4_________+1______ ___+1
    4____________+4________________+4_________+1______ ___+1
    5____________+5________________+4_________+1______ ___+1
    6____________+6/+1_____________+5_________+2_________+2
    7____________+7/+2_____________+5_________+2_________+2
    8____________+8/+3_____________+6_________+2_________+2
    9____________+9/+4_____________+6_________+3_________+3
    10___________+10/+5____________+7_________+3_________+3

    Special Abilities:

    1st….. Augury (as the Cleric spell)
    2nd…. Agility of the Elders
    3rd…. Deathwatch (as the Cleric Spell)
    4th…. Strength of the Elders
    5th…. Status (as the Cleric spell)
    6th…. Endurance of the Elders
    7th…. Speak with Dead (as the Cleric spell)
    8th…. Speed of the Spirits
    9th…. Divination (as the Cleric Spell)
    10th…Elder strike

    Augury: This ability is the same as the Cleric spell. The caller asks his ancestral spirits a question about some action that he wishes to take and they grace him with an answer. This ability is usable once per day per point of Wisdom bonus (minimum 1) and is used at the characters PrC level or caster level whichever is higher.

    Agility of the Elders: Once per day for 1 minute per PrC level, the character may call upon the agility of his ancestral spirits. He will gain an additional +2 to his dexterity score during this time.

    Deathwatch: This ability functions in all ways as the Cleric spell. The ancestral spirits of the caller grace him with the knowledge of his adversary’s health and status. This ability is usable once per day per point of Wisdom bonus (minimum 1) and is used at the characters PrC level or caster level whichever is higher.

    Strength of the Elders: Once per day for 1 minute per PrC level, the character may call upon the strength of his ancestral spirits. He will gain an additional +2 to his strength score during this time.

    Status: This ability functions in all ways as the Cleric spell. The ancestral spirits of the caller impart to him the knowledge of his companion’s health and status. This ability is usable once per day per point of Wisdom bonus (minimum 1) and is used at the characters PrC level or caster level whichever is higher.

    Endurance of the Elders: Once per day for 1 minute per PrC level, the character may call upon the endurance of his ancestral spirits. He will gain an additional +2 to his constitution score during this time.

    Speak with Dead: This ability functions in all ways as the Cleric spell. The caller’s ancestral spirits consult with the spirits of the dead to answer the questions of the caller. This ability is usable once per day per point of Wisdom bonus (minimum 1) and is used at the characters PrC level or caster level whichever is higher.

    Speed of the Spirits: The ancestral spirits bless the caller with the ability to move extremely fast. This ability is in all respects the same as a haste spell. This ability is usable once per day at the characters PrC level.

    Divination: This ability functions in all ways as the Cleric spell. The ancestral spirits of the caller will look in to the future and past to answer questions posed to them by the caller. This ability is usable once per day at the characters PrC level or caster level whichever is higher.

    Elder Strike: The Ancestral spirits grant the caller the ability to call forth all of theirs, as well as his anger, hatred, and rage in one concentrated burst. This ability functions as the paladins smite ability, except that it can be used against anyone or anything. It can be used once per day.
    Last edited by Shadowbranch1; 02-01-2011 at 01:50 PM.

  2. #2
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    Default

    Alrighty I'm assuming you'd like some discussion on this so I'll feel happy to do so.

    First of all the concept is neat and classical - the primitive warrior who calls the spirits of the dead for advice and aide.

    Now onto the mechanics....

    First of all - you might want to play with the saves a bit. I'd consider possibly going with mediocre Fort/Will rather then just Fort to play up the fact that this barbarian is a bit more thinky then most and his reach beyond the veil of death makes him more willful.

    The hit die you want to reduce to d10 or even D8 to differentiate from the barbarian but that would be testing.

    Alright now onto the class abilities after a bit of nit-picky things...

    Augury - The wording here is off. The correct way to word this would be (I think ) "Augury (sp): The Ancestral Caller can call upon his Ancestral Spirit to give him advice. Once per day per Wisdom Modifier (Minimum 1) he can cast Augury as a Spell Like Ability at a caster level equal to his class level or caster level whichever is higher." And I'd suggest getting rid of the caster level part as it doesn't really fit the class as the class doesn't add to caster level.

    Also - as this is a second level spell and Deathwatch is 1st this should be the 3rd level ability.

    Next up Agility of the Elders. You need a bonus type here as it currently doesn't say. Also the abilities here don't scale well. At level 6 a +2 bonus is fine but your abilities continue to be once per day and only a +2. Given these are the prime combat abilities they need something. There's a couple ways to deal with that - you can either increase times per day by level, or increase the bonus on a level basis. Also - the action type and ability type need to be listed. IS this a standard, free or wsift action? Depending that changes a lot. If all the Elders abilities are standard its actually quite horrid. If they are all free they can turn them on with Rage for 1 a day battle destroying. I'd suggest a Swift Action and they feel Super natural.

    As for how to fix it - I'd suggest something that's a bit different. Here's a first draft ( so it certainly has issues ! :P)

    Channel of the Elders (Su): At 2nd level as a swift action the Ancestral Caller may call upon the spirits to aide him and grant him power. This ability functions once per day plus one time for every other 4 levels (for a max of 3 times per day at 10th level) and lasts for 1/2 level + wisdom modifier rounds. Additionally when raging the spirits are led away and at the end of a round when raging the Channel of the Elders ability ends.

    At 2nd level he can grant himself a +2 Morale Bonus to Dexterity as the knowledge of the spirits lets him move with a slight amount of precognition letting him seemingly move faster then anyone could imagine.

    At 4th level he can channel the spirits in other ways granting himself a +2 Morale Bonus to any physical ability score as the spirits open their strength to him.

    At 6th level his command of the spirits further improves allowing him to grant himself a +2 Morale Bonus to any two ability scores. AT this point the spirits are willing to grant him glimpses of wisdom of other ages as well.

    At 8th Level the bonuses increase to +4.

    At 10th level his mastery of Rage and Spirits allows him to combine both into a truly deadly combination.

    Deathwatch - this should be the first level ability as its a lower level then Augury and basically the same changes.

    Status - With Deathwatch and at this point the spell is pretty outdated. To keep the spell levels for clerics going up sensibly - move Speak with Dead here.

    Divnation moves to 7th level (which is 11th level overall.)

    At 9th level add Commune to an Ancestor Spirit. Its a bit more restricted.

    I would change the spells to the following set up...

    Ancestors Knowledge (Sp): As the Ancestor Caller gains power he can call upon his Ancestors to aide him more and more. This is manifested in spell like abilities they give him the ability to cast calling upon them. He can cast the spells a total of 3 + Wisdom modifier (minimum of 1) per day (For example a 9th level Ancestor caller with 12 wisdom could cast Commune 4times per day, Divination 4times, 2 Divination and 2 Commune or any combination there of.) All spells are cast as the Cleric spell of the same name aside from as noted with a caster level equal to his class level. Any saves are Wisdom based. He

    At first level he can cast Deathwatch his ancestors pointing those who are close to joining them.

    At third level the spirits are able to grant him more aide allowing him to cast Augury.

    At fifth level his Ancestors can bring the departed to aide him and speak to him as Speak with Dead.

    At 7th level the ancestors can interfere a bit more directly though their advice must still be cryptic and occasionally malicious ancestors interfere. He can cast Divination. Additionally he can cast Augury without the material component.

    At 9th level his Ancestors are willing to take great risks to aide him. He can cast Commune asking his Ancestor Spirits instead of a Deity.

    At 10th level he can cast Divination without the material component as the need to offer trinkets to the spirits is beyond him.


    I would cut the smite cap stone as the ability to combine Rage/Channel is very powerful and is the capstone.

    What do you think (and any other opinions of course)
    Last edited by coboney; 02-01-2011 at 04:50 PM.
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