Converting 3.0 Ravenloft Prestige Classes to 3.5

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JinnTolser
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Post by JinnTolser »

Sadly, no more trouble than my own players tend to get themselves into... :roll:
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Post by Stygian Inquirer »

The Giamarga wrote:I have a question regarding 3.5 conversion. How would you convert a requirement of Scry 8 ranks?
I would maybe say "character must be able to cast scry" instead. I don't know what everyone else thinks...
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Post by The Giamarga »

Scry is 4th level. To have 8 ranks in a skill you need only be 5th level.
Was there a scrying-like spell of lower level? Or another(perhaps mundane) use of the scry skill?
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Post by The Pickled Punk »

Just dump the scry requirement, or replace it with ranks in Knowledge (arcana). The scry spell no longer requires a skill, instead the victim of scry gets a saving throw, with modifiers based on how far awy, etc.
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The Nightlord

Post by The Pickled Punk »

Since there may be a demand for it, here is my update of the Nightlord.

Nightlord

Hit Dice: d10

Requirements:
Alignment: Any evil

Base Attack Bonus: +5

Skills: Knowledge (the planes) 4 ranks, Ride 6 ranks

Feats: Mounted Combat, Trample

Special: The character must have a Darklord patron accept her into his service.

Class Skills: Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis)

Skill Points at each level: 2 + Int Modifier

Class Features:

Weapon and Armor Proficiency: A nightlord is proficient in all simple and martial weapons, plus all types of armor and shields.

Spells: Begining at 1st level a Nightlord gains the ability to cast divine spells. She can prepare any spell on the Nightlord spell list, provided she can cast spells of that level. To cast a particular spell a nightlord must have a Wisdom score of at least 10 + the spell's level. The character gains bonus spells based on the character's Wisdom score. When the spells per day has a number of 0, the nightlord only gets bonus spells for a high Wisdom score. The DC for saving throws against the Nightlord's spells is 10 + the spell's level + the Nightlord's Wisdom modifier. A Nightlord must prepare spells in advance.

Proxy of the Unclean: A Nightlord is an extension of her Darklord patron. As such, her powers flow from the bond between the Darklord and his domain. Should the Nightlord leave the Darklord's domain, she loses all supernatural class features except her Phooka Mount. The class features return the instant the Nightlord reenters the Darklord's domain.

Sense Sinkholes of Evil (Su): A Nightlord can sense all sinkholes of evil within her Darklord's Domain, and can tell what rank the sinkhole is. See the RLPHB and RLDMG for more details on sinkholes of evil.

Dread Blessing (Su): At 2nd level a Nightlord adds her Wisdom bonus as a bonus on all saving throws. This doubles the Wisdom bonus she adds to her Will save.

Smite Virtue (Su): Once per day a Nightlord of 2nd level may attempt to smite a virtuous character, as defined in Heroes of Light (Innocent, Blessed, Moral or Penitent). She adds her Wisdom bonus to her attack roll, and adds her class levels to her damage roll. If the Nightlord attempts to smite a character who is not virtuous, the smite attempt has no affect and it is used up for the day.

Rebuke Undead (Su): At 3rd level a Nightlord may attempt to rebuke undead as a cleric two levels lower than his class level. Add any other classes that grant the ability to rebuke undead to her Nightlord levels to determine the total ability to rebuke undead.

Frightening Aura (Su): When a Nightlord reaches 4th level, she takes on a supernaturally frightening presence. Any enemy within 10 feet of the Nightlord must make a Will save (DC 10 + Nightlord's class levels) or suffer the effects of a failed fear save.

Desensitized (Ex): At 4th level a Nightlord's heart becomes cold, and humanoid virtues are snuffed out of her soul. The Nightlord no longer needs to make fear or horror saves, but takes a -4 penalty on Madness saves.

Horrifying Designs (Su): At 5th level a Nightlord's features become permantly twisted. Add + 1 to her Base Outcast Rating. Furthermore, by performing a ritual she may force all enemies within 10' to make a horror save (DC 10 + the Nightlord's class level). This ability takes a full round action to complete. Using this ability calls for a 5% Dark Powers check.

Phooka Mount (Su): At 5th level a Nightlord recieves a Phooka mount as a gift from her Darklord patron. The Phooka obeys all commands of the Nightlord, and can leave the domain of the Nightlord's Darklord patron. Should anyone but the Nightlord attempt to ride the Phooka, it immediately rides to the nearest large body of water and attempts to drown the rider. Note that some Darklords grant their Nightlords different mounts than a Phooka. For example, Adam provides his nightlords half-flesh golem heavy warhorses, and Diamabel gives his Nightlords Dread Nightmares.

Nightlord Spell List:
1st: Bane, cause fear, detect undead, expeditious retreat, inflict light wounds, magic weapon, mount

2nd: Bear's Endurance, Bull's Strength, chill touch, darkness, darkvision, death knell, desecrate, ghoul touch, inflict moderate wounds, owl's wisdom, ray of enfeeblement, scare

3rd: Animate Dead, bestow curse, contagion, deeper darkness, fear, inflict serious wounds, keen edge, speak with dead, vampiric touch

Fallen Paladin Nightlords: Fallen paladins are eagerly sought out by Darklords to serve them. They gain the following features dependant on their ex-paladin level:

1-2: Smite virtue 1/day

3-4: Lay on Hands: The Nightlord may cure her wounds or those of her Phooka mount equal to her Cha bonus + class level in hps.

5-6: Smite Vurtue 1/day

7-8: Greater rebuking: add the Nightlord's ex-paladin levels to her Nightlord levels to determine her levels of rebuking undead.

9-10: Undead Companion: The Nightlord gains a human warrior skeleton or zombie (see the Monster Manual) which serves her, and cannot be turned or rebuked.

11+: Favored of the Unclean Ones: The fallen paladin may trade in 1 level of ex-paladin to gain 1 level of Nightlord in return. For example a 15 level ex-paladin could become a 10th level ex-paladin/5th level Nightlord. The Fallen paladin's extra abilities are then based on how many levels of ex-paladin remain. Smite Virtue 1/day.
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The Scourge

Post by The Pickled Punk »

Hi, I'm back, with a 3.5 update for the Scourge. I decided to make the Scourge a 10 level PrC.

Scourge

Hit Dice: d8

requirements:

Alignment: Any non-good

BAB: +4

Skills: Heal 4 ranks, intimidate 4 ranks

Feats: Endurance, Improved Unarmed Strike, Iron Will, Jaded

Special: Another Scourge must consider the character worthyof training. The prospective Scourge must endure hours of torture without breaking (Will save, DC 20).

Class Skills:
Bluff (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Use Rope (Dex)

Class Features

Weapon and Armor Proficiency: Scourges are proficient in all simple weapons, the cat-o-nine-tails, the poker, and the whip. They gain no proficiency in armor or shields.

Spells: At 1st level a scourge gains the ability to cast arcane spells. To cast a spell, a Scourge must have a Charisma score of 10 + spell level. The Scourge gains bonus spells based on Charisma, and the save DC for her spells are 10 + spell level + Charisma modifier. A Scourge need not prepare spells in advance. When the spells per day lists "0", the Scourge only gains bonus spells of that level.

Pinpoint Agony (Ex): A Scourge studies pressure points in the humanoid body. When she makes a successful critical hit against a humanoid creature with an unarmed strike, the opponent is stunned for one round.

Detect Thoughts (Sp): At 2nd level a Scourge may cast detect thoughts, as a spell-like ability, as a sorceror of the Scourge's level, 3 times per day. The save DC to resist increases by +1 at 5th and 8th level.

Mask of the Torturer (Ex): At 3rd level a Scourge gains a +2 bonus to Bluff and Intimidate. In addition, any uses of Sense Motive against the Scourge have a -2 penalty. The bonus/penalty increases to +4/-4 at 7th level.

Hands of Death (Ex): At 6th level, once per day a Scourge may make a death attack with an unarmed strike, as the assassin ability. At 10th level the number of times per day increases to 2.

Scourge Spell List:

1st: Acid Splash, Animate Rope, Cause Fear, Chill Touch, Comprehend Languages, detect magic, Detect Poison, flare, Resistance, Touch of Fatigue

2nd: Bear's Endurance, Bull's Strength, Detect Thoughts, Eagle's Splendor, ray of enfeeblement, Shocking Grasp, Sleep, True Strike, Unseen Servant

3rd: Blindness/Deafness, Deep Slumber, Ghoul Touch, Hold Person, Tasha's Hideous Laughter

4th: Bestow Curse, Contagion, Dispel Magic, Fear, Poison, Ray of Exhaustion, Tongues, Vampiric Touch

Spells Known:

1st 2nd 3rd 4th
1 2 -- -- --
2 2 -- -- --
3 2 1 -- --
4 3 1 -- --
5 3 1 1 --
6 3 2 1 --
7 4 2 1 1
8 4 2 2 1
9 4 3 2 1
10 5 3 2 2


Lvl BAB Fort Ref Will Special Spells Per Day
1st 2nd 3rd 4th
1 +0 +2 +0 +0 Pinpoint Agony 0 -- -- --
2 +1 +3 +0 +0 Detect Thoughts 1 -- -- --
3/day
3 +2 +3 +1 +1 Mask of the 1 0 -- --
Torturer +2/-2
4 +3 +4 +1 +1 1 1 -- --
5 +3 +4 +1 +1 Detect Thoughts 2 1 0 --
+1 DC
6 +4 +5 +2 +2 Heands of Death 2 1 1 --
1/day
7 +5 +5 +2 +2 Mask of the 2 2 1 0
Torturer +4/-4
8 +6 +6 +2 +2 Detect Thoughts 3 2 1 1
+1 DC
9 +6 +6 +3 +3 3 2 2 1
10 +7 +7 +3 +3 Hands of Death 3 3 2 1
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Post by The Giamarga »

This thread needs to be stickied IMHO.
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Post by Joël of the FoS »

I was planning to add it soon in the DM vault!

So many things to do, so little time :)

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Post by The Giamarga »

So Pickled Punk, any chance of some more converisons? Solitary Outcast for example..
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Post by cure »

Moon Bane perhaps?
The cure for what ails you
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Post by HuManBing »

This was taken from another thread about the "Shield of Ezra" special power for the cleric of Ezra.

The Lawful Good version gave a 3.0 ed. DR of 25 against metal (unless it was magical).

I asked for a suggested 3.5 update and Joel suggested this:

10/non-metal
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Post by tec-goblin »

The Pickled Punk wrote: That's a good idea. Lament for the Fallen should require 5 levels of bard and 1 level of dirgist. Graveyard Sonata should require 5 levels of bard and 4 levels of dirgist. Crescendo of Blood should require 5 levels of bard and 7 levels of dirgist. Requiem should require 5 levels of bard and 10 levels of dirgist.
I could do without the bard level requirements. A Dirgist level requirement is enough. There's no point in penalizing the bard 3/rogue 2/dirgist 4 for example. He already have lost some bardic music power, but he has paid in full his dirgist levels and should gain 2 dirgist songs.

That's the way virtuoso was handled in 3.5
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Post by tec-goblin »

The Pickled Punk wrote:Just dump the scry requirement, or replace it with ranks in Knowledge (arcana). The scry spell no longer requires a skill, instead the victim of scry gets a saving throw, with modifiers based on how far awy, etc.
It could require also some divinations spells of level 3 for example.
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Re: Anchorite Wanderer

Post by Mortavius »

The Pickled Punk wrote:Anchorite Wanderer
Change Requirements to read:
Spells per day: When Anchorite Wanderers advance a level he gain spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class.
I would make a note to insert "divine" in there, to signify that the increase in spellcasting ability cannot be applied to arcane spells.
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Re: Blessed Paladin

Post by Mortavius »

The Pickled Punk wrote:Blessed Paladin
Class Features:
The mount can not be summoned or dismissed. (By the way, how does that work in Ravenloft, since the RLPHB doesn't mention that ability. Anyone? Beuller? Beuller?)
Spells per day: When a blessed paladin advances a level she gains spells as if she had gained a level in a spellcasting class she belonged to before adding the prestige class.
Last Stand: Just to clarify, this ability sends a summons to the Darklord, it does not teleport the DL to the spot the Blessed Paladin chose. Therefore the Darklord has plenty of time to prepare, send minions, or in Azalin's case, just cast meteor swarm on the place.
I've always felt that the Paladin's mount gains the Mists subtype in Ravenloft and is still summoned and dismissed, but in a more "sinister" fashion than a normal world. Appearing out of a bank of mists and such.

I'd add "divine" to the spellcasting blurb above, just like with the Anchorite Wanderer.

As well, for Last Stand, I've always had the house rule that a Blessed Paladin has to know the true name of the Darklord he is "calling out." Many Darklords thrive from working in the shadows, and this ability as written defeats that advantage. As long as the Paladin does the research and calls out the real Darklord, the ability works as stated.
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