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| Narris11-19-07, 07:06 AM | This is a rough draft and will be updated over time. Please critique so I can consider changes. AMBASSADOR The fastest path into this prestige class is from the bard class, though other paths are conceivable. Requirements To qualify to become an Ambassador, a character must fulfill the following criteria. Skills: Diplomacy 6 ranks, Knowledge (nobility and royalty) 6 ranks, Knowledge (religion) 6 ranks. Allegiance: An Ambassador must pledge her primary allegiance to a faction, nation, or empire and remain a dutiful servant of this body; if the Ambassador breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below). Class Information The following information pertains to the Ambassador prestige class. Hit Die The Ambassador gains 1d6 hit points per level. The character’s Constitution modifier applies. Action Points The Ambassador gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class. Class Skills The Ambassador’s class skills are as follows. Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (local, nobility and royalty, history, religion) (Int), Profession (Wis), Sense Motive (Wis), and Speak Language (none). Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans). Table: The Ambassador Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Courtiers 1st +0 +0 +0 +2 Diplomatic immunity 1 2nd +1 +0 +0 +3 Open arms 1 3rd +2 +1 +1 +3 Bonus feat 1 4th +3 +1 +1 +4 Information access +2 5th +3 +1 +1 +4 Stipend 2 6th +4 +2 +2 +5 Bonus feat 2 7th +5 +2 +2 +5 Restricted access 3 8th +6 +2 +2 +6 Stipend 3 9th +6 +3 +3 +6 Bonus feat 3 10th +7 +3 +3 +7 Appoint Courtiers 4 Class Features The following class features pertain to the Ambassador prestige class. Diplomatic Immunity Starting at 1st level, if the Ambassador is arrested for a crime, she can make a Diplomacy check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the Diplomacy check, and how authorities react if the Ambassador succeeds. See Table: Diplomatic Immunity for Diplomacy check DCs based on the severity of the crime. If one of the Ambassador’s courtiers (see the Appoint Courtiers class feature, below) is arrested for a crime and unable to secure her own release, the Ambassador may intercede on the courtier’s behalf. One may aid the other’s Diplomacy check. An Ambassador who routinely invokes the privilege of diplomatic immunity-either on her own behalf or to protect her appointed courtiers-is likely to be recalled or terminated by those she has sworn to represent. Table: Diplomatic Immunity Severity of Crime DC Effect of Successful Diplomacy Check Disturbing the peace 15 -2 penalty on subsequent Diplomacy checks in that area Possession of controlled substance, operating business without a license, assault without a deadly weapon 20 -5 penalty on subsequent Diplomacy a checks in that area Attempted bribery of a public official, robbery or theft, aiding and abetting a known criminal, assault with a deadly weapon, possession of a concealed weapon 25 -10 penalty on subsequent Diplomacy checks in the area Murder or manslaughter, fraud, smuggling, assault against a noble, trafficking in controlled substances 30 Deportation within 2d6 hours Conspiracy against the government, murder of a noble, destruction of public property 35 Detention pending the diplomatic action by character’s affiliated government Open Arms Beginning at 2nd level, the Ambassador is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Ambassador class level on all Diplomacy checks. Bonus Feats At 3rd, 6th, and 9th level, the Ambassador gets a bonus feat. The bonus feat must be selected from the following list, and the Ambassador must meet all the prerequisites of the feat to select it, except for Vow of Obedience. Dodge, Combat Expertise, Educated, Improved Initiative, Investigator, Negotiator, Vow of Obedience. Information Access Starting at 4th level, the Ambassador can make Gather Information checks without spending money, provided she is dealing with individuals or organizations that are helpful, friendly, indifferent, or unfriendly toward her or those she represents. Dealing with individuals or organizations that are hostile requires the Ambassador to spend money as usual when using the Gather Information skill. Stipend Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 5th level, and again at 8th level, the Ambassador gains a Profession(diplomat) bonus increase of +4. Restricted Access At 7th level, the Ambassador gains clearance to classified information from any source that recognizes her faction, organization, nation, or empire. She gains a +5 bonus on Decipher Script checks made to decipher documents and +5 on Forgery checks. Appoint Courtiers At 10th level, the Ambassador may appoint a number of individuals as courtiers as shown in the Courtiers column. These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Ambassador may revoke these privileges at any time and appoint a replacement courtier as she sees fit. It takes 1d4 hours for an Ambassador to invoke or revoke a courtier's privileges. |
| Narris11-19-07, 08:20 AM | DREADNOUGHT Requirements To qualify to become a Dreadnought, a character must fulfill the following criteria. Skill: Intimidate 6 ranks. Feats: Toughness, Improved Toughness. Class Information The following information pertains to the Dreadnought prestige class. Hit Die The Dreadnought gains 1d12 hit points per level. The character’s Constitution modifier applies. Action Points The Dreadnought gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class. Class Skills The Dreadnought’s class skills are as follows. Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Profession (Wis), Survival (Wis), Swim (Str), Tumble (Dex). Skill Points at Each Level: 3 + Int modifier (2 + Int modifier for nonhumans). Table: The Dreadnought Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +2 +0 +1 Fearless, stability, unhindered 2nd +1 +3 +0 +2 Ability surge (1/day), stampede 3rd +2 +3 +1 +2 Bonus feat 4th +3 +4 +1 +2 Master defender (+2) 5th +3 +4 +1 +3 Ability surge (2/day), knockdown 6th +4 +5 +2 +3 Bonus feat 7th +5 +5 +2 +4 Master defender (+4) 8th +6 +6 +2 +4 Ability surge (3/day), heavy artillery 9th +6 +6 +3 +4 Bonus feat 10th +7 +7 +3 +5 Master defender (+6) Class Features The following class features pertain to the Dreadnought prestige class. Fearless The Dreadnought is immune to fear effects. Stability The Dreadnought is incredibly sure-footed. She gains a +4 stability bonus on all rolls made to resist being tripped, overrun, knocked prone, or pushed back by a bull rush attack. Unhindered The Dreadnought treats any suit of armor worn as though its armor penalty is 2 better. Ability Surge At 2nd level, the Dreadnought can temporarily increase her Strength, but at a penalty to AC. At 5th and 8th level, she can use this ability more frequently. The Dreadnought gains a +8 morale bonus to Strength, but takes a -2 penalty to AC. Activating ability surge is a free action, and the surge lasts for a number of rounds equal to the Dreadnought’s class level. Following the ability surge, the Dreadnought is fatigued for as many rounds as she surged, but may negate this penalty as a free action by spending an action point. The Dreadnought may use the ability surge once per day at 2nd level, twice per day at 5th level, and three times per day at 8th level. Stampede Starting at 2nd level, the Dreadnought does not need to move before making an overrun attempt against an opponent. She also gains a +2 bonus on any trip attack made against an opponent who blocks her overrun attempt. Bonus Feats At 3rd, 6th, and 9th level, the Dreadnought gets a bonus feat. The bonus feat must be selected from the following list, and the Dreadnought must meet all the prerequisites of the feat to select it. Action Boost, Exotic Weapon Proficiency(any crossbow), Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Athletic, Cleave, Combat Expertise, Combat Reflexes, Endurance, Great Cleave, Improved Bull Rush, Improved Unarmed Strike, Improved Grapple, Improved Disarm, Improved Trip, Improved Two-Weapon Fighting, Mobility, Persuasive, Power Attack, Rapid Reload, Run, Spring Attack, Stunning Fist, Improved Sunder, Two-Weapon Fighting. Master Defender Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +2 bonus to AC (in addition to the dodge bonus to AC gained while fighting defensively or engaged in total defense). The Dreadnought must be wearing medium or heavy armor to gain this bonus. The bonus increases to +4 at 7th level and +6 and 10th level. Knockdown At 5th level and beyond, whenever the Dreadnought is allowed to apply her Strength modifier to damage, she forces the target of her successful attack to make a Fortitude save (DC = damage dealt) or be knocked prone by the force of the blow. Heavy Artillery Beginning at 8th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them in one hand and if they are considered light weapons. |
| Narris11-19-07, 09:38 AM | EXPLORER Requirements To qualify to become an Explorer, a character must fulfill the following criteria. Skills: Knowledge (geography) 6 ranks, Knowledge (nature) 6 ranks, Knowledge (arcana, history, or religion) 4 ranks, Search 4 ranks, Survival 6 ranks. Class Information The following information pertains to the Explorer prestige class. Hit Die The Explorer gains 1d8 hit points per level. The character’s Constitution modifier applies. Action Points The Explorer gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class. Class Skills The Explorer’s class skills are as follows. Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Disable Device (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (arcana, geography, history, nature, religion) (Int), Listen (Wis), Ride ( Dex) , Search ( Int) , Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str). Skill Points at Each Level: 7 + Int modifier (6 + Int modifier for nonhumans). Table: The Explorer Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +1 +1 +1 Explorer lore, survivalist 2nd +1 +2 +2 +2 Resolve, skilled searcher 3rd +2 +2 +2 +2 Bonus feat 4th +3 +2 +2 +2 Trap sense (+1) 5th +3 +3 +3 +3 Extra step 6th +4 +3 +3 +3 Bonus feat 7th +5 +4 +4 +4 Trap sense (+2) 8th +6 +4 +4 +4 evasion 9th +6 +4 +4 +4 Bonus feat 10th +7 +5 +5 +5 Extra step, trap sense (+3) Class Features The following class features pertain to the Explorer prestige class. Explorer Lore An Explorer picks up stray and obscure facts during her adventures. She may make a special Explorer lore check with a bonus equal to her Explorer class level + her Intelligence modifier to see whether or not she knows some relevant knowledge about notable people, legendary items, or noteworthy places. If the Explorer has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check. She may take 10 but cannot take 20 on this check. An Explorer lore check does not reveal the powers of a magic or psionic item but may give some hint as to its general function; an Explorer may not take 10 or take 20 on this check. Table: Explorer Lore DC Type of Knowledge Examples 10 Common, known by at least a substantial minority of the local population. A local nobel’s hobbies and interests; common legends or rumors about a powerful place of mystery. 20 Uncommon but available, known by only a few people in the area. The location of an known but uncharted land; legends or rumors about a powerful psionic artifact. 25 Obscure, known by few, hard to come by. The customs of another race; the true homeland of an ancient royal dynasty. 30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the knowledge’s significance. The most likely location of a long-lost tomb; the history of a powerful artifact and its creator; the likely location of a fabled but as-yet-undiscovered land. Survivalist At 1st level, the Explorer gains the bonus feats Self-Sufficient and Track. Resolve Beginning at 2nd level, an Explorer gains a morale bonus equal to one-half her Explorer class level (rounded down) on saving throws to resist fear effects and Intimidate checks. Skilled Searcher When actively searching for secret doors or traps, an Explorer of 2nd level or higher gains a bonus on her Search checks equal to one-half her Explorer class level (rounded down). Bonus Feats At 3rd, 6th, and 9th level, the Explorer gets a bonus feat. The bonus feat must be selected from the following list, and the Explorer must meet all the prerequisites of the feat to select it. Action Boost, Agile, Deft Hands, Dodge, Educated, Endurance, Exotic Weapon Proficiency, Improved Two-Weapon Fighting, Improved Unarmed Strike, Mobility, Negotiator, Nimble Fingers, Stunning Fist, Track, Two-Weapon Fighting. Trap Sense At 4th level, an Explorer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 at 7th level and +3 at 10th level. Extra Step An Explorer of 5th level or higher can spend an action point to take an extra 5-foot step during her turn, as a free action. This extra 5-foot step does not provoke attacks of opportunity. At 10th level, the Explorer can take the extra 5-foot step without spending an action point. Evasion If an Explorer of 8th level or higher is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Explorer suffers no damage if she makes a successful saving throw. If the Explorer already has evasion, she gains improved evasion instead. Improved evasion works similar to evasion, except the Explorer suffers only half damage on a failed saving throw. |
| Narris11-19-07, 10:03 AM | SWINDLER Requirements To qualify to become a Swindler, a character must fulfill the following criteria. Skills: Bluff 6 ranks, Disguise 4 ranks. Class Information The following information pertains to the Swindler prestige class. Hit Die The Swindler gains 1d6 hit points per level. The character’s Constitution modifier applies. Action Points The Swindler gains a number of action points equal to 7 + one-half his character level, rounded down, every time he attains a new level in this class. (The Swindler’s ability to manipulate probability entitles him to a higher number of action points per class level than other prestige classes.) Class Skills The Swindler’s class skills are as follows. Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Knowledge (local, nobility and royalty, history, religion) (Int), Perform (act) (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Tumble (Dex). Skill Points at Each Level: 7 + Int modifier (6 + Int modifier for nonhumans). Table: The Swindler Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +0 +1 +2 Cheat fate 2nd +1 +0 +2 +3 Thousand faces 3rd +2 +1 +2 +3 Bonus feat 4th +3 +1 +2 +4 Fortune’s favor (+2) 5th +3 +1 +3 +4 Warp probability (30 ft.) +1 6th +4 +2 +3 +5 Bonus feat 7th +5 +2 +4 +5 Fortune’s favor (+4) 8th +6 +2 +4 +6 Warp probability (60 ft.) 9th +6 +3 +4 +6 Bonus feat 10th +7 +3 +5 +7 Fortune’s favor (+6) Class Features The following class features pertain to the Swindler prestige class. Cheat Fate Fortune favors the Swindler. Once per day, he may reroll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the reroll, even if it’s worse than the original roll. Thousand Faces A Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes). Bonus Feats At 3rd, 6th, and 9th level, the Swindler gets a bonus feat. The bonus feat must be selected from the following list, and the Swindler must meet all the prerequisites of the feat to select it. Action Boost, Agile, Blind-Fight, Deceptive, Deflect Arrows, Deft Hands, Educated, Investigator, Negotiator, Persuasive. Fortune’s Favor Starting at 4th level, the Swindler learns to subtly manipulate the fortunes of his adversaries, making him harder to strike in combat. He can spend an action point to gain a +2 luck bonus to AC against all attacks for 1 round. The Swindler must use this ability on his turn, and the bonus lasts until just before the Swindler’s next turn. A Swindler uses this ability instead of Dodge on his turn. The luck bonus to AC increases to +4 at 7th level and +6 at 10th level. Warp Probability At 5th level, the Swindler can affect another creature’s attack roll, skill check, ability check, level check, or saving throw. As a free action during another creature’s turn, the Swindler can spend an action point to alter the target’s d20 roll result. The Swindler must be within 30 feet of the target, must be able to see the target, and must declare that he’s spending the action point before the the result of the target’s roll is revealed. The Swindler’s action-point die result counts either as a bonus or penalty to the target’s roll, at the Swindler’s discretion. At 8th level, the range of this ability increases to 60 feet. |
| Narris11-19-07, 12:24 PM | TRACER Requirements To qualify to become a Tracer, a character must fulfill the following criteria. Base Attack Bonus: +2. Skills: Gather Information 6 ranks, Knowledge (local) 6 ranks, Survival 6 ranks. Feat: Track. Class Information The following information pertains to the Tracer prestige class. Hit Die The Tracer gains 1d8 hit points per level. The character’s Constitution modifier applies. Action Points The Tracer gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class. Class Skills The Tracer’s class skills are as follows. Climb (Str), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local, nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str). Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans). Table: The Tracer Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +0 +2 +0 Favored enemy, Urban Tracking 2nd +2 +0 +3 +0 sneak attack +1d6 3rd +3 +1 +3 +1 Bonus feat 4th +4 +1 +4 +1 Uncanny stealth (full speed) 5th +5 +1 +4 +1 sneak attack +2d6 6th +6 +2 +5 +2 Bonus feat 7th +7 +2 +5 +2 Uncanny stealth (charge/run) 8th +8 +2 +6 +2 sneak attack +3d6 9th +9 +3 +6 +3 Bonus feat 10th +10 +3 +7 +3 Swift tracking Class Features The following class features pertain to the Tracer prestige class. Favored Enemy At 1st level, a Tracer selects a specific kind of creature his “favored enemy". The Tracer must have previously encountered the favored enemy to select it. An expert tracker, the Tracer gains a +2 bonus on Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks when using these skills against his favored enemy. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. As a free action, a Tracer may spend an action point to change his favored enemy. Urban Tracking At 1st level, a Tracer gains the bonus feat Urban Tracking. Sneak Attack At 2nd level, the Tracer becomes skilled at taking down unwary targets quickly. He deals +1d6 points of damage on successful melee and ranged weapon attacks made against a flat-footed opponent. This extra damage can be lethal or nonlethal, as determined by the choice of weapon and the manner in which it’s used. The extra damage increases to +2d6 at 5th level and +3d6 at 8th level. Bonus Feats At 3rd, 6th, and 9th level, the Tracer gets a bonus feat. The bonus feat must be selected from the following list, and the Tracer must meet all the prerequisites of the feat to select it. Alertness, Armor Proficiency (light), Armor Proficiency (medium), Athletic, Deflect Arrows, Far Shot, Improved Initiative, Investigator, Negotiator, Precise Shot, Shot on the Run, Stealthy. Uncanny Stealth Tracers learn to move quickly yet quietly. At 4th level, a Tracer no longer suffers the -5 penalty on Hide and Move Silently checks while moving at full speed. At 7th level, a Tracer suffers only a -10 penalty on Hide and Move Silently checks while running or charging (instead of the normal -20 penalty). Swift Tracking At 10th level, the Tracer can move a full speed without penalty when using the Survival skill to track. He can move at twice normal speed while tracking, but takes a -10 penalty on the check when doing so. |