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| Narris11-19-07, 10:20 PM | ARCANE ARRANGER A high Intelligence is useful for the Arcane Arranger, since knowledge is his province. Requirements To qualify to become an Arcane Arranger, a character must fulfill the following criteria. Skills: Diplomacy 6 ranks, Gather Information 6 ranks, any Knowledge (arcana, local) 6 ranks. Class Information The following information pertains to the Arcane Arranger prestige class. Hit Die Arcane Arrangers gain 1d6 hit points per level. The character’s Constitution modifier applies. Action Points Arcane Arrangers gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class. Class Skills The Arcane Arranger’s class skills are: Appraise, Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (arcane lore, local) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language (none). Skill Points at Each Level: 7 + Intelligence modifier. Table: The Arcane Arranger Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +0 +0 +1 Word on the street 2nd +1 +0 +0 +2 False allegiance 3rd +1 +1 +1 +2 Bonus feat 4th +2 +1 +1 +2 Shadow resources 5th +2 +1 +1 +3 Pack rat 6th +3 +2 +2 +3 Bonus feat 7th +3 +2 +2 +4 Expert in your field 8th +4 +2 +2 +4 Up my sleeve 9th +4 +3 +3 +4 Bonus feat 10th +5 +3 +3 +5 Up my sleeve Class Features The following features pertain to the Arcane Arranger prestige class. Word on the Street The Arcane Arranger filters information constantly and remembers everything. Through regular contacts, gossip, and other situations, he has a deep knowledge of everyday things. The Arcane Arranger can make a Gather Information check on general or specific information instantaneously, and spends only an hour making a Gather Information check for restricted information. Retries may be made under normal rules.Protected information still requires 1d4+1 hours for a check. False Alignment The Arcane Arranger fits in with whatever group he chooses to be with. At 2nd level, the Arcane Arranger can successfully emulate an alignment he knows about. He gains the +2 circumstance bonus on Charisma-based skills when dealing with an individual of the same alignment. The alignment and its bonus is considered in effect until a check is failed, at which point the false alignment is revealed. Supernatural and spell-like abilities that determine alignment are not affected by the Arcane Arranger’s false alignment ability. Bonus Feats At 3rd, 6th, and 9th level, the Arcane Arranger gets a bonus feat. The bonus feat must be selected from the following list, and the Arcane Arranger must meet all of the prerequisites for the feat to select it. Able Learner, Armor Proficiency (light), Combat Expertise, Diligent, Educated, Improved Disarm, Investigator, Negotiator, Skill Focus. Shadow Resources At 4th level, the Arcane Arranger is well-enough ingrained into the social system to be able to get the names of individuals with particular abilities and talents. Make a level check, adding all Arcane Arranger levels and any levels of bard. The difficulty of this task is based on how common the required abilities are: Common Skill (Ride, Heal) DC 10 Uncommon Skill (subgroups of other skills such as Knowledge (arcana) or Craft (stonemasonry)) DC 15 Rare Skill (skills available for a particular class-Spellcraft, Psicraft, Use Magic Device) DC 20 Specific Feat DC 20 Class Feature (spellcasting, turn undead, psionics) DC 20 Specific Combination of Skills, Feats, and Abilities (someone with the ability to cast the augury spell) DC 25 Finding someone willing to perform activities secretly or illegally DC +5 Finding someone with a specific level of ability Add desired ranks to DC A successful check indicates that the individual is available, and the Arcane Arranger knows about him. It does not guarantee the character contacted will be willing to perform the requested service-the party requesting the service must still negotiate for that person’s services. An unsuccessful check means that no such individual is immediately known or available to the Arcane Arranger. This does not negate trying again for a different skill, nor from trying to locate a skill resource through more traditional methods. The resource the Arcane Arranger knows about will have total ranks in the needed skill of at least the Arcane Arranger’s total character level +3. Pack Rat At 5th level, the Arcane Arranger is considered to have considerable material resources either at hand or easily and cheaply acquired. When making a Gather Information check to determine if a particular item is “at hand,” add the Arcane Arranger class levels as a circumstance bonus. The Arcane Arranger receives the same bonus on Appraise and Diplomacy checks to affect price. Expert in Your Field At 7th level, the Arcane Arranger is considered a master of connections, such that his reputation precedes him in his dealings with others. The Arcane Arranger gains a circumstance bonus equal to 1/3 his level(rounded up), when making skill checks that are directly involved with Gather Information and Diplomacy skills. Up My Sleeve At 8th level, the Arcane Arranger gains the supernatural ability to pull a specific item out of thin air. As a move action, the Arcane Arranger may cause any item currently in his possession (with a size no greater than Small) to disappear into an extra-dimensional space. The item becomes impossible to detect by any means, however detect magical aura spells will reveal a moderate magical aura around the hand that last held the item. As a move action, the Arcane Arranger can cause the item to reappear in his hand. The Arcane Arranger may only hide one item at a time in this fashion. At 10th level, the Arcane Arranger may use this ability to hide a single object of up to Large size or up to three objects of up to Small size (each of which may be retrieved individually). |
| Narris11-19-07, 11:50 PM | WEAPONSMASTER Requirements To qualify to become a Weaponsmaster, a character must fulfill the following criteria. Base Attack Bonus: +3. Skills: Knowledge (history) 4 ranks. Feats: Martial Weapon Proficiency, Weapon Focus. Class Information The following information pertains to the Weaponsmaster prestige class. Hit Die Weaponsmasters gain 1d10 hit points per level. The character’s Constitution modifier applies. Action Points Weaponsmasters gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class. Class Skills The Weaponsmaster’s class skills are as follows: Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (history, religion), Profession (Wis), Ride (Dex), and Swim (Str). Skill Points at Each Level: 3 + Intelligence modifier. Table:The Weaponsmaster Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +2 +0 +0 Weapon specialization 2nd +1 +3 +0 +0 Imbue weapon +1 3rd +2 +3 +1 +1 Bonus feat 4th +3 +4 +1 +1 Quick weapon draw 5th +3 +4 +1 +1 Expert in your field 6th +4 +5 +2 +2 Bonus feat 7th +5 +5 +2 +2 Weapon stun 8th +6 +6 +2 +2 Imbue weapon +2 9th +6 +6 +3 +3 Bonus feat 10th +7 +7 +3 +3 Increased weapon critical Class Features The following features pertain to the Weaponsmaster prestige class. Weapon Specialization At 1st level, the Weaponsmaster gains the Weapon Specialization feat. She gains a +2 bonus on all damage rolls with a chosen archaic weapon. The Weaponsmaster must have weapon focus in that weapon in order to gain Weapon Specialization. Imbue Weapon At 2nd level, the Weaponsmaster may treat any weapon she wields and has Weapon Focus with as a +1 magic weapon for purposes of striking creatures with damage reduction. This does not grant the weapon a +1 bonus, but only allows it to circumvent damage reduction. At 8th level, the Weaponsmaster may treat any weapon she wields and has Weapon Specialization with as a +2 magic weapon for purposes of striking creatures with damage reduction. This does not grant the weapon a +2 bonus, but only allows it to circumvent damage reduction. Bonus Feats At 3rd, 6th, and 9th levels, the Weaponsmaster gets a bonus feat. The bonus feat must be selected from the following list, and the Weaponsmaster must meet all of the prerequisites for the feat to select it. Blind-Fight, Combat Expertise, Cleave, Combat Reflexes, Exotic Melee Weapon Proficiency, Far Shot, Great Cleave, Improved Bull Rush, Improved Disarm, Improved Sunder, Improved Trip, Improved Two-Weapon Fighting, Power Attack, Two-Weapon Fighting, Weapon Focus. Quick Weapon Draw At 4th level, the Weaponsmaster gains the ability to draw her weapon as a free action. This applies only to the weapons for which the Weaponsmaster has Weapon Specialization. Expert In Your Field At 5th level, the Weaponsmaster is considered to be a master of her particular weapon. Starting with 5th level, the Weaponsmaster gains a circumstance bonus equal to 1/3 her lever (rounded up), on skill checks that are directly involved with her knowledge and proficiency with the weapon. Such skills would include applicable Knowledge skills, as well as such social skills as Intimidate and Bluff. Weapon Stun At 7th level, the Weaponsmaster can use his or her weapon to deal nonlethal damage, without taking the -4 penalty on attack rolls. The Weaponsmaster must have Weapon Specialization in the weapon to use it in this fashion. Increased Weapon Critical The Weaponsmaster increases her threat range by one when using an weapon with which she has Weapons Specialization. A weapon that would threaten a critical on 20 would now do so on a 19 or 20, and one which threatens on a 19 or 20 would now do so on an 18 to 20. This ability works with other abilities that increase threat ranges. |
| Narris11-20-07, 12:46 AM | GLAMOURIST Requirements To qualify to become a Glamourist, a character must fulfill the following criteria. Skills: Bluff 6 ranks, Sense Motive 6 ranks. Class Information The following information pertains to the Glamourist prestige class. Hit Die Glamourists gain 1d6 hit points per level. The character’s Constitution modifier applies. Action Points Glamourists gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class. Class Skills The Glamourist’s class skills are as follows: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Decipher Script (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (local) (Int), Listen (Wis), Perform (act, sing) (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (none), Spot (Wis). Skill Points at Each Level: 5 + Intelligence modifier. Table:The Glamourist Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +0 +2 +0 Self-confidence 2nd +1 +0 +3 +0 Hidden motives 3rd +1 +1 +3 +1 Bonus feat 4th +2 +1 +4 +1 Hidden alignment 5th +2 +1 +4 +1 Audience 6th +3 +2 +5 +2 Bonus feat 7th +3 +2 +5 +2 Daze 8th +4 +2 +6 +2 Utterly convincing 9th +4 +3 +6 +3 Bonus feat 10th +5 +3 +7 +3 Charm person Class Features The following features pertain to the Glamourist prestige class. Self-Confidence The Glamourist gains a bonus equal to her Glamourist levels for any Charisma-based skills are used and for any spell or ability that uses Charisma. Hidden Motives At 2nd level, the Glamourist increases her ability to hide her motives and intentions. She gains a circumstance bonus equal to her Glamourist levels when using Bluff against a Sense Motive skill. In addition, the DC for Bluff checks against her is increased by her levels of Glamourist. Bonus Feats At 3rd, 6th, and 9th level, the Glamourist gets a bonus feat. The bonus feat must be selected from the following list, and the Glamourist must meet all of the prerequisites for the feat to select it. Alertness, Deceptive, Improved Initiative, Investigator, Iron Will, Negotiator, Persuasive, Skill Focus. Hidden Alignment At 4th level, the Glamourist gains the supernatural ability to suppress her loyalties, even from spells and abilities. In cases where such divinations are made, the Glamourist gains a Will save (DC 15 + the character level of the individual making the attempt) to negate the attempt. Negated attempts reveal either no alignment or a lack of the sought-for alignment, as applicable for the ability or spell. Audience At 5th level, the Glamourist may extend any bardic abilities to a number of targets equal to her total of bard and Glamourist levels. Individual targets are otherwise affected as described under the bard class. Daze At 7th level, the Glamourist gains the spell-like ability to daze an individual of her choice. This ability may be used once per day, and functions identically to the daze psionic power. Utterly Convincing At 8th level, the Glamourist is a master at convincing people. Whenever the Glamourist spends an action point to improve some Charisma-based skill checks (see below), she adds an additional 1d6 to the result. The skills that utterly convincing applies to are: Bluff, Diplomacy, Disguise, Gather Information, Intimidate, and Perform. Charm Person At 10th level, the Glamourist gains the spell-like ability to charm person once per day. This ability functions identically to the charm person psionic ability. |
| Narris11-20-07, 01:48 AM | MYSTIC A high Charisma score is necessary to ensure the ability to cast spells. Requirements To qualify to become an Mystic, a character must fulfill the following criteria. Skills: Diplomacy 6 ranks, Knowledge (religion) 6 ranks, Listen 6 ranks. Allegiance: At the time that the character receives her first level in the Mystic advanced class, she must select an allegiance to a faith, concept, tradition or alignment. The Mystic may choose positive (good) or negative (evil) energy as an allegiance, but is not required to. Class Information The following information pertains to the Mystic prestige class. Hit Die Mystics gain 1d6 hit points per level. The character’s Constitution modifier applies. Action Points Mystics gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class. Class Skills The Mystic’s class skills are as follows: Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (geography, local, nature, religion) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha). Skill Points at Each Level: 5 + Intelligence modifier. Table: The Mystic Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +2 +1 +1 Arcane skills, divine spells 2nd +1 +3 +2 +2 Turn undead, divine spells 3rd +1 +3 +2 +2 Bonus feat, divine spells 4th +2 +4 +2 +2 Combat casting, divine spells 5th +2 +4 +3 +3 Brew potion, divine spells 6th +3 +5 +3 +3 Bonus feat, divine spells 7th +3 +5 +4 +4 Discern lie, divine spells 8th +4 +6 +4 +4 Turn humans, divine spells 9th +4 +6 +4 +4 Bonus feat, divine spells 10th +5 +7 +5 +5 Empower spell, divine spells Class Features The following features pertain to the Mystic prestige class. Arcane Skills At 1st level, the Mystic gains the ability to use Craft (alchemy). Divine Spells The Mystic casts divine spells like Adepts. A Mystic’s selection of spells is extremely limited. The Mystic begins play knowing four 0-level spells (called orisons) and two 1st-level spells. At each level, the mystic gains one or more new spells as indicated below). These spells can be common spells chosen from the Mystic’s spell list or they can be unusual spells of the Mystic’s own devising. The Mystic is limited to casting a certain number of spells of each level per day, but need not prepare those spells in advance. The number of spells that may be cast per day may be increased by sufficiently high Charisma scores. A Mystic may use a higher-level slot to cast a lower-level spell. The Mystic may spend an action point to “trade out” a known spell (losing it entirely) in exchange for another; in this fashion the Mystic is not penalized for filling all the slots of their known spells list. Mystics do not have “cure” or “inflict” spells in their spell lists. The Difficulty Class for a saving throw against the Mystic’s spell is 10 + the spell’s level + the Mystic’s Wisdom modifier. The Mystic doesn’t acquire her spells from books or scrolls, nor does she prepare them through study. Instead, she meditates or prays for her spells, receiving them through her own strength of faith or as divine inspiration. The Mystic must spend one hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on the Mystic’s spell preparation. In addition, the Mystic receives bonus spells based on her Wisdom score, as shown on the chart below. Spell List: Mystics use the same spell list as Adepts except that Mystics may not use the spells listed below. 0-level: Cure minor wounds 1st-level: Cure light wounds 2nd-level: Cure moderate wounds 3rd-level: Cure serious wounds 4th-level: Cure critical wounds 5th-level: Heal, raise dead Cha Score -Bonus Spells by Spell Level- 1 2 3 4 5 12-13 1 - - - - 14-15 1 1 - - - 16-17 1 1 1 - - 18-19 1 1 1 1 - 20-21 2 1 1 1 1 22-23 2 2 1 1 1 Mystic Level -Spells per Day by Spell Level- 0 1 2 3 4 5 1 3 2 - - - - 2 4 3 - - - - 3 4 3 2 - - - 4 5 4 3 - - - 5 5 4 3 2 - - 6 5 4 4 3 - - 7 6 5 4 3 2 - 8 6 5 4 4 3 - 9 6 5 5 4 3 2 10 6 5 5 4 4 3 Mystic Level -Mystic Spells Known- 0 1 2 3 4 5 1 4 2 - - - - 2 5 2 - - - - 3 5 3 1 - - - 4 6 3 2 - - - 5 6 4 2 1 - - 6 7 4 3 2 - - 7 7 5 3 2 1 - 8 8 5 4 3 2 - 9 8 5 4 3 2 1 10 9 5 5 4 3 2 Turn or Rebuke Undead Starting at 2nd level, the Mystic gains the supernatural ability to affect the undead, such as zombies, skeletons, ghosts, and vampires in a manner similar to a cleric. However, the Mystic’s alignment does not effect the type of effects she has on the undead. Furthermore, the Mystic affects undead as if she were a cleric of one level lower than her current Mystic class. A Mystic may turn, rebuke, command or bolster the undead. She may destroy the undead if of sufficient levels. She cannot dispel the turning of a cleric. Bonus Feats At 3rd, 6th, and 9th level, the Mystic gets a bonus feat. The bonus feat must be selected from the following list, and the Mystic must meet all of the prerequisites for the feat to select it. Alertness, Armor Proficiency (light), Dodge, Educated, Empower Turning, Greater Spell Focus, Greater Spell Penetration, Improved Turning, Investigator, Martial Weapon Proficiency, Negotiator, Simple Weapon Proficiency, Skill Focus, Spell Focus, Spell Penetration. The Mystic may also take any metamagic feats as bonus feats. Combat Casting At 4th level, the Mystic becomes adept at casting spells during combat. She gets a +4 bonus to Concentration checks made to cast a spell while on the defensive. Brew Potion At 5th level, the Mystic can create potions, which carry spells within themselves. The Mystic can create a potion of any spell of 3rd level or lower that she knows. The spell must target a character or characters. Brewing a potion takes one day. When the Mystic creates a potion, she sets the caster level. The caster level must be sufficient to cast the spell in question and no higher than the Mystic’s own level. The purchase DC of the raw material to brew a potion is 15 + the potion’s spell level + the potion’s caster level. The Mystic must also spend experience points to brew a potion. The XP cost is equal to the spell level x the caster level x the purchase DC of the raw materials. Finally, the Mystic makes a Craft (alchemy) skill check. The DC for the check is 10 + the spell level + the caster level. If the check fails, the raw materials are used up but the XP are not spent. The Mystic can try again the next day. When the Mystic creates a potion, she makes any choices that she would normally make when casting the spell. Whoever drinks the potion is the target of the spell. Any potion that stores a spell with a costly material component or an experience point cost also carries a commensurate cost. In addition to the raw materials cost, the Mystic must expend the material component or pay the XP cost when creating the potion. Discern Lie The Mystic develops the ability to gauge whether another character is telling the truth by reading facial expressions and interpreting body language. The Mystic must be able to see and hear (but not necessarily understand) the individual under scrutiny. The Mystic can determine whether a spoken statement is true or false with a successful Sense Motive check opposed by the subject’s Bluff check or DC 10, whichever is greater. Turn or Rebuke Humans Starting at 8th level, the Mystic gains the supernatural ability to affect humans, allowing her to command them or drive them off in the fashion of the cleric’s turn undead ability. The Mystic’s alignment does not effect the type of effects she has on humans. The ability does not affect humanoids or other creatures. Unlike other turning abilities, the Mystic must spend an action point to turn or rebuke humans. A Mystic may turn, rebuke, command or bolster humans. She cannot destroy the targeted humans with this ability, nor can she dispel the turning of another individual. Empower Spell At 10th level, the Mystic learns to cast spells to greater effect. All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, as appropriate. Spells without random variables are not affected. An empowered spell uses up a spell slot two levels higher than the spell’s actual level. Therefore, a Mystic can only empower 1st, 2nd, or 3rd-level spells. |
| Narris11-20-07, 02:30 AM | SHADOW HUNTER Requirements To qualify to become a Shadow Hunter, a character must fulfill the following criteria. High Strength and Charisma scores are also useful. Base Attack Bonus: +2 Skills: Gather Information 6 ranks, Sense Motive 6 ranks, Knowledge (arcana) 3 ranks. Feats: Track and Martial Weapons Proficiency. Class Information The following information pertains to the Shadow Hunter prestige class. Hit Die Shadow Hunters gain 1d8 hit points per level. The character’s Constitution modifier applies. Action Points Shadow Hunters gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class. Class Skills The Shadow Hunter’s class skills are as follows: Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana, local) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis). Skill Points at Each Level: 5 + Intelligence modifier. Table:The Shadow Hunter Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +1 +1 +1 Target bonus +1 2nd +1 +2 +2 +2 Swift track 3rd +2 +2 +2 +2 Bonus feat 4th +3 +2 +2 +2 Trackless, target bonus +2 5th +3 +3 +3 +3 Play a hunch 6th +4 +3 +3 +3 Bonus feat 7th +5 +4 +4 +4 Target bonus +3 8th +6 +4 +4 +4 Detect magic 9th +6 +4 +4 +4 Bonus feat 10th +7 +5 +5 +5 Locate target Class Features The following features pertain to the Shadow Hunter prestige class. Target Bonus The Shadow Hunter, as a full-round action, may designate an individual as a target. He spends one action point to select a target, and thereafter gains a competence bonus on certain actions involving that particular target. The Shadow Hunter does not need to know the target personally and may know her only through her actions or description. The Shadow Hunter may not select a target while he or the target is in combat, and once he chooses a target he must wait 24 hours before choosing another. The Shadow Hunter gains the target bonus as a competence bonus on attacks against that particular target, as well as when using the following skills directly against the target, or in tracking a target: Bluff, Gather Information, Listen, Search, Sense Motive, and Spot. The target bonus applies to a single individual and lasts until the Shadow Hunter chooses a new target. The bonus is +1 at 1st level, +2 at 4th, and +3 at 7th level. Swift Track At 2nd level, the Shadow Hunter may move at normal speed while using Track without taking the -5 penalty. Bonus Feats At 3rd, 6th, and 9th levels, the Shadow Hunter gets a bonus feat. The bonus feat must be selected from the following list, and the Shadow Hunter must meet all of the prerequisites for the feat to select it. Armor Proficiency (light, medium), Improved Grapple, Improved Unarmed Strike, Stunning Fist. Trackless At 4th level, the Shadow Hunter knows how to hide his own tracks. All attempts to use the Track feat against the Shadow Hunter (though not allies) treat the ground as “firm” for purposes of success. In addition, the DC of any attempts to use Gather Information on matters involving the Shadow Hunter are increased by the Shadow Hunter’s levels in this prestige class. Play a Hunch At 5th level, the Shadow Hunter gains the supernatural ability to make a guess and be assured that it is correct. The Shadow Hunter may, as a full-round action, spend an action point to determine whether an assumption, hunch, or guess is correct. The player states the assertion and pays an action point. Secretly rolls percentile dice; there is a 70% +1% per character level chance of getting a response on the hunch (failure indicates merely that you are unsure if this is true or not). If the roll is a success, the player knows if the hunch is true, false, both or neither. A “both” response is possible for vague assumptions. An “unknown” response is for questions with no immediate answer. It may be determined that a hunch is so obvious that it does not require a roll, or that it is so vague that there is no chance for success. In these cases, the action point is not spent (though the attempt still counts as a full-round action). A hunch does not translate as a legal truth, and will not stand up in a court of law. Rather it is an obvious fact to the Shadow Hunter alone. Finding proof of an assumption would require additional work. Detect Magic At 8th level, the Shadow Hunter gains the spell-like ability to detect magic. The Shadow Hunter may use this effect up to three times per day, and each use lasts for 20 minutes. Locate Target At 10th level, the Shadow Hunter gains the supernatural ability to know where his target is, if in the target is in the general vicinity (1,000 feet of the Shadow Hunter). This ability applies only to the target, and does not reveal attitude, status, or the presence of others around the target. This is a supernatural ability, and spells, psionics that interfere with supernatural abilities will foil the locate target ability as well. |
| Narris11-20-07, 02:45 AM | SWASHBUCKLER Requirements To qualify to become a Swashbuckler, a character must fulfill the following criteria. Base Attack Bonus: +2. Skills: Balance 6 ranks, Tumble 6 ranks. Feats: Weapon Finesse with any light melee weapon. Class Information The following information pertains to the Swashbuckler prestige class. Hit Die Swashbucklers gain 1d8 hit points per level. The character’s Constitution modifier applies. Action Points Swashbucklers gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class. Class Skills The Swashbuckler’s class skills are as follows: Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (history, local), Listen (Wis), Move Silently (Dex), Profession (Wis), Sleight of Hand (Dex), Swim (Str), Tumble (Dex). Skill Points at Each Level: 5 + Intelligence modifier. Table: The Swashbuckler Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +1 +2 +0 Weapon focus 2nd +1 +2 +3 +0 Quickdraw 3rd +2 +2 +3 +1 Bonus feat 4th +3 +2 +4 +1 Weapon specialization 5th +3 +3 +4 +1 Find the mark 6th +4 +3 +5 +2 Bonus feat 7th +5 +4 +5 +2 Greater weapon specialization 8th +6 +4 +6 +2 Deflect missiles 9th +6 +4 +6 +3 Bonus feat 10th +7 +5 +7 +3 Touché Class Features The following features pertain to the Swashbuckler prestige class. Weapon Focus At 1st level, the Swashbuckler gets the Weapon Focus feat for a weapon which he has Weapon Finesse. If he already has Weapon Focus for this weapon, then he gains Weapon Focus in another light melee weapon or smaller of his choice. Quick Draw At 2nd level, the Swashbuckler gains the ability to draw his weapon as a free action. This applies only to the weapons for which the Swashbuckler has Weapon Focus. Bonus Feats At 3rd, 6th, and 9th levels, the Swashbuckler gets a bonus feat. The bonus feat must be selected from the following list, and the Swashbuckler must meet all of the prerequisites for the feat to select it. Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Exotic Melee Weapon Proficiency, Improved Disarm, Improved Trip, Mobility, Spring Attack, Toughness, Whirlwind Attack. Weapon Specialization At 4th level, the Swashbuckler gains the Weapon Specialization feat. He gains a +2 bonus on damage rolls with a chosen light slashing or piercing melee weapon. The Swashbuckler must have Weapon Focus in that weapon in order to gain Weapon Specialization. Find the Mark The Swashbuckler increases his threat range by one when using any melee weapon with which he has Weapon Finesse. A weapon that would threaten a critical on 20 would now do so on a 19 or 20, and one which threatens on a 19 or 20 would now do so on an 18 to 20. This ability works with other abilities which increase threat ranges. Greater Weapon Specialization At 7th level, the Swashbuckler gains Greater Weapon Specialization with a light or smaller melee weapon with which he has Weapon Specialization. This ability increases the bonus on damage rolls to +4 when using the selected weapon. Deflect Missiles At 8th level, the Swashbuckler can use his weapon to deflect missiles in the air, including arrows, spears, bolts. This is a supernatural ability and costs an action point to activate. If armed with a melee weapon with which he has Greater Weapon Specialization, the Swashbuckler may spend an action point to allow a Reflex save (DC 20 +1 per enhancement bonus of the attacking weapon). If he succeeds, he deflects the missile harmlessly away. Touché At 10th level, the Swashbuckler is so adept at using his chosen weapon (with which he has Greater Weapon Focus) that attacks with that weapon can deal additional damage. With a successful attack with this weapon, before damage is rolled, he can spend 1 action point to deal +3d6 points of damage. This damage is not doubled by the effects of critical hits. |
| Narris11-20-07, 03:16 AM | THRASHER Requirements To qualify to become an Thrasher, a character must fulfill the following criteria. Base Attack Bonus: +2. Skills: Concentration 6 ranks, Survival 6 ranks. Feats: Athletic or Endurance. Class Information The following information pertains to the Thrasher prestige class. Hit Die Thrashers gain 1d12 hit points per level. The character’s Constitution modifier applies. Action Points Thrashers gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class. Class Skills The Thrasher’s class skills are as follows: Balance (Dex), Climb (Str), Concentration (Con), Profession (Wis), Ride (Dex), Speak Language (none), Spot (Wis), Swim (Str), Survival (Wis), Tumble (Dex). Skill Points at Each Level: 3 + Intelligence modifier. Table: The Thrasher Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +2 +1 +0 Tough Defense 2nd +1 +3 +2 +0 Ability surge 1/day 3rd +2 +3 +2 +1 Bonus feat 4th +3 +4 +2 +1 Uncanny dodge 5th +3 +4 +3 +1 Ability surge 2/day 6th +4 +5 +3 +2 Bonus feat 7th +5 +5 +3 +2 Damage reduction 5/+1 8th +6 +6 +4 +2 Ability surge 3/day 9th +6 +6 +4 +3 Bonus feat 10th +7 +7 +5 +3 Damage reduction 10/+1 Class Features The following features pertain to the Thrasher prestige class. Tough Defense Using his constitution instead of his dexterity, the Thrasher applies his Constitution bonus to his AC instead of his Dexterity bonus. Any situation that would deny the Thrasher his Dexterity bonus to AC denies the Constitution bonus. Ability Surge At 2nd, 5th, and 8th level, the Thrasher can temporarily increase his Strength and Dexterity, but at a penalty to saving throws. The Thrasher gains a +4 morale bonus to both Strength and Dexterity, but takes a -2 penalty on all saving throws. Activating ability surge is a free action, and the surge lasts for as many rounds as the character has Thrasher levels. Following an ability surge, the Thrasher is fatigued (-2 to Strength and Dexterity) for as many rounds as he surged, but may negate this penalty as a free action by spending an action point. The Thrasher 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. Bonus Feats At 3rd, 6th, and 9th level, the Thrasher gets a bonus feat. The bonus feat must be selected from the following list, and the Thrasher must meet all of the prerequisites for the feat to select it. Agile, Alertness, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Far Shot, Great Cleave, Improved Trip, Improved Unarmed Strike, Power Attack, Stunning Fist. Uncanny Dodge The Thrasher gains the ability of Uncanny Dodge, or increases the potency of this ability if he already has it. He retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by a hidden attacker. (He still loses his Dexterity bonus to AC if he’s immobilized.) If the Thrasher already has Uncanny Dodge, he gains Improved Uncanny Dodge: He can no longer be flanked; he can react to opponents on opposite sides of himself as easily as he can react to a single attacker. Damage Reduction Starting at 7th level, the Thrasher gains damage reduction 1/-. Subtract 1 from the damage the Thrasher takes each time he is dealt damage from a physical attack-usually weapons or natural attacks but not energy attacks (magical or nonmagical in origin, spells, spell-like abilities, or supernatural abilities). Damage reduction can reduce damage to 0, but not below 0. Damage reduction does not stack with itself unless otherwise stated-if the Thrasher gains other forms of damage reduction, apply the best damage reduction for the situation. Damage reduction from the Thrasher class may stack with the barbarian damage reduction tree; in this case add the benefit of those damage reductions for attacks from melee and ranged weapons. At 10th level, this damage reduction increases to 2/-. |
| Narris11-20-07, 04:00 AM | WILDLORD Requirements To qualify to become a Wildlord, a character must fulfill the following criteria. Base Attack Bonus: +2. Skills: Handle Animal 6 ranks, Survival 6 ranks. Class Information The following information pertains to the Wildlord prestige class. Hit Die Wildlords gain 1d8 hit points per level. The character’s Constitution modifier applies. Action Points Wildlords gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class. Class Skills The Wildlord’s class skills are as follows: Climb (Str), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (geography, local, nature, planes), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str). Skill Points at Each Level: 5 + Intelligence modifier. Table: The Wildlord Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +2 +0 +2 Wild empathy 2nd +1 +3 +0 +3 Track, animal companion 3rd +2 +3 +1 +3 Bonus feat, fast climb 4th +3 +4 +1 +4 Resist venom, call companion 5th +3 +4 +1 +4 Skill mastery 6th +4 +5 +2 +5 Bonus feat 7th +5 +5 +2 +5 Expert in your field 8th +6 +6 +2 +6 Command/rebuke animals 9th +6 +6 +3 +6 Bonus feat, transform companion 10th +7 +7 +3 +7 Command/rebuke magical beasts Class Features The following features pertain to the Wildlord prestige class. Wild Empathy At 1st level, the Wildlord gains the ability to use her Handle Animal skill to improve the attitude of an animal or magical beast. The interaction is treated as a Diplomacy skill check, with Handle Animal used instead of Diplomacy. The Wildlord needs to be within 30 feet of the creature to use this ability. Most domestic animals have a starting attitude of indifferent, while most wild animals are unfriendly. (Exceptions exist: trained guard dogs may have an initial reaction of hostile to strangers.) The Wildlord may also seek to influence magical beasts (including those she has never encountered before) at a -4 penalty. Animal empathy does not function on vermin. Track At 2nd level, the Wildlord gains Track as a bonus feat, if she does not already have it. Animal Companion At 2nd level, the Wildlord may spend an action point to transform an encountered animal into an animal companion. This requires a full-round action. The animal must already be friendly in attitude toward the Wildlord. This animal accompanies the Wildlord on her adventures as is appropriate to its species. The Wildlord may have a single animal companion at a time. Choose an animal from the following list: Ape, bear, big cat, boar, crocodile, deinonychus, dog (medium), donkey, eagle, elephant, herd animal (such as cow, camel, or bison), horse, lizard, monkey, octopus, porpoise, snake (constrictor, viper), squid, tiger, or wolf. The creature may be an animal of Shadow. The animal cannot have more Hit Dice than the Wildlord has character levels. The animal chosen remains an animal, but may gain additional abilities according to the level of the Wildlord (see Animal Companions, below). The player running a Wildlord should consider the fact that certain animals may create problems in urban areas. The Wildlord may release the animal back to the wild, regaining the action point initially spent in the process. The Wildlord does not regain the action point if the creatures dies. In either case, the Wildlord must wait at least 24 hours before attempting to gain another animal companion. Bonus Feats At 3rd, 6th, and 9th level, the Wildlord gets a bonus feat. The bonus feat must be selected from the following list, and the Wildlord must meet all of the prerequisites for the feat to select it. Agile, Animal Affinity, Athletic, Dodge, Endurance, Martial Weapon Proficiency, Stealthy. Fast Climb At 3rd level, the Wildlord becomes an expert at climbing. A successful Climb check allows her to move her full speed rather than at half speed when climbing. Resist Venom At 4th level, the Wildlord gains +4 resistance bonus on saving throws against natural poisons. Call Companion At 4th level, the Wildlord gains the supernatural ability to call her animal companion to her. The animal companion must be in the area (within a mile of the Wildlord’s location), and will arrive within 10d6 minutes. Situations which the Wildlord and animal companion are clearly separated the animal will express consternation and distress but will not be able to respond. Skill Mastery At 5th level, the Wildlord designates one skill from her Wildlord class skill list. When making a check with this skill, the Wildlord may take 10 even if stress and distractions would normally prevent her from doing so. She becomes so certain in the use of this skill that she can use it reliably even under adverse conditions. Expert in Your Field At 7th level, the Wildlord is considered to be a master of nature lore, animals, and plants. The Wildlord gains a circumstance bonus equal to 1/3 class level (rounded up) to Knowledge (nature) checks as well as such social skills as Intimidate and Bluff when animals are involved. Command/Rebuke Animals At 8th level, the Wildlord may spend an action point to turn, command, or rebuke animals. This functions in the same manner as the ability to turn undead for the cleric. Transform Companion At 9th level, the Wildlord gains the supernatural ability to transform her animal companion into a small, inert object, such as a charm, a totem, or a stuffed animal, that may be carried around. While in object form, the transformed companion has the properties of the item. The Wildlord may, as a move action or part of a move action, cast the object to the ground and cause it to immediately take its original form. The transformed creature is considered a magical beast as long as it remains the Wildlord’s companion. Command/Rebuke Magical Beasts At 10th level, the Wildlord may spend an action point to turn, command, or rebuke magical beasts. This functions in the same manner as the ability to turn, command, or rebuke undead for the cleric. Animal Companions As the Wildlord grows in power and ability, so too does the power of her animal companion. Class Level Bonus HD Natural Armor Str/DexAdj. Special 2-3 +0 0 +0 Link, share spells 4-5 +2 2 +1 Evasion 6 +4 4 +2 Devotion 7 +6 6 +3 Multiattack 8 +8 8 +4 9 +10 10 +5 Improved evasion 10 +12 12 +6 Class Level: The level of the Wildlord. Bonus HD: These are extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is equal to a Wildlord whose level equals the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The animal companion doesn’t gain any extra skill points or feats for bonus HD. Natural Armor: The number listed here is an improvement to the animal companion’s natural armor rating. Str/Dex Adj.: Add this figure to the animal companion’s Strength and Dexterity scores. Link (Ex): The Wildlord gains a +4 circumstance bonus on Animal Empathy and Handle Animal checks made regarding the animal companion. Evasion (Ex): If the animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. Devotion (Ex): The animal companion’s devotion to its master is so complete, it gains a +4 morale bonus on all Will saves against Enchantment spells and effects. Multiattack (Ex): The animal companion gains the Multiattack feat, if it has 3 or more natural attacks. If it does not have the requisite 3 or more natural attacks, the animal companion instead gains a second attack with its primary natural attack, albeit at a -5 to the base attack bonus. Improved Evasion (Ex): If the animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and only half damage if the saving throw fails. |
| Narris11-20-07, 04:19 AM | ARCHMAGE Requirements To qualify to become an Archmage, a character must fulfill the following criteria. Skills: Spellcraft 12 ranks, Knowledge (arcana) 12 ranks, Concentration 12 ranks. Special: Ability to cast arcane spells. Class Information The following information pertains to the Archmage prestige class. Hit Die Archmages gain 1d6 hit points per level. The character’s Constitution modifier applies. Action Points Archmage gain a number of action points equal to 7 plus one-half their character level, rounded down, every time they advance a level in this class. Class Skills The Archmage’s class skills are as follows: Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge (arcana, geography, history, local, nature, planes, religion) (Int), Profession (Wis), Speak Language (none), Spellcraft (Int). Skill Points at Each Level: 7 + Intelligence modifier. Table: The Archmage Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +0 +0 +2 Total spellcasting 2nd +1 +0 +0 +3 Increased spells/day 3rd +1 +1 +1 +3 Gifted incantations 4th +2 +1 +1 +4 Increased spells/day 5th +2 +1 +1 +4 Granted incantations Class Features The following features pertain to the Archmage prestige class. Total Spellcasting Count all character caster levels when determining the Archmage’s casting level for arcane spells. Increased Spells/Day At 2nd level, the Archmage increases the base number of arcane spells per day by one half (round down). This increase occurs before modifications for high intelligence or other alterations. At 4th level, the Archmage again increases the number of arcane spells available per day, this time to a total of twice what he would normally have. As before, this increase happens prior to any modifications or alterations. Gifted Spellcasting At 3rd level, the Archmage can spend an action point on an spell to gain an additional +1d6 on all checks to complete the spell. Granted Spellcasting At 5th level, failure on a check to complete a spell holds no penalty for the Archmage. |
| Narris11-20-07, 04:56 AM | ARTIFICER Requirements To qualify to become an Artificer, a character must fulfill the following criteria. Skills: Spellcraft 9 ranks, Knowledge (arcana) 9 ranks, and 9 ranks in any one Craft skill. The Craft skill will affect the Artificer’s ability to use different types of Craft Artifice abilities. Other: Ability to cast 2nd-level arcane spells. Class Information The following information pertains to the Artificer prestige class. Hit Die Artificers gain 1d6 hit points per level. The character’s Constitution modifier applies. Action Points The Artificer gain a number of action points equal to 7 plus one-half their character level, rounded down, every time they advance a level in this class. Class Skills The Artificer’s class skills are as follows: Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Knowledge (arcana, geography, history, local, nature, planes or religion) (Int), Profession (Wis), Search (Int), Speak Language (none). Skill Points at Each Level: 7 + Intelligence modifier. Table: The Artificer Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +1 +0 +2 Craft artifice 2nd +1 +2 +0 +3 Craft artifice, bonus feat 3rd +1 +2 +1 +3 Craft artifice 4th +2 +2 +1 +4 Craft artifice, bonus feat 5th +2 +3 +1 +4 Craft artifice Class Features The following features pertain to the Artificer prestige class. Craft Artifice At each level of Artificer, choose one of the following item creation talents. The Artificer must have ranks in the appropriate Craft skill to use the talent. Note that for talents that are available to other arcane advanced classes, the Artificer’s version is less expensive. Craft Wand: With this talent, the Artificer can create wands, which carry spells within themselves. The Artificer can create a wand of any spell of 4th level or lower that he knows. Crafting a wand takes 12 hours x the spell’s level. When the Artificer creates a wand, he sets the caster level. The caster level must be sufficient to cast the spell in question and no higher than the Artificer’s total class levels in all arcane spellcasting classes. The caster level has an effect on the purchase DC of the raw materials to craft the wand, the skill check to create the wand, the experience point cost to craft the wand, and the DC of a saving throw (if applicable) to resist the effect of the wand. The purchase DC for the raw material that the Artificer requires to craft a wand is 18 + the level of the spell stored in the wand + the wand’s caster level. The Artificer must also spend experience points to craft a wand. The XP cost is equal to the spell level x the caster level x the purchase DC of the raw materials. Finally, the Artificer makes a Craft (sculpting) skill check. The DC for the check is 10 + the spell level + the caster level of the spell stored in the wand. If the check fails, the raw materials are used up but the XP are not spent. The Artificer can try crafting the wand again as soon as he purchases more raw materials. When an Artificer creates a wand, he makes any choices that he would normally make when casting the spell. A newly crafted wand has 50 charges. Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the raw materials cost, the Artificer must expend 50 copies of the material component or pay 50 times the XP cost when creating the wand. Brew Potion: With this talent, the Artificer can create potions, which carry spells within themselves. The Artificer can create a potion of any spell of 3rd level or lower that he knows. The spell must target a character or characters. Brewing a potion takes 24 hours. When the Artificer creates a potion, he sets the caster level. The caster level must be sufficient to cast the spell in question and no higher than the Artificer’s total class levels in all arcane spellcasting classes. The caster level has an effect on the purchase DC of the raw materials to brew the potion, the skill check to create the potion, the experience point cost to brew the potion, and the DC of a saving throw (if applicable) to resist the effect of the potion. The purchase DC for the raw material that the Artificer requires to brew a potion is 12 + the potion’s spell level + the potion’s caster level. The Artificer must also spend experience points to brew a potion. The XP cost is equal to the spell level x the caster level x the purchase DC of the raw materials. Finally, the Artificer makes a Craft (alchemy) skill check. The DC for the check is 10 + the spell level + the caster level of the potion. If the check fails, the raw materials are used up but the XP are not spent. The Artificer can try brewing the potion again as soon as he purchases more raw materials. When an Artificer creates a potion, he makes any choices that he would normally make when casting the spell. Whoever drinks the potion is the target of the spell. Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the raw materials cost, the Artificer must expend the material component or pay the XP when creating the potion. Scribe Scroll: With this talent, the Artificer can create scrolls from which he or another spellcaster can cast a scribed spell. You can create a scroll of any spell you know. Scribing a scroll takes one day. The purchase DC for the raw materials to scribe a scroll is 10 + the scroll’s spell level + the scroll’s caster level. The Artificer must also spend experience points to scribe a scroll. The XP cost is equal to the spell level x the caster level x the purchase DC of the raw materials. Finally, the Artificer makes a Craft (writing) skill check. The DC for the check is 10 + the spell level + the caster level of the scroll. If the check fails, the raw materials are used up but the XP are not spent. The Artificer can try scribing the scroll again as soon as he purchases more raw materials. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the raw materials cost, the Artificer must expend the material component or pay the XP when scribing the scroll. Scribe Tattoo: With this talent, an Artificer can create tattoos on his body or on someone else’s. Tattoos function similarly to scrolls, and are created in the same way (see Scribe Scroll), except that the pertinent skill is Craft (painting). Magic Mastercraft: With this talent, the Artificer can create magical mastercraft items. Each time the Artificer selects this Craft Artifice talent, he applies it to either armor or weapons. From this point on, he can build magical mastercraft items of that type. The Artificer uses his Craft (painting) and Craft (alchemy) to build weapons and armor and embue them with magical enhancements. On average, it takes twice as long to build a magic mastercraft item as it does an ordinary item of the same type. The cost to build a magic mastercraft item is equal to the purchase DC for the components (see the appropriate Craft skill description) + an additional amount based on the magical enhancement bonus: +1 bonus, +5 to the purchase DC; +2 bonus, +10 to the purchase DC; +3 bonus, +15 to the purchase DC. You can add the magic mastercraft feature to an existing ordinary item by making the Wealth check and then making the Craft check as though you were constructing the item from scratch. The Artificer must also spend experience points to create a magic mastercraft item. The XP cost is equal to the enhancement bonus x 10 x the purchase DC of the components. The XP must be paid before making the Craft checks. If the expenditure of these XP would drop the Artificer to below the minimum needed for his current level, then the XP can’t be paid and the mastercraft work can’t be done until the Artificer gains enough additional XP to remain at his current level after the expenditure is made. Finally, the Artificer makes a Craft (painting) skill check and a Craft (alchemy) skill check to complete the work. The DC for the Craft (painting) check is 20 + the enhancement bonus for armor; 25 + the enhancement bonus for weapons. The DC for the Craft (alchemy) check is 25 + the enhancement bonus - the Artificer’s class level. Bonus Feat At 2nd and 4th level, the Artificer gets a bonus feat. The bonus feat must be selected from the following list, and the Artificer must meet all of the prerequisites for the feat to select it. Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell, Heighten Spell |
| Narris11-20-07, 10:48 AM | ECCLESIARCH Requirements To qualify to become an Ecclesiarch, a character must fulfill the following criteria. Skills: Spellcraft 10 ranks, Knowledge (religion) 10 ranks, Concentration 8 ranks. Special: Ability to cast divine spells, ability to turn a particular creature type. Class Information The following information pertains to the Ecclesiarch prestige class. Hit Die Ecclesiarches gain 1d8 hit points per level. The character’s Constitution modifier applies. Action Points Ecclesiarches gain a number of action points equal to 7 plus one-half their character level, rounded down, every time they advance a level in this class. Class Skills The Ecclesiarch’s class skills are as follows: Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (arcana, history, local, religion), Listen (Wis), Perform (any), Profession (Wis), Sense Motive (Wis), Speak Language (none), Spellcraft (Int), Survival (Wis). Skill Points at Each Level: 5 + Intelligence modifier. Table: The Ecclesiarch Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +0 +0 +2 Total spellcasting 2nd +1 +0 +0 +3 Increased spells/day 3rd +1 +1 +1 +3 Total turning 4th +2 +1 +1 +4 Increased spells/day 5th +2 +1 +1 +4 Innovative turning Class Features The following features pertain to the Ecclesiarch prestige class. Total Spellcasting Count all character levels when determining the Ecclesiarch’s casting level for divine spells. Increased Spells/Day At 2nd level, the Ecclesiarch increases the base number of divine spells he may cast per day by one-half (round down). This increase occurs before modifications for high Wisdom or other alterations. At 4th level, the Ecclesiarch again increases the number of divine spells available per day, this time to a total of twice what he would normally have. As before, this increase happens prior to any modifications or alterations. Total Turning Count all character levels when determining the Ecclesiarch’s level for attempts to turn, rebuke, or command creatures. Innovative Turning When the Ecclesiarch gains 5th level, and every time he gains a character level above this, he may spend an action point to alter the creature type he can turn, rebuke, or command. One Ecclesiarch may choose to affect fey, while another may affect constructs, and a third may choose to affect dragons. The new creature type replaces that of the previous one, and all limitations to the previous power apply (if the character could not bolster the previous creature type, he cannot bolster the new creature type). Certain types of creatures have restrictions on how they may be affected. The types that may be affected are: Aberrations Humans * Animals Magical beasts** Constructs Monstrous humanoids* Dragons** Oozes Elementals Outsiders** Fey* Plants Giants* Undead Humanoids * Vermin *This type of creature cannot be destroyed by turning, regardless of the success of the turning. **This type of creature cannot be destroyed by turning, and cannot be commanded. |
| Narris11-20-07, 10:50 AM | HOLY/UNHOLY KNIGHT Requirements To qualify to become a Holy/Unholy Knight, a character must fulfill the following criteria. Base Attack Bonus: +8. Skills: Diplomacy 9 ranks, Gather Information 9 ranks, Knowledge (any one) 9 ranks. Feats: Weapon Focus in a melee weapon. Other: At the time that the character receives his first level in the Holy/Unholy Knight prestige class, he must decide whether his faith leans toward the positive (good) or negative (evil) energy of the universe. This choice adds either the good or evil alignment to the character, and determines how the Holy/Unholy Knight uses certain aspects of his faith. Class Information The following information pertains to the Holy/Unholy Knight prestige class. Hit Die Holy/Unholy Knights gain 1d10 hit points per level. The character’s Constitution modifier applies. Action Points Holy/Unholy Knights gain a number of action points equal to 7 plus one-half their character level, rounded down, every time they advance a level in this class. Class Skills The Holy/Unholy Knight’s class skills are as follows: Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana, history, local, religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (none). Skill Points at Each Level: 5 + Intelligence modifier. Table: The Holy/Unholy Knight Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +1 +2 +0 +2 Divine grace, divine spells 2nd +2 +3 +0 +3 Sense alignment, divine spells 3rd +3 +3 +1 +3 Smite alignment, divine spells 4th +4 +4 +1 +4 Divine touch, divine spells 5th +5 +4 +1 +4 Turn undead, divine spells Class Features The following features pertain to the Holy/Unholy Knight prestige class. Divine Spells The Holy/Unholy Knight casts divine spells. Unless noted below, the Holy/Unholy Knight’s ability functions identically to the cleric’s spellcasting abilities. The Difficulty Class for a saving throw against the Holy/Unholy Knight’s spell is 10 + the spell’s level + the Holy/Unholy Knight’s Wisdom modifier. The Holy/Unholy Knight doesn’t acquire spells from books or scrolls, nor does he prepare them through study. Instead, he meditates or prays for his spells, receiving them through his own strength of faith or as divine inspiration. The Holy/Unholy Knight must spend one hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on the Holy/Unholy Knight’s spell preparation. The Holy/Unholy Knight receives no benefit to number of spells due to higher ability scores. Knight Level -Spells per Day by Spell Level- 0 1 2 3 1 2 1 - - 2 3 2 - - 3 3 2 1 - 4 4 3 2 - 5 4 3 2 1 Divine Grace At 1st level, a Holy/Unholy Knight applies his Charisma modifier (if positive) as a bonus on all saving throws. Sense Alignment At 2nd level, The Holy/Unholy Knight can sense the presence of characters, creatures, and items of both his chosen alignment, and his opposing alignment (the Holy Knight has good as a chosen alignment, and evil as an opposing alignment, while the Unholy Knight has the reverse). The sense alignment ability extends in a 60-foot radius around the Knight, but may be concentrated to a quarter circle emanating forward from the Knight. You can pinpoint alignment more finely with a successful Search check (DC 25). Smite Alignment At 3rd level, the Holy/Unholy Knight gains the ability to smite characters, creatures, or items of opposing alignment with a single melee attack (the Holy Knight has evil as an opposing alignment, the Unholy Knight has good as an opposing alignment). The Holy/Unholy Knight spends an action point and, in addition to the normal benefit of the action point, gains a bonus to the attack equal to his Charisma modifier (if positive) and deals 1 extra point of damage per total character levels of the Holy/Unholy Knight. Should the attack miss, the action point is expended. Similarly, the action point is expended if the Holy/Unholy Knight uses it and strikes a target that does not have an opposing alignment. Smite alignment is considered a supernatural ability. Divine Touch At 4th level, the Holy/Unholy Knight gains the ability to channel divine energy through his body and apply it directly to himself or another character. With this ability the Knight can restore lost hit points with a single touch; he may also choose to deal holy damage to a target with a simple a touch attack. Each day the Holy/Unholy Knight may cure or deal a number of points of damage equal to his Charisma bonus times his total character level. The Holy Knight is not limited to curing wounds, nor is the Unholy Knight restricted to inflicting them. It is possible to combine this ability with smite alignment to increase the amount of damage dealt by a touch attack. Massive damage rules apply. Use of this ability may be guided by the Holy/Unholy Knight’s alignment, and widespread abuse may cause the Holy/Unholy Knight to lose his chosen alignment. Turn Undead At 5th level, the Holy/Unholy Knight can turn undead in the same manner as the cleric. The Holy Knight affects undead in the same manner as an cleric with good alignment (turning or destroying undead), while the Unholy Knight affects undead in the same manner as an cleric with evil alignment (rebuking or commanding them). Count all Holy/Unholy Knight and cleric levels when determining level for purposes of turning. Former Knights A Holy/Unholy Knight who loses his chosen alignment, intentionally or not, loses all Holy/Unholy Knight special abilities, including the ability to cast divine spells. He may no longer progress in levels of Holy/Unholy Knight, but can regain use of those abilities if he atones for his actions. The Holy/Unholy Knight may switch sides entirely, taking its former opposed alignment. In this case, none of the Knight’s abilities are lost, and the Knight merely changes his designation from Holy to Unholy (being a Fallen Knight) or Unholy to Holy (being a Redeemed Knight). Such a switch of alignment is dramatic, such that the Fallen/Redeemed Knight automatically kicks off the sense alignment ability for Knights of its now-opposed alignment. |