Post your Prestige Classes here [Archive] - Wizards Community

Post/Author/DateTimePost
Green Elven Vampire

03-09-04, 07:10 PM
Hello everyone,

There are tons of homebrew PrC's floating around the boards and I find that every time I need to look one up that was really wicked good I have to spend over 15 minutes looking for it on the search engine. Therefore I thought I'd share all my PrC's with you and in return I hope to see you all posting your homebrew in this thread as well. :) This is in hopes that this thread will be a reference guide to the many PrC's that us posters create and share.

Thanks. GEV!
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Index Of The Thread
*The Masked Prankster -specialty cleric of Erevan Ilesere – by Green Elven Vampire Page 1
*Phantasmal Lord – Lords of illusion - by Green Elven Vampire Page 1
*The Silent Shadow - hybrid of a rogue and a shadowdancer - by Green Elven Vampire Page 1
*Ninja - by harrypoter10 Page 1
*Evereskan Battlemage - by Green Elven Vampire Page 1
*Bladesinger - by Green Elven Vampire Page 1
*Elven Assassin - by Green Elven Vampire Page 1
*The Moon Owl - by Green Elven Vampire Page 1
*The Spellfilcher of Erevan Ilesere - Elven Rogue/Wizard - by Green Elven Vampire Page 1
*The Sword Dancer of Eiliestraee - by Green Elven Vampire Page 1
*The Aetharnor of Abbathor - by Israfel666 Page 1
*Bregan D'Aerthe Spy - by Israfel666 Page 1
*The Planeswalker - by Skinny_Rat_Boy Page 1
*The Eye Spy - by Skinny_Rat_Boy Page 1
*The Nimbral Mage - by The Quarterling Page 1
*The Dwarven Battlerager - by Green Elven Vampire Page 1
*The Knight of Eiliestraee - by Orinbalenovic Page 2
*The Snake of Set - by Skinny_Rat_Boy Page 2
*The Metamage - by Keldrin Moonflower Page 2
*Agent of the Sad Queen - by Neo Page 2
*Councillor of the Trees - by Neo Page 2
*Elven Knight of Evermeet - by Neo Page 2
*Elven Windrider - by Neo Page 2
*Shadovar Emmisarry - by Neo Page 2
*Wild Elf Skinwalker - by Neo Page 2
*Elven Unicorn Rider - by Neo Page 2
*Elven Spellsinger - by Green Elven Vampire Page 3
*Bard of Silverymoon - by Neo Page 3
*Spell Captain of the Akh'Faer - by Neo Page 3
*Captain of the Akh'Velahr - by Neo Page 3
*Black Dragon of Cormyr - by Poiniard Page 3
*Orc Bullrider - by Valgard Page 3
*Songmage - by Baerdith Page 3
*Orog Warmaker - by Neo Page 3
*Goblin Wolfrider - by Neo Page 3
*Uthgart Tribe Hero - by Neo Page 3
*Genasi Master of the Four Winds - by Neo Page 3
*Elven Spellbreaker - by Valgard Page 3
*The Saer'vahn (certain chaos) - by Neo Page 3
*[b]Thayan Executioner - by Skinny_Rat_Boy Page 3
*The Risen Fiend - by Neo Page 4
*Dwarven Forgepriest - by Neo Page 4
*Bladesinger - by Sofista Page 4
*Githyanki Outlaw - by Valgard Page 4
*Wyvern Rider - by Poiniard Page 4
*The Spell Lord of Azuth - by Xunvaldorl of house Kilsek Page 4
*Dagger of the Darkone - by Chernin page 5
*The Drow Slayer - by Poiniard page 5
*Archmage - by The Simbul page 5
*Coven Witch/Warlock - by Sehr'Adyn the Red Wizard page 5
*Shadow Shaper - by Rogue Extraordinaire page 5
*The Transmogrifier - by Trinian Blackfalcon page 5
*Tattoo Caster - by Rogue Extraordinaire page 5
*Drow Hunter - by Phoenix0124 page 5
*Feywarden of Correllon Larethian - by Dawnspeaker page 5
*Halcyons of Aerdrie Faenya - by Dawnspeaker page 5
*Delvesonns of Dumathoin - by Dawnspeaker page 5
*Darkmask of Vhaeraun - by Dawenspeaker page 5
*Alaghor of Clangeddin Silverbeard - by Dawnspeaker page 5
*Aquarians of Deep Sashelas - by Dawnspeaker page 5
Green Elven Vampire

03-09-04, 07:13 PM
The Masked Prankster

(specialty cleric of Erevan Ilesere)

The Masked Prankster represents all that is chaotic and free. They bring change and excitement where ever they go be it for good or ill. They live on the edge in a constant state of self-reinvention. They thrive to puncture the self-righteousness, sanctimony, and pretension that pervades orderly society with mischievous pranks that both amuse and enlighten. They enjoy causing trouble for its own sake and have the ability to take care of themselves should a prank prove to be deadly or go awry. Most masked pranksters are Moon or Copper elves, but even Gold, Wild and Star elves take this class when the call of Erevan sings strongly in their hearts. Most masked pranksters are famous or infamous Rogue/Clerics in the favor of Erevan Ilesere and serve as his mortal right-hand. They are deadly-romantic in their charm and subtlety of skill. Brave and yet flighty. They are champions of trickery and modest in ability. To underestimate a masked prankster is to court the surity of becoming the victim to an amusing, well thought, elaborate hoax that could end up costing you and being at your cost.

Hit Die: d6.

Requirements: To qualify to become a Masked Prankster, a character must fulfill all the following criteria.

Race: Character must be a Elf or Half Elf.

Skills: Knowledge (religion) 6 ranks, Disguise 10 ranks, Bluff 10 ranks.

Feats: Dodge, Charlatan, Stealthy

Spellcasting: Ability to cast 3'rd level Divine spells. Must have either the chaos, trickery or luck domain.

Special: +3d6 Sneak attack ability. Must have Erevan Ilesere as a Patron Deity.

Class Skills: As the Rogue class skills, plus Knowledge (religion), Concentration and Spellcraft.
Skill points at each level- 4 + Cha mod.

Class Features:

Weapon & Armor Proficiency: Masked Pranksters gain no proficiency with small or light weapons.

Spells per day: A Masked Prankster's training focuses on
Divine magic. Thus, when a character gains a new level of MP, she gains new spells per day as if she aso gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not however gain any other benefit a character of that class would have gained.

Broken Law: The MP gains a +2 divine bonus vs. the DC of any spell with the law discriptor or spell-like or supernatural abilities used by creatures with the Law subtype at first level.

Alter appearence: At 2'nd level the MP can use Change Self as the spell three per day. At 4'th level she can also use Alter Self as the spell twice per day.

Master of the subtle: At 3'rd, 6'th and 9'th level she may pick one skill below and take 10 on that skill once per day per skill even under stress, but may only apply to the skills listed here~~ Bluff, Disable Devise, Disguise, Escape Artist, Open lock, Perform (bufferoonery, comedy, juggling), and Tumble.
(example: At 3rd level you may pick bluff and take 10 on it one time a day even under stress. At 6th level you pick disguise and at 9th level you pick perform and can take 10 on them both one time a day under stress) Once chosen a skill can not be changed.

Mock Law: At 4'th level she gains a +2 divine bonus to AC vs. attacks from Lawful creatures of the law subtype. This ability comes into effect whenever she comes within 10 feet of a lawful creature.

Grace of Erevan (su): At 5'th level she can Jinx the luck of others. Twice per day she may re-roll one roll that another creature (friend or enemy) has just made. That creature must take the re-roll no matter what the outcome. The MP must decide wheather to reroll before the results of the roll in question are applied; Otherwise she must wait for another opportunity.

Mischievous Masks (sp): At 7'th level she gains this ability. You cause one of 4 masks to form over your face. It cannot be removed by anyone but yourself, and it completely hides your features. The Masks are Black, Blue, Purple and Green.
Their abilities are as follows;

Black~~ Blur and Detect Scrying;

Blue~~ Detect Thoughts and See Invisibility;

Purple~~ Know protections and Shield.

Green~~ Cloak of Chaos and Reverse Arrows.

This ability can be used one time a day for each of the masks, and last as many rounds as 10 + Will mod. + MP level. All spells are at total character caster level.

Quickened pranks (su): At 9'th level she gains the ability to cast one of her Domain spells for each spell level up to 5th level as if quickened by the metamagic feat "quicken spell".
(example: you may cast one 1st level, one 2nd level, one 3rd level, one 4th level and one 5th level domain spell a day as if using a quickened spell)

The Tricksters Wildzone (sp): At 10th level the MP gains this ability. It creates a disruption in magical forces similar to those found in a Wild Magic area that is centered on her. When used, she creates a Wild Magic zone in a 40 foot radius spread centered on her, that moves with her, and has an additional 5 foot radius spread for every character level she has. Within the Wildzone, any spell cast, or magic item used in the radius spread is automaticly treated as if using a rod of wonder. (Use the rod of wonder table on PG. 199 of the PH.) The Wildzone is treated just as a Wild Magic area in accordance to magic weapons and armor, or spells cast from outside the area of effect. This ability is usable twice a day.

CL-BAB-FS-RS-WS-Special- Spells
per day

1'st-+0-+2-+0-+2-- Broken Law- +1level

2'nd-+1-+3-+0-+3-Alter appearance-+1level

3'rd-+2-+3-+1-+3-Master of the subtle-+1level

4'th-+3-+4-+1-+4-Mock Law-+1level

5'th-+3-+4-+1-+4-Grace of Erevan-+1level

6'th-+4-+5-+2-+5--+1level

7'th-+5-+5-+2-+5-Mishievous masks-+1level

8'th-+6-+6-+2-+6--+1level

9'th-+6-+6-+3-+6-Quickened pranks-+1level

10'th-+7-+7-+3-+7-Trickster's Wildzone -+1level
Green Elven Vampire

03-09-04, 07:24 PM
Phantasmal Lord

Phantasmal Lords are the true Lords of Illusions. They are adept at trickery and skilled in the arts of misdirection. Good
Phantasmal Lords walk among the people, providing entertainment for the people; Evil ones sow fear and confusion wherever they tread

The Phantasmal Lord makes an EXCELLENT NPC or PC class, allowing for massive illusion fun to confuse and astound your PCs

Requirements:

Alignment: Any non-lawful

Spellcraft: 10 ranks
Concentration: 8 ranks
Knowledge (arcana): 8 ranks

Spells: Ability to cast arcane spells of third level or higher

Feats: Spell Focus (Illusion), Spell Penetration

Special: Must specialize in the school of Illusion, Must be able to cast five illusion spells, one of which must be a phantasm.

Saves: High Will

BAB: Low, as Wizard

Hit Die: d4

The Phantasmal Killer's class skills are: Search, Spot, Listen, Knowledge, Craft, Spellcraft, Profession, Scry, and Speak Language
Skill points per level: 2 + Int Modifier

Class Features:
Phantasmal Lords gain no additional armor or weapon proficiencies.

Spells per day: A Phantasm Lord focuses on magic, specifically illusion magic. Thus, when a character gains a new level of phantasmal lord, she gains new spells per day as if she aso gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not however gain any other benefit a character of that class would have gained.

Eschew Materials: (Illusion)
As the feat, but only applying to spells of the Illusion school of magic. You must still supply all foci.

Master of Illusions: Your are especially adept at fooling others. At 1st level, anyone interacting with your illusions suffers a -1 morale penalty to will saves. This increases to -2 at third level, -3 at fifth level, and -4 at 7th level. However, Phantasmal Killer, Weird, and other phantasms (as noted in spell discription) only gain half the amounts noted above, rounded down. This ability does NOT stack with Phantasmal Mastery or Weird Master.

Master of the Obvious: You are especially adept at recognizing the illusions of others. You gain a +1 resistance bonus to illusions at lvl 2, increasing by 1 every two levels (2, 4, 6, 8), max of +4.

Phantasmic Image: Your defensive illusions gain a life of their own. As Mirror Image except each image is able to do a single melee attack at your highest BAB Target may make a Will save (DC 10 + half your caster level + int mod), with a successful save resulting in the destruction of that single image. This spell-like ability can be used once a day. The Master of Illusions class ability may be applied.

Second Glance: Your subconsious warns you of danger.
Once per day, at fourth level, the Phantasmal Lord may re-roll any one failed saving throw (vs Illusions). The new result is final, for good or ill.

Healing Nightmare: Your illusions can affect the rest of others.
As the spell Nightmare, only you gain the hitpoints lost by the victim. These hitpoints last for 24 hours. This spell-ability can be used once per day. This ability is gained at 4th level

Summon Shadow Double:
At 5th level, the Phantasmal lord may summon a shadowy duplicate of himself. This double has half (rounded down) the number of hitpoints as the caster with an AC equal to the caster's flat-footed AC. The Shadow Double shares all saves as the caster, and can not physically attack, although it may affect physical objects as if it had a Str of 5. The Shadow double is under the mental command of the Phantasmal Lord, and commanding it is a partial action that doesn't provoke an attack of opportunity.
The Shadow Double is able to cast any illusion spell from your daily prepared spells (without using up said prepared spell) of up to 3rd lvl. However, lower the save DCs of all spells cast by the Shadow Double decrease by 4 + spell level. In addition, any character who makes her save against a directly damaging spell takes zero damage from the spell (ex. Phantasmal Killer/Shadow Evocation)

The Shadow Double looks exactly like its master, except that it casts no shadow and has no reflection. The Double has all the properties of a Major Image (sight, sound, smell, thermal, touch) in addition to the properties listed above, and is able to move freely in the same manner as a wizard's familiar. If the Shadow Double is killed, the Phantasmal Lord must make a fortitude save DC23 or lose 300xp per Phantasmal Lord level. A successful save results in half loss. This XP loss CAN result in level loss, and is not restorable by any magical means, including Wish, Lesser Wish, Restoration, or Miracle. In addition, a new Shadow Double may not be summoned for one month.

Phantasmal Mastery: You are especially adept at playing on the fears of others. At level 6, the targets of your Phantasmal Killers suffer a -2 morale penalty to their will save to disbelieve and fortitude save to die from fear. A successful Fort Save results in 3d6 + 1 per caster level, max +15 (Regular: 3d6 damage). The Morale penalty increases to -4 at level 8. Also, your Phantasmal Killers can not be turned upon you. This is a supernatural ability. You can use this ability 1 + int mod times per day. You must state you are using this ability before casting. Think of this as a spontaneous metamagic feat only applicable to Phantasmal Killer.

Improved Shadow Double: Your Shadow Double becomes more powerful.
Starting at level 7, the Shadow Double's spell list increases to include 4th level illusion spells, and increases 5th level spells at level 9.

Mass Improved Invisibility: You powers of invisibility expand to include others. Once per week, at level 8, the Phantasmal Lord may cast Improved Invisibility on up to 5 allies ((Including himself) in a 30 foot radius. All such allies much stay within 30 feet of one another. If anyone moves out of range, the spell ends for all. This is a spell-like ability that lasts 1 round/level of Phantasmal Lord.

Master Shadow Evoker/Conjurer: You can meld shadows into forms of your choosing.
At 9th level, the Phantasmal Lord gains the ability to shape illusions into forms of his choosing. As Shadow Evocation or Shadow Conjuration, except you can duplicate any spell of up to 7th level. At 9th level you must choose either Evocation or Conjuration, you can not have both. Either of these spell-like abilities can be used 1 + int mod per week.

Weird Master: As Phantasmal Mastery, affecting the spell Weird, except targets suffer a -4 morale penalty to both the Will and Fort saves, the strength loss on a successful Fort save lengthens to 1d2 days, and the stun effects last 1d4 rounds

Lvl -- ATB - F - R - W - Special

1------0 -- 0 - 0 - 2 - Eschew Materials (Illusion), Master of Illusions (MoI) -1

2------1 -- 0 - 0 - 3 - Master of the Obvious (MoO) +1

3------1 -- 1 - 1 - 3 - Shadow Image, MoI -2

4------2 -- 1 - 1 - 4 - Second Glance, Healing Nightmare, MoO +2

5------2 -- 1 - 1 - 4 - Summon Shadow Double, MoI -3

6------3 -- 2 - 2 - 5 - Phantasmal Mastery, MoO +3

7------3 -- 2 - 2 - 5 - Improved Shadow Double (4th), MoI -4

8------4 -- 2 - 2 - 6 - Mass Improved Invis 1/week, MoO +4

9------4 -- 3 - 3 - 6 - Master Shadow Evoker/Conjurer, Improved Shadow Double (5th)

10-----5 -- 3 - 3 - 7 - Weird Master
Green Elven Vampire

03-09-04, 07:32 PM
The Silent Shadow

The silent shadow is the metamorphosis of the shadowdancer. The ultimate hybrid between a rogue and a shadowdancer. Races known to have silent shadows are Humans, Elves, Halflings, Gnomes, Orcs, Half elves, Half orcs. They have been known to exist in such divine services as those of Mask, Vhaeraun, Shar, Erevan Ilesere, Barravar Cloakshadow, Brandobaris. They work well in guilds with Divine seekers, Temple raiders, Thief-Acrobats, and almost any part of a thieves guild. Being both good and evil they refrain from working with those of lawful alignment and are more indepedant than most members of a thieves guild. Surface Elven silent shadows are rarely found outside of the following of Erevan Ilesere and cause extreme amounts of trouble and mayhem in the name of the trickster while searching for lost elven treasure or sneaking into a city they have been outlawed from. Other races use their silent shadow abilities depending on their alignment and patron deity.

Race: Any.

Alignment: any non-lawful.

Skills: Hide 10 ranks, Move Silently 10 ranks and Tumble 8 ranks.

Feats: Blind-Fight, Dodge, Flick of the Wrist, Point Blank Shot.

Special: The character must possess the Shadowdancer PrC and must be able to shadow jump a total distance of 80 feet. A character without the Shadowdancer PrC can still qualify for the Silent Shadow prestige class, but he must meet the spellcasting requirement below.

Special: sneak attack damage +4d6

Spellcasting: If the character is not a shadowdancer, he must be able to use Dimension Door as a spell or spell-like ability.
_
Class Skills: Appraise, Balance, Bluff, Climb, Craft, Disguise, Escape Artist, Hide, Jump, Listen, Move Silently, Open Lock, Profession, Search, Sleight of Hand, Spot, Tumble, Use Magic Device, Use Rope.
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Skill Points: 4 + Int modifier
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Hit Die: d6
_
Class Abilities:
This prestige class has 5 levels.

Base Attack Bonus: +0/+1/+2/+3/+3
Fort Save: +0/+0/+1/+1/+1
Ref Save: +2/+3/+3/+4/+4
Will Save: +0/+0/+1/+1/+1
_
Special Abilities:

Level 1: Shadowsight (ex) (superior darkvision 60 foot; can see through any form of normal or magical darkness).

Shadow Jump (su) Also at 1'st level she can travel between shadows as if by means of the dimension door spell. Jump must begin and end in an area with shadows. Distance is 20 feet per class level per day, and this can be divided up between 10 ft. increments. This ability stacks with the Shadowdancer's shadow jump ability

Level 2: Shadow Blur (su); anytime not in daylight or the direct illuminated radius of a light source, the Silent Shadow gains the benefits of the blur spell.

Level 3: Shadow Prowess (Ex): anytime not in daylight or the direct illuminated radius of a light source, she gains a +2 competence bonus to attack and damage rolls.

Level 4: Shadow Surprise (ex); anytime she uses a spell, spell-like ability or effect with the teleport descriptor (such as shadow jump), she may execute a full attack action upon completion of the teleportation. The silent shadow must have line of sight on his intended target.

Shadow Sneak (Su): Also at 4'th level, whenever within 10 feet of shadows she may take a standard action to create a shadowy double of herself woven of the surrounding darkness. The double can function as the target of a project image spell duplicating the creator's actions in regards to the folling skills: Open Lock, Disable Devise, Pick Pockets. Use Magic Devise, Search. This can only be done if the double is within direct line of sight. The double lasts 1 round per character level and cannot attack, cast spells or function in any other way besides being used for the skills listed above. Using the double increases the the normal skill check DC by 5, and she may not take 10 on the check.

Level 5: Shadow Discorporation (su); if the silent shadow is in darkness or shadow, any damage that would reduce him to 0 or less it points instead has a chance to discorporate him. The silent shadow attempts a Reflex save (DC 5+damage dealt); if succesfull, he simply breaks apart into dozens of flitting shadows and vanishes, along with his gear. At the next sunset, the silent shadow reappears at a spot of his choosing within 1 mile of the pace where he was forced to discorporate.

Spells per day (sp): A Silent Shadow also gains the ability to cast spells!! He casts spells as a wizard (has to prepare, uses Intelligence for DC and bonus spells, needs a spellbook). A silent shadow can cast spells per day as follows:

Level 1: 1 1st level spells
Level 2: 2 1st level spell
Level 3: 2 1st level, 1 2nd level
Level 4: 3 1st level, 2 2nd level
Level 5: 3 1st level, 2 2nd level, 1 3rd level

Silent Shadow Spell List

1st level spells: blindness/deafness, chill touch, darkness, Net of Shadows, invisibility, knock, Sleep, Ray of Enfeeblement.

2nd level: air walk, Claws of Darkness, shadow spray, displacement, haste, improved invisibility, vampiric touch, shadow mask.

3rd level: confusion, darkbolt, detect scrying, dimension door, Shadow conjuration, mislead, Shadow well.
harrypoter10

03-10-04, 01:31 AM
I know this is not mine but some people have been asking on threads about the class this one was a Original layout in the book Legend of the Five Rings sooooo....


THE NINJA
To the Empire, ninja do not exist. They are simply peasant superstition passed down from generation to generation in farmer villages and old women’s tales. Though tales of shadow-walking ninja persist to this day, noble samurai dismiss them as the result of paranoia or as lazy guards’ excuses. Those who still walk in shadow would have it no other way. Adventures: Invariably, ninja are spies, assassins, or both. Like rogues, they are masters of subterfuge, stealth, thievery, and lies. Unlike rogues, they understand the deeper mysteries of the shadows, and are far better at misdirection and murder. Because of this, and the Empire’s view of ninja, they generally fit into a samurai party under false pretenses, or into a party of ninja. When a ninja ventures forth, it will always be to cause disorder and confusion among his lord’s enemies. This can range from simple assassination to a more prolonged campaign to disrupt activities in an area. Some ninja are not assassins at all, but merely serve as spies for their lord. These spies are generally more honorable than their assassin brethren. Most non-Scorpion ninja in service to a lord fill the role of a spy, and use their skills for little else than simple information gathering, thievery, and causing confusion.
Characteristics: Ninja are impossible to classify as a group by personality. Because every Rokugani publicly despises them, a ninja must keep his actions secret, or face execution — one of the lowest forms of dishonor. Many ninja in service to a daimyo adopt a public face to hide their activities behind, and are accepted among the samurai caste. Being able to adapt different personas, anticipate the movements of their enemy, and acquit themselves well enough in a fight to survive are the skills that separate the ninja that are feared from the ninja that are dead.
Honor/Alignment: The motivations for a ninja’s actions can be anywhere from serving the wishes of his lord to simply working for his own gain. A ninja can be of any non-lawful alignment, though they are generally evil. The actions of a ninja, however, are nothing short of dishonorable, no matter who their lord is or why they do their tasks.
Background: Ninja are usually without clan affiliation, except students of the Shosuro Dojo in the Scorpion lands. Though the Scorpion take great pains to train their ninja well, Non-Scorpion ninja are generally as effective as the Shosuro. This usually is due to natural talent more than effective training — there are many more Scorpion ninja than ronin ninja. However, every Clan has at least one minor lord who employs the shadowy services of the ninja.
Races: Ninja are strictly human. Naga and Ratlings practice stealth on a daily basis, with the Ratlings stealing from humans as much as they speak with them. However, neither race cares enough about assassination and sabotage to ever put their efforts into training ninja.
Other Classes: Ninja must be cautious in their associations with other classes, as one false step could lead to their execution. Ninja also have rather skewed views of honor, though that is no reason they cannot find a place within an adventuring party. Those ninja with a samurai lord see themselves as the daimyo’s worthiest servants, willing to give up their own honor for that of their lord. In any case, ninja tend to multi-class in order to create more complete false identities, or in rare cases become ninja after being dishon-ored as a samurai. Many Scorpion “samurai” are actually ninja (or multi-class fighter-ninja) in order to further the goals of their clan. A Scorpion is not above the law of Rokugan, however, should he be caught walking the dishonorable path of the ninja.
Examples of Ninja in Legend of the Five Rings:
Shosuro Nishiko, Matsu Hiroru, Mamoru, Bayushi Aramoro,
Shosuro Chian, Bayushi Yokuan, Hirariko, Hoseki.
GAME RULE INFORMATION
Ninja have the following game statistics.
Abilities: Dexterity and Intelligence are the most important scores for ninja, who are almost constantly in a position where they must stay on their toes mentally and physically. Extra skill points foster a ninja’s adaptability to any given situation, and a high Dexterity will aid the ninja in a fight and when the time to run comes.
Honor/Alignment: Any non-lawful, dishonorable.
Hit Die: d6.
Class Skills: A ninja’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, Exclusive Skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int, exclusive skill), Search (Int), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
(See the Player’s Handbook™ for skill descriptions.)

Skill Points at 1st Level: (4 + Int Modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
CLASS FEATURES
All of the following are class features of the ninja. Weapon and Armor Proficiency: Ninja are proficient with the following weapons: Dagger, Dart, Shuriken, Katana, Ninja-to, Chain, Kusari-gama, and Blowgun. Though ninja are able fighters, this comes more from their training in hitting pressure points and find-ing weaknesses in another’s defense than from sheer martial prowess. Ninja are not proficient with any armor or shields, relying on freedom of movement and highly trained reflexes to keep them out of danger. When wearing armor that incurs a penalty check greater than 0, the ninja loses several of his abilities, as noted below. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Swim checks suffer a –1 penalty for every five pounds of armor or equipment carried.
Sneak Attack: If a ninja attacks an opponent who is unable to defend himself effectively, the ninja can strike a vital spot for extra damage. Any time the ninja’s target would be denied his Dexterity bonus to AC (whether he actually has a Dex bonus or not), or when the ninja flanks the target, the ninja’s attack deals extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the ninja score a critical hit with a sneak attack, this extra damage is not multiplied. (See Attack Roll Modifiers in the Player’s Handbook, ™ for combat situations in which the ninja flanks an opponent or the opponent loses his Dex bonus to AC.) Ranged attacks can only count as sneak attacks if the target is within 30 feet. The ninja can’t strike with deadly accuracy from beyond that range. With a sap (blackjack) or an unarmed strike, the ninja can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual –4 penalties, because he must make optimal use of his weapon in order to execute a sneak attack. (See Subdual Damage in the Player’s Handbook.™) A ninja can only sneak attack a living creature with a discernible anatomy — undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any crea-ture that is immune to critical hits is also not vulnerable to sneak attacks. The ninja must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The ninja cannot sneak attack while striking a creature with concealment (See the Player’s Handbook™) or striking the limbs of a creature whose vitals are beyond reach.
Ninja Dodge: The ninja gains this special variation of the Dodge feat for free at first level. Effectively, this ability has the same effect as Dodge, except that the ninja gains the ability mul-tiple times. At fifth, tenth, one raises fifteenth, and twentieth level, the bonus granted by Ninja Dodge. At fifth level, the ninja may also chose to dodge multiple opponents in a round, declaring his dodge feat during his action. The ninja may choose to use some or all of this bonus to dodge each attacker; a ninja with +3 dodge may choose to use Ninja Dodge to gain +2 AC against one attacker, then +1 against another in the same round, +3 against a single attacker, or gain +1 AC against three attackers in the single round. Unlike the normal Dodge feat, this ability may not be used when wearing armor with a check penalty greater than 0. This ability stacks with the bonus provided by the actual Dodge feat. A ninja may take feats with Dodge as a pre-requisite if he has Ninja Dodge, but may not use these feats when wearing armor with a check penalty greater than 0.
Poison Use: Ninja are trained in the use of poison and, beginning at 2nd level, never risk accidentally poisoning themselves when applying poison to a blade.
Uncanny Dodge: At third level, the ninja gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) despite being caught flat-footed or being struck by an invisible attacker. He still loses his Dexterity bonus if immobilized. At 6th level, the ninja can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies other ninja and rogues the ability to use flank attacks to sneak attack him. The exception to this defense is that another ninja or rogue at least four levels higher than the character can flank him (and thus sneak attack him).
Speed of Darkness: The strength of a ninja’s attack lies in his ability to strike quickly at exposed areas and fade away. At fourth level and beyond, the ninja adds his Intelligence modifier to his initiative roll.
Shadow Run: The ninja gains a speed bonus equal to his Constitution modifier ×5 when wearing no or light armor (and not carrying a heavy load). This bonus is to his base speed, before modifiers such as taking the double move action are figured in. Blind-fight: At tenth level, the ninja gains this feat for free.
Deflect Arrows: At 12th level, the ninja gains this feat for free, even if he does not have Improved Unarmed Strike. This ability may not be used when wearing armor with a check penalty above 0.
EX-NINJA
A ninja who becomes lawful or honorable may no longer progress in levels as a ninja, though he retains all class abilities. Note that judicious use of the ninja class abilities should quickly return the character to a state in which he can continue to progress as a ninja.
SCORPION NINJA STARTING PACKAGE —
SHOSURO FAMILY
Armor: No armor.
Weapons: Ninjato (1d8, crit 19–20, medium, slashing); Aiguchi (1d4, crit 19–20, 1 lb., tiny, piercing).
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill Ranks Ability Armor
Bluff 4 Cha –Gather Information 4 Cha –Listen 4 Wis –Move Silently 4 Dex –Search 4 Int –Spot 4 Wis –
Feat: Skill Focus: Move Silently.
Bonus Feat: Many Masks (Ancestor: Shosuro Furuyari)
(Ancestor feats are introduced in Oriental Adventures, and many
more are introduced in Rokugan).
Starting Wealth: 1d610


Table 1–6: The Ninja
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +0 +2 Sneak attack +1d6, Ninja Dodge +1
2nd +2 +0 +0 +3 Poison Use
3rd +3 +1 +1 +3 Sneak attack +2d6, Uncanny Dodge
4th +4 +1 +1 +4 Speed of Darkness
5th +5 +1 +1 +4 Sneak attack +3d6, Ninja Dodge +2
6th +6/+1 +2 +2 +5 Uncanny Dodge
7th +7/+2 +2 +2 +5 Sneak attack +4d6
8th +8/+3 +2 +2 +6 Shadow Run
9th +9/+4 +3 +3 +6 Sneak attack +5d6
10th +10/+5 +3 +3 +7 Blind Fight, Ninja Dodge +3
11th +11/+6/+1 +3 +3 +7 Sneak attack +6d6
12th +12/+7/+2 +4 +4 +8 Deflect Arrows
13th +13/+8/+3 +4 +4 +8 Sneak attack +7d6
14th +14/+9/+4 +4 +4 +9
15th +15/+10/+5 +5 +5 +9 Sneak attack +8d6, Ninja Dodge +4
16th +16/+11/+6/+1 +5 +5 +10
17th +17/+12/+7/+2 +5 +5 +10 Sneak attack +9d6
18th +18/+13/+8/+3 +6 +6 +11
19th +19/+14/+9/+4 +6 +6 +11 Sneak attack +10d6
20th +20/+15/+10/+5 +6 +6 +12 Ninja Dodge +5



If you want the original on acrobat reader or a word copy mail me ill send it to you!
Zanan

03-10-04, 03:55 AM
Won't post my PrC around here, since I got the copyrighted where they are :D . Nonetheless, you are of course free the check them out for yourself HERE (http://www.dnd-gate.de/gate3/page/index.php?id=122) ;)
Green Elven Vampire

03-10-04, 02:57 PM
Evereskan Battlemage

The battlemage is a very important individual when it comes to the protection of the elven city of evereska. They are trained specificly in the arts of battle magic and even spend time learning some sword play from the acadamy of arms. Unlike most elven wizards their numbers are mostly filled by elven youths looking for adventure and excitement. At least one Battlemage is assigned to every company of patrols around evereska and the greycloak hills. After reaching 5'th level the battlemages are given the choice to come and go as they please within the acadamy of magical arts to study at their leisure. Some even leave the city to find adventure as elven bounty hunters or search for anciect elven ruins to discourage the plundering of these sites with their amazing talents.

Hit Die: d4.

Requirements: To qualify to become a elven battlemage, a character must fulfill all the following criteria.

Race: Character must be a Elf or Half Elf.

Skills: Spellcraft 10 ranks, Knowledge (arcana) 8 ranks.

Feats: Eschew Materials, Maximise Spell, Twin Spell.

Spellcasting: Ability to cast 4'th level arcane spells. Ability to cast at least three spells requiring a fortitude save and at least three spells that require a reflex save.

Class Skills: Concentration (con), Spellcraft (Int), Bluff (Cha), Intimidate (Cha), Gather Information (Cha), Scry (Int), Knowledge (any)(Int).
Skill points at each level: 2 + Int Modifier.

Class Features:

Weapon & Armor Proficiency: Battlemages gain proficiency with small or light weapons.

Spells per day: A Battlemages training focuses on magic. Thus, when a character gains a new level of Battlemage, she gains new spells per day as if she aso gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not however gain any other benefit a character of that class would have gained.

Battle-spell specialization: At 1'st level you gain weapon specialization with either energy missile spells, or ray spells. Once chosen you may not change it.

Signature Spell: As a Battlemage you earn a reputation with a certain spell, a calling card of sorts. At 2'nd level you gain the Signature Spell feat.

Battle-spell focus: At 4'th level you gain the weapon focus feat with either energy missile spells, or ray spells. Once chosen you may not change the type.

Energy Spell Resistance: At 7'th level, the Battlemage chooses one type of energy: acid, cold, electricity, fire, or sonic. from here on you gain a +4 bonus on saving throws against any spells with the chosen type of energy discriptor. Once chosen the energy type cannot be changed.

Faerie Blade (Sp): At 10'th level the battlemage can create a slender, shimmering sword in his hand, allowing the mage to attack as a fighter of equal level. The sword inflicts 5d4 points of damage against all opponents. It has no magical bonus, but can hit all echanted creatures as well as those that an only be it by magical weapons. When the battlemage hits a target she can elect to either inflict damage or inflict a random magical effect upon the target. If the mage elects to inflict a magical effect, roll 1d100, add the casters level and refer to the following table.

Die Roll Effect

0-25~ No effect, no dmg.

26-50~ Target suffers 8d4 dmg.

51-75~ Target suffers 10d4 dmg.

76-85~ Imprisoned in Forcecage

86-90~ Randomly polymorphed

91-95~ Fort.save (DC20)turn to stone

96-97~ Teleported 1d100 yards

98-99~ Teleported 1d100 miles

100+~ Target dies Fort.save (DC25)
This spell can be used 2/day, and lasts 1 round/ 2 levels of battlemage.

CL-BAB-FS-RS-WS-Special- Spells per day

1'st-+0-+0-+0-+2 Weapon specialization -+1level

2'nd-+1-+0-+0-+3-signature spell-+1level

3'rd-+1-+1-+1-+3 -+1level

4'th-+2-+1-+1-+4 Weapon Focus -+1level

5'th-+2-+1-+1-+4 -+1level

6'th-+3-+2-+2-+5 -+1level

7'th-+3-+2-+2-+5 EsR-+1level

8'th-+4-+2-+2-+6 -+1level

9'th-+4-+3-+3-+6- +1level

10'th-+5-+3-+3-+7-Faerie Blade -+1level
Captain Jack Sparrow

03-11-04, 04:46 AM
There is some good stuff in here. :) Maybe in time this thread too will be stickied for better access.
Green Elven Vampire

03-11-04, 03:23 PM
The Bladesinger

Bladesingers are elves who have blended art, sword-play, and arcane magic into a harmonious whole. In battle, a bladesinger's lithe movements and subtle tactics seem beautiful, and belie their deadly martial efficiency.
Multiclassed fighter/wizards can become bladesingers most easily, though any elf who can wield a martial weapon and can cast arcane spells can become a bladesinger. Bladesinging ranger/wizards, rogue/wizards and sorcerer/rogues, sorcerer/rangers and bladesinger bards are not unknown. Bladesingers are known to be in the divine services of Corellon, Sehanine, Hanali, Erevan, Anggaradth(sp), Rillifane and very rarely Deep Sashelas.
Bladesingers command great respect in most elf communities and NPC bladesingers usually serve as itinerant guardians and champions of the elf community at large.

Hit Die: d8.

Requirements: To qualify to become a Bladesinger, a character must fulfill all the following criteria.

Race: Character must be a Elf or Half Elf.

Base Attack: +5

Skills: Concentration 4 ranks, Perform (dance), (sing): 3 ranks each, Tumble 3 ranks.

Feats: Combat casting, Dodge, Expertise, Still spell, Weapon focus (longsword/Rapier).

Spellcasting: Ability to cast 1'st level arcane spells.

Class Skills: Balance (Dex), Spellcraft (Int), Tumble (Dex), concetration (Con), Perform (Cha), jump (Str), Knowledge (any)(Int).
Skill points at each level: 2 + Int Modifier.

Class Features:

Weapon & Armor Proficiency. Bladesingers gain proficiency with small or light weapons.

Spells per day: A Bladesingers training focuses on magic as much as sword-play. Thus, when a character gains a new Even level of Bladesinger, she gains new spells per day as if she aso gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not however gain any other benefit a character of that class would have gained.

Bladesong Style: At 1'st level when weilding a longsword in one hand (and nothing in the other), the bladesinger begins to dance in a hauntingly graceful style of combat. While spinning, and arching her blades at impossible angles, with stunning speed and agility, she gains a dodge bonus to AC equal to his Int. Modifier.

Bonus Feat: At 2'nd, 6'th, and 10'th level, the bladesinger gains a bonus feat. This must be a metamagic feat, or a feat from the following list: Chain Spell, Mobility, Quick draw, spring attack, Whirlwind attack, Two-weapon fighting, and Chink in the Armor.

Duel Bladesong Style: At 1'st level, when using a longsword in one hand, and a smaller weapon in the off hand, the bladesinger begins a beautiful, ancient dance, while whirrling, and twirling her duel blades in a graceful, yet deadly style of bladesong. She gains a +2 Melee and damage bonus, OR she can use the +2 bonus to add to her AC, and Saving Throws while fighting in this style. NOTE: You cannot use both bladesong style, and duel bladesong style at the same time during a round.

Lesser Spellsong: At 3rd level When wielding a longsword in one hand (and nothing in the other), the bladesinger can take 10 when making a Concentration check to cast defensively.

Combat song: At 3'rd level the bladesinger can sing a powerful song during combat gaining a +1 bonus to Initiative rolls. This inceases by +2 at 9'th level.

Graceful Disarm: At 4'th level the bladesinger who succeeds in disarming an opponent and has a free hand, can grab the weapon herself instead of letting it fall to the ground. If you can weild that weapon in one hand, you can immediately make a single attack with it, though you suffer the usual penalty for a second attack with an off hand weapon.

Song of Celerity: At 5th level When wielding a longsword in one hand (and nothing in the other) and using the full attack action, the bladesinger can cast one spell each round as a free action.

Greater Spellsong: At 6th level The bladesinger ignores arcane spell failure when wearing light armor.

Song of Fury: At 7th level When wielding a longsword in one hand (and nothing in the other) and using the full attack action, the bladesinger can make one extra attack in a round at his highest base attack, but this attack and each other attack made that round suffer a -2 penalty. This penalty applies for 1 round, so it affects attacks of opportunity the bladesinger might make before his next action.

Blood Dance: At 9'th level the bladesinger who has been injured sevearly and is within 20 hitpoints of death, or 10 hitpoints of 0, can sing a death song to the Seldarine and is granted the ability to Rage (as per the barbarian ability) for as many rounds as you have bladesinger levels, plus your Con. Modifier.

CL-BAB-FS-RS-WS-Special- Spells per day

1'st-+1-+0-+2-+2-bladesong, duel bladesong style.

2'nd-+2-+0-+3-+3-bonus feat-+1level

3'rd-+3-+1-+3-+3- Combat song- lesser spellsong

4'th-+4-+1-+4-+4-+1level- graceful disarm

5'th-+5-+1-+4-+4- song of celerity

6'th-+6-+2-+5-+5-bonus feat- greater spellsong-+1level

7'th-+7-+2-+5-+5- song of fury

8'th-+8-+2-+6-+6-+1level

9'th-+9-+3-+6-+6- blood dance

10'th-+10-+3-+7-+7-bonus feat-+1level
Green Elven Vampire

03-14-04, 11:04 AM
Elven Assassin

The Elven Assassin is the master of elven retribution and swift justice! Whenever a great crime against the elven people is commited, the phantom blade is called to seek justice with vengence. The Elven assassin is the retributor for the good of their people, and the cold revenge of the elven Royal Crown! Their training in stealth, anatomy, and dealing quick, lethal blows allows them to carry out missions of revenge with shocking, horrifying, and breath taking, elogent precision.

Hit Die: d6

Requirements:

Race: Elf or Half elf.

Base Attack: +4

Skills: Move silently 7 ranks, Hide 7 ranks, Tumble 5 ranks, Intimidate 8 ranks.

Feats: Weapon Focus (ray or energy missile spells), Stealthy, Flick of the wrist.

Special: The character must have previously suffered a great loss before she can become a elven assassin. The elven assassin must be able to cast arcane or Divine spells of at least 1'st level, or higher.

Class Skills: Bluff (Cha), Climb (Str), Diplomacy (Cha), Innuendo (Wis), Forgery (Int), Intimidate (Cha) Open locks (Dex), Hide (Dex), Gather information (Cha), Disguise (Cha), Escape artist (Dex), Move silently (Dex), Search (Int), Read lips (Int, exclusive skill), Sense Motive (Wis)
Skill points at Each level: 4 +Int Modifier.

Class Features:

Weapon and Armor Proficiency: The Elven Assassin's weapon training focuses on weapons suitable for Stealth and Sneak attacks by both blade and magic. She is proficient with all simple and martial weapons, as well as with light armor.

Spells per day: A Elven Assassin's training focuses on subtle and stealthy offensive magic. Thus, at 2'nd level, & when a character gains a new Even level of elven assassin, she gains new spells per day as if she aso gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not however gain any other benefit a character of that class would have gained.

Sneak Attack (Ex): Starting at 1'st level, as the Rogue ability, this ability stacks with any other sneak attack bonuses. If you sneak attack with ray or energy misile spells and with a successful attack you deal 1d6+2 points of damage. (This increases by +2d6+3 at 3'rd level, +3d6+4 at 5'th level, and so on).
This ability increases every other level.

Shadow Combat (Ex): At 3'rd level, If she makes a successful Hide in Shadow check she gains a +4 bonus to her AC while fighting an opponent anywhere there are shadows around. Once removed from the shadows for any reason (such as a light spell) she looses
all bonuses from this ability.

Ghost Dodge (Ex): Starting at 2'nd level, this ability is exactly like the uncanny dodge ability used by rogues (Dex. bonus to AC), except that it also gives her a +2 bonus modifer to the DC against any spell requireing a Dexterty check.

Masterful Intimidation (Su): Elves that take the path of the elven assassin have a certain aura about them that causes an emotional effect upon those around her. Whether Fearful or Respectful, she Intimidates almost everyone! She adds her number of elven assassin levels to all intimidate checks. (An 8'th level elven assassin adds +8 to all intimidate checks). This ability starts at 1'st level.

Subtle Death (Ex): At 7'th level, The elven assassin that makes a successful melee sneak attack roll and exceeds the opponents AC by a roll of 5 or more may use her off hand to strike another sneak attack at the same opponent in that round as a free action! Also at 7'th level, if she makes a successful melee sneak attack roll and exceeds the opponents AC by a roll of 5 or more, she can use her off hand to cast any spell with a range of touch at the same opponent in that round as a free action.

Lvl-BAB-Fort-Ref-Will-special-spell level

1-+0-+0-+2-+0-Arcane ttack- Sneak Attack- Masterful Intimidation

2-+1-+0-+3-+0-Ghost Dodge- +1 spell lvl

3-+2-+1-+3-+1-shadow combat- Sneak Attack-

4-+3-+1-+4-+1- +1 spell lvl

5-+3-+1-+4-+1- Sneak Attack

6-+4-+2-+5-+2- +1 spell lvl

7-+5-+2-+5-+2- Sneak Attack- Subtle death

8-+6-+2-+6-+2- +1 spell lvl

9-+6-+3-+6-+3- Sneak Attack

10-+7-+3-+7-+3- +1 spell lvl
Green Elven Vampire

03-15-04, 02:06 PM
The Moon Owl


The Moon Owl is the Master Spy of the Elves. Often called upon to gather information on a untrustworthy nation, they easily adapt to that culture and race, gaining their level of trust to properly aquire the motives and dispositions of their lords and rulers. Most rogues become Moon Owls, and most moon owls follow Erevan Ilesere, however it is open to all classes. They train non-stop in the art of stealth, and diplomacy. Yet once their cover is lost they are quick to strike, and deadly in combat. They are adepts at escaping from prisons, both mundane, and magical. They are Valued highly in elven realms almost as much as they are unpopular. Those moon owls who follow Erevan Ilesere tread a thin line of danger when under cover, because of their inability to oppress their mischievous tendencies at every moment.

Hit Die: d6.

Requirements: To qualify to become a Moon Owl, a character must fulfill all the following criteria.

Race: Character must be a Elf or Half Elf.

Skills: Move silently 5 ranks, Tumble 5 ranks, Disguise 7 ranks, Escape Artist 7 ranks.

Feats: Skill Focus (Bluff), Multicultural, Dash, Combat Reflexes.

Base attack bonus: +5.

Special:

Class Skills: Escape Artist (Dex), Perform (Cha), Bluff (Cha), Intimidate (Cha), Hide (Dex), Disable Devise (Int), Balance (Dex), Innuendo (Wis), Open Locks (Dex), Forgery (Int), Move Silently (Dex), Hide (Dex), Balance (Dex), Tumble (Dex), Scry (Int), Listen (Wis), Speak Language (Int), Spot (Wis), Climb (Str), Diplomacy (Cha), Pick Pocket (Dex), Sense Motive (Wis), Use Magic Devise (Cha).
Skill points at each level: 8 + Int Modifier.

Class Features:

Weapon & Armor Proficiency. They are proficient with all simple & martial weapons, and light and medium armor.

Hidden Alignment(Sp): At 1'st level the moon owl is an expert at concealing her alignment against any form of divination.This ability functions exactly like the Undetectable Alignment spell, except that it is always active.

Sneak Attack (Ex): At 2'nd level she gains the sneak attack ability if she does not already have it. she gains +1d6 damage with this attack initially, and rises to +2d6 at 4'th level. If she already has this ability from a previous class, the damage bonuses stack.

Scry Sense(Ex): At 2'nd level, the moon owl can notice the presence of an Arcane eye spell, scrying, a crystal ball, or any other form of magical eaves dropping with a successful spot check. (DC15).

Getaway Strike(Ex): At 3'rd level, the moon owl whos cover is blown, or identity lost, can make a single devastating attack. If you draw a light weapon and make a melee attack in the same round, you catch your opponent flat-footed (for this attack only). This ability even denies rogues their uncanny dodge ability. This can be used once per combat.

Flurry of Desperation(Ex): At 4'th level, if she has been found out as a spy, before any actions are taken, she may make a Sense Motive check, and if successful, she can make a number of ranged attacks equal to her Dexterity modifier at her highest Base Attack Bonus as a free action for that round. This ability is useable once per combat.

Slippery Mind (Ex): At 4'th level she gains the slippery mind ability if she doen not already have it. (see the rogue section in chapter 3 of the PhB)

Tumbling Getaway Strike (Ex): At 5'th level, she gains this ability, which works the same as the Getaway Strike ability, except that if weilding a weapon in each hand, and on a successful Tumble check (DC17), she can make a number of additional attacks of opportunity equal to her Dexterity modifier to foes who leave themselves open.

Owl's Bluff: At 5'th level while under direct observation, the Moon Owl can make a bluff check as a move-equivalent action, opposed by the spot check of any observers. If you succeed, your misdirection makes them look elsewhere while you take a partial action. If your partial action is one of these rogue skills- escape artist, hide, move silently, open locks, perform, or pick pockets she gains a +4 competence bonus to the DC roll.
If your partial action is an attack vs. an opponent who failed the opposed check, the opponent is denied a Dex. bonus to AC. This even works against the rogue's Uncanny Dodge ability.

CL-BAB-FS-RS-WS-Special

1'st-+0-+0-+2-+2-Hidden Alignment

2'nd-+1-+0-+3-+3-sneak attack-scry sense

3'rd-+2-+1-+3-+3-getaway strike

4'th-+3-+1-+4-+4-flurry of desperation-slippery mind

5'th-+3-+1-+4-+4-Tumbling getaway strike-Owls bluff.
Green Elven Vampire

03-15-04, 10:15 PM
The Spellfilcher of Erevan Ilesere

The Spellfilchers of Erevan Ilesere are a special breed of Rogue/Wizards. They master and combine their knowledge of spells with their utter love of mischief, larceny and intrigue. While no formal or known orders are associated with Erevan's church, countless bands and guilds of elven and half elven rogues have been founded in honor of the Trickster. A Notable example of spellfilchers are the fellowship known as The Knaves of the Missing Page which is based in the vale of Evereska but active all throughout Faerún. There are even some spellfilchers in the ranks of the much lesser-known elven thieves guild in Silverymoon called The Rogues of the Laughing Twilight. They work well with the clergy of Erevan, especially with Divine Seekers and Masked Pranksters, but also just as well with Thief-Acrobats, Shadowdancers and Temple Raiders of Erevan Ilesere. They are among Faerún's most powerfully skilled thieves and wont hesitate to cast a Delayed-bast Meteor Swarm in the main chapel of a rival deity after having stolen a priceless item or artifact from them.

Hit Die: d4.

Requirements: To qualify to become a Spellfilcher, a character must fulfill all the following criteria.

Race: Character must be a Elf or Half Elf.

Skills: Knowledge (religion, arcana) 5 ranks, Disguise 5 ranks, Open Locks 10 ranks, Pick Pockets 5 ranks, Disable Devise 10 ranks.

Feats: Skill Focus (at least one; open locks, pick pockets, disable devise, move silently, hide), Any Metamagic feat and Street Smart.

Spellcasting: Ability to cast Greater Magehand and at least one 3'rd level or higher arcane spell with the chaos, Trickery or luck discriptor.

Special: +2d6 Sneak attack ability. Must have Erevan Ilesere as a Patron Deity.

Class Skills: As the Rogue class skills, plus Knowledge (religion, arcana), Concentration and Spellcraft.
Skill points at each level- 4 + Cha mod.

Class Features:

Weapon & Armor Proficiency: Spellfilchers gain no proficiency with small or light weapons.

Spells per day: A spellfilcher's training focuses on Arcane magic. Thus, when a character gains a new level of SF, she gains new spells per day as if she aso gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not however gain any other benefit a character of that class would have gained.

Pass Glyph: At 1st level The SF gains a +4 bonus on all search, disable devise and open lock checks to locate, disable or bypass magical glyphs, runes and symbols.

Ranged Spellfilch: At 1st level the SF can perform one of the following class skills at a range of 35 feet: Disable Devise, Open Lock or Pick Pocket. There is no increase to the skill check DC for working at a distance and you may take 10 on the check while in shadows. This ability may be used 3/day.

Sneak Attack: At 2nd level she gains sneak attack 1d6 as the rogue ability. This stacks with any sneak attack ability from another class. The damage increases to 2d6 at 5th level, 3d6 at 8th level.

Smiling Defense: At 3rd level she gains a +2 bonus to all saving throws against spells from the schools of Illusion, enchantment, Divination and Transmutation. This increases to +4 at 7th level.

Bonus Feat At 4th level she gains a bonus feat from this list: Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, Improved Familiar, Signature Spell (must meet prereq), Delay Spell, Twin Spell.

Erevan's Sense: At 5th level she posesses an uncanny intuition that warns her of danger. She gains a +4 insight bonus to Reflex saves to avoid traps, +4 dodge bonus to AC against attacks by traps, and a +6 insight bonus on spot checks to spot creatures at the beginning of an encounter.

Defensive Roll: At 6th level she gains the defensive roll ability (see the rogue section in chapter 3 of the PHB).

Bonus Feat: At 7th level she gains a bonus feat from the following list: Alertness, Blind-Fight, Cosmopolitan, Education, Leadership, Lightning Reflexes, Track, Skill Focus (any rogue class skill), Still Spell, Weapon Finesse, Flick of the Wrist, Arteral Strike, Quicker than the Eye.

Tricksters Shroud: At 8th level she gains the ability to cast the Spell resistance spell on herself one time a day giving her SR 12 + caster level. It's a spell-like ability that is cast at her total caster level.

Extend Spell: At 9th level she may cast a spell as if it were under the effects of the Extend Spell feat. She does not need to prepare this spell in advance, and it does not increase the casting time or use a higher spell slot. This ability can be used a number of times a day equal to 1 + Intelligence bonus.

Improvised Sneak Attack: At 10th level She can combine her Rogue and Arcane skills to perform this ability. She can declare one melee or ranged attack she makes to be a sneak attack. The target of improvised sneak attack loses any and all dexterity bonus to AC, but only against this one attack. She does not need to flank her opponent or remain hidden for this to work.
This ability may be used 2/day.

CL-BAB-FS-RS-WS-Special- Spells per day

1'st-+0-+0-+2-+2-- Pass glyph, Ranged spellfilch- +1level

2'nd-+1-+0-+3-+3-Sneak Attack +1level

3'rd-+1-+1-+3-+3-Smiling defense -+1level

4'th-+2-+1-+4-+4-Bonus Feat -+1level

5'th-+2-+1-+4-+4-Erevan's sense, Sneak Attack -+1level

6'th-+3-+2-+5-+5-Defensive Roll -+1level

7'th-+3-+2-+5-+5-Bonus Feat -+1level

8'th-+4-+2-+6-+6-Sneak Attak, Tricsters shroud,+1level

9'th-+4-+3-+6-+6-Extend Spell, +1level

10'th-+5-+3-+7-+7-Improvised Sneak Attack, -+1level
Captain Jack Sparrow

03-15-04, 10:58 PM
I see your thread has been stickied. You have some interesting and neat ideas. I especialy love the Spellfilcher class you made. Do you take requests?
Prince Forge Of Avalon

03-16-04, 01:10 AM
Nice to see your work get sticked! Good job GEV.
skinny_rat_boy

03-16-04, 02:53 PM
Planeswalker
planeswalkers are persons who are bored or dissatisfied with life on the surface of Faerun. Instead they travel to distant planes to satisfie their lust for travel and adventure. Planeswalkers never stay on the same place for long, and in time they develop abilities that symbol their very nature. The most powerful planeswalkers even transcend their form and become creatures of the planes they walk. Planeswalkers are most often elves or half-elves but a fair amount of humans tread this path as well, sometimes the different types of planetouched become planeswalkers, cause some feel more comfortable on their "home" plane, the other races very rarely become planeswalkers.Hit Die: D6

Requirements:
Alignment: anu nonlawful
Base Attack Bonus:+5
Skills:Knowledge(the planes)13 ranks, Survival 13 ranks
Feats: Run, Iron Will
Spells: Must be able to cast 1st level arcane spells
Special: Must have visited at least 2 different planes


Class skills:Alchemy, Balance, Climb, Concentration, Craft, Jump, Listen, Knowledge(the planes), Knowledge(arcana), Profession, Search, Spellcraft, Spot, Survival, Swim and Use Rope

Skill Points At Each Level: 4+int modifier

Class FeaturesAll of the following are class features of the Planeswalker.

Planeshift(Sp):At level 1, the planeswalker gains the power to use planeshift as a spell-like ability 1/day, at every level thereafter the number of times he can use it increase by 1.

Free like the wind(Ex):At level 1 the planeswalkers speed increaces by 10 feet, at level 4 the speed increase to 20 feet.

Leomunds Secure Shelter(Sp):At level 2 the planeswalker gains the ability to use Leomunds secure shelter as a spell-like ability 1/day.

True Freedom(Su):1/day as a standard action a planeswalker of level 4th or higher, may act as under the effect of the spells Haste and freedom of movement at the same time. For a number of rounds equal to 3+ planeswalkers charisma bonus.

Transcendence:At level 5 the planeswalker completely transcends her former nature and becomes a creature of freedom. her creature type changes to outsider, she gains spell resistance 10 and she may use Protection from law 5/day as a spell-like ability.

LVL- BSB- FORT- REF- WILL- SPECIAL
1 +0 +0 +2 +2 Planeshift 1/day, free like the wind
2 +1 +0 +3 +3 Planeshift 2/day, Leomunds secure shelter
3 +1 +1 +3 +3 Planeshift 3/day
4 +2 +1 +4 +4 Planeshift 4/day, True freedom, free like the wind
5 +2 +1 +4 +4 Planeshift 5/day, Transcendence

I love the flavour of this one...........
just wanted to share this with you!
Captain Jack Sparrow

03-16-04, 03:49 PM
Do you have BaB BsB and all the crunch to post along with that?
Green Elven Vampire

03-16-04, 05:44 PM
Hey SRB I need the class progression levels in order to place yor PrC on the Index list. I can only accept complete PrC's. Otherwise it looks good to me. So make sure you edit your post to include a class progression table so I may add it to the list of others with your name on it. :) Thanks.
Grammaton Cleric

03-18-04, 04:29 PM
Wow. Green Elven Vampire, you are the man. You are a genius. I very much like all of your PrCs and hope you keep punching them out. As for myself, you have inspired me to get the creative juices flowing, and I intend to create a PrC of my own now.

Again, you are the man.
Green Elven Vampire

03-18-04, 06:15 PM
Originally posted by Grammaton Cleric
Wow. Green Elven Vampire, you are the man. You are a genius. I very much like all of your PrCs and hope you keep punching them out. As for myself, you have inspired me to get the creative juices flowing, and I intend to create a PrC of my own now.

Again, you are the man. Well, thank you! I am very flattered. I try my best. Some like my stuff, others think they are too powerful. Hey, feel free to post your PrC here when you're finished. That's what this thread is here for. :)
Green Elven Vampire

03-25-04, 09:17 PM
Sword Dancers of Eilestraee

The Dark Maiden encourages drow to return to the surface world and re establish themselves as rightful nonevil inhabitants of the Night Above . Although they need not be Drow themselves the Sword Dancers are expected to lead their migration and work to promote harmony between drow and surface dwellers. They nurture beauty ,music , the craft of making musical instruments and song whenever they find it , assist hunters and hunting and help others in acts of kindness whenever they see ways to do so
Most Sword Dancers are Clerics , Cleric/Fighters or Cleric/Bards . Other classes combinations particularly those including rogues , rangers and sorcerers are possible but somewhat less common . Barbarians and Wizards rarely become Sword Dancers
Drow and Half Drow are by far the most common races to adopt the Sword Dancer class but other races particularly half elves , humans and elves who venerate the Dark Maiden can apply
Sword Dancers usually dwell together in small groups in places where other elven races might dwell . Most frequent woodland glades where they gather to dance , sing and engage in swordplay under the light of the Moon

Hit Dice ; D8

Reqs

Race : Elf Or Half Elf (with Drow and Half Drow possible)

Gender : Female

Base Attack Bonus ; +5

Skills ; Diplomacy (5 Ranks) , Perform (5 Ranks) (both Dance and Singing) , Speak Language (Elven and Undercommon)

Feats ; Dodge , Expertise , Skill Focus (Perform either Dance or Singing) , Weapon Focus (Any Sword)

Abilty to cast 3rd level divine Spells

Patron : Elistratee

Special ; The character must have seen the sun rise at least once and have spent at least one continuous month on the surface (without entering the Underdark) spending each night dancing under the light of the moon

Class Skills ; Balance , Concentration , Craft , Diplomacy , Knowledge (Nature) , Knowledge (Religion) , Hide , Knowledge (Local) , Knowledge (History) , Listen , Move Silently , Perform , Tumble and Wilderness Lore
- Skill Points per Level ; 2 + Intelligence modifier

Class Level : BAB/ Fortitude/Reflex/Will _Special
1 _ _ _ _ _ _ +0 _ +0 _ _ _ +2 _ _ +0 _ _ Low Light VisionSword Song
2 _ _ _ _ _ _ +1 _ +0 _ _ _ +3 _ _ +0 _ _ Moonlights
3 _ _ _ _ _ _ +2 _ +1 _ _ _ +3 _ _ +1 _ _ Sword Dance
4 _ _ _ _ _ _ +3 _ +1 _ _ _ +4 _ _ +1 _ _ Mobility
5 _ _ _ _ _ _ +3 _ +1 _ _ _ +4 _ _ +1 _ _ Maiden's Sword
6 _ _ _ _ _ +4 _ _ +2 _ _ _ +5 _ _ +2 _ _ Lesser Spellsong
7 _ _ _ _ _ +5 _ _ +2 _ _ _ +5 _ _ +2 _ _ Spring Attack
8 _ _ _ _ _ +6 _ _ +2 _ _ _ +6 _ _ +2 _ _ Spellsong
9 _ _ _ _ _ +6 _ _ +3 _ _ _ +6 _ _ +3 _ _ -
10 _ _ _ _ _ +7 _ _ +3 _ _ _ +7 _ _ +3 _ Swordshield
* +1 Spellcasting class level every PrC level

Class Features

Weapons/Armour Proficiency : A Sword Dancer gains no additional weapon or armour profs. A Sword Dancer that wears medium or heavy armour or uses a shield cannot use any of her special abilties. If wearing light armour a Sword Dancer must suceed an Arcane Spell Failure roll in order to use any of her special or spell like abilties granted by this PrC (not including spellcasting/feats)

Spells Per Day/Known : At each Sword Dancer level a character gains new spells per day and spell known if applicable as if he had also gained a level in a spellcasting class she belonged to before adding this PrC . She does not however gain any other benefits that a character of that class would have gained such as improved chance of Rebuking/Turning Undead. If the character belonged to more than one spellcasting PrC before he must choose to which class to add each Sword Dancer level for the purpose of determining Spells per day/Known

Low Light Vision: All Sword Dancers have Low Light Vision

Sword Song (Su) : A Sword Dancer can attune herself to a particular sword (magical or not) through a process that takes a tenday . During this time she must be wearing or holding the sword at least 8 hours per day and if interrupted she must start again. She may only be attuned to a sword in such a fashion at a time. Beginning the process of attuning another sword negates the abilty of the currently attuned sword . Once attuned and whenever she wields it the sword sings heroic songs granting her a +2 morale bonus on attack and damage rolls with the sword and a +3 morale bonus on saving throws against mind affecting spells and effects. This abilty is a sonic might affecting effect and can be used a maximum number of rounds per day equal to her class level + her Charisma modifier . If this abilty is applied to a Dancing Sword the sword gains no attack or damage bonus but the saving throw bonus still applies to the Sword Dancer

Moonlights (Su) : Beginning at 2nd level a Sword Dancer can create small lights akin to those created by the Dancing Lights spell . Those lights are under the control of the caster but can't move more than 5 ft from her body . The Sword Dancer can have in existance a number of lights equal to her class level

Sword Dance: At 3rd level the Sword Dancer can attune herself to a particular sword (which may be the same as her singing sword) , in the same manner as described above . Once attuned she may use it as if the weapon had the Dancing property . She may use this abilty a number of times per day equal to her class level

Twin sword style : The Sword Dancer gains the twin sword style feat at 4th level

Maiden's Sword ; At 5th level a sword dancer gains the benefits of the Craft Magical Arms & Armours feat . This applies only to her attuned swords but the abilties given persist even if she loses her attunment . She may add any property to her swords including enhancment bonus so long as she meets the prerequisites. If this feat is already possessed by the PC then the cost to craft is lowered by one -half the amount.

Lesser Spellsong (Su) : At 6th level a Sword Dancer gains the abilty to spontaneously cast prepared spells of 3rd level or lower pertaining to any of her domains just as a good cleric sponteously can cast prepared spells into Cure spells . Such spells must have a Verbal Component .
For Example a Cleric who has prepared Divine Favour (first level spell) could lose Divine Favour in order to cast Faerie Fire (a first level spell from the Moon Domain) provided she had access to the Moon Domain

Spring Attack: The Sword Dancer gains the benefits of the Spring Attack feat at 7th level

Spellsong (Su): At 8th level the Sword Dancer's Lesser Spellsong abilty expands to include spontaneous casting of domain spells of up to 6th level

Sword Shield: At 10th level as a free action a Sword Dancer may command her Dancing Sword to fight in a defensive manner taking a penalty of up to -5 to hit with the sword in favour of an up to +5 defensive AC bonus . She can use this abilty untill her next action though it may only affect 1 dancing sword at a time
Israfel666

03-26-04, 03:30 PM
I had originally created this for a character of mine, who unfortunately died before being able to enter the PrC. Hope you can enjoy it...

---------------------------------------

This is a PrC for worshippers of Abbathor (dwarven god of greed and betrayal). You may find info on him and his dogma in either Faiths&Pantheons or Demihuman Deities (the second is free for download on the Wizards website, I believe).

Aetharnor

Requirements
Skills: Appraise 8 ranks, Bluff 8 ranks, Craft (any) 4 ranks, Knowledge (religion) 4 ranks, Search 2 ranks, Sleight of Hand 4 ranks.
Feats: Any two item creation feats
Patron: Abbathor
Spells: Ability to cast 3rd level divine spells
Special: Must personally own at least 1,000 GP per character level in coins or gems (borrowed money doesn't count). You do not need to have immediate access to the riches, but as long as nobody else can get their hands on them, the prerequisite is fulfilled.

Features
Hit Dice: d6
BAB: as cleric/rogue (3/4)
Good saving throws: Reflex and Will
Weapons and armor: gains proficiency with all simple weapons and rogue weapons.

Abbathor's Commandment: No aetharnor can steal from any other dwarf, or influence events to cause harm to the person or wealth of any rival priest of Abbathor. Violating this commandment causes loss of all prestige class powers (except for sneak attack and spells) until receiving an atonement spell from an aetharnor in full standing.

Abbathor's Share: If the aetharnor is a divine caster, every time he prays to Abbathor for spells he must sacrifice gems or coins worth at least 50 gp per class level. Such items are whisked away to the Trove Lord's colossal hoard in His divine realm, and can be recovered with a miracle spell.

Spells: +1 caster level in a divine spellcaster class at every level.

Sneak attack: as the rogue ability, +1d6 at levels 1, 4, 7, 10.

Cheat (Sp): As the spell [from the BoVD], once per day per class level, as a bard of the aetharnor's class level.

Greedy Rage (Ex): When he believes that defeating one or more enemy would grant him possession of a large sum of money or a precious or powerful item (for a worth of at least 500 gp per character level, according to his estimation), or when an enemy tries to steal from his possessions, the aetharnor gains a +2 morale bonus to attack and damage rolls and Will saving throws against such enemies. If at the end of the encounter he does not gain possession of such items, or fails to defend his possessions, he is fatigued until he rests. The bonus increases to +4 at 6th level.

Theft (Sp): As a move-equivalent action, an aetharnor of 2nd level or higher can choose an unattended item within line of sight (or multiple items no two of which are more than 5 feet away from each other) and magically transfer it, as with a dimension door spell, upon his person. Noticing the disappearance while not looking at the object, on a casual glance, requires a Spot check (DC 20 + the aetharnor's Wisdom modifier) Artifacts are not subject to this power, and intelligent items receive a Will saving throw. Theft can be used once per day per two class levels.

Cheap Casting (Ex): An aetharnor of 3rd level or higher can use material components or foci for divine spells whose worth is half the normally required minimum.

Knowledge of Wealth: Aetharnor of 4th level gain a +4 competence bonus to Appraise checks and can cast identify once per day as a spell-like ability as a wizard of their class level.

Defend your Own (Ex): Aetharnor of 5th level can attempt to negate disarm or sunder attempts against them by making a Reflex saving throw (DC equal to the disarming/sundering enemy's attack roll). If successful, the attempt fails. The aetharnor cannot make attacks of opportunity upon the disam/sunder attempt when using this ability.

Personal Hoard (Su): An aetharnor of 5th level or higher can magically enchant a bag of holding or portable hole to become the container of his personal, secure extraplanar hoard. The item can now disappear (it is transferred to a secure location in Abbathor's divine realm) and reappear in the aetharnor's hand at his command (a standard action), no matter how far the item and the aetharnor are. Coins and gems do not count any longer against the item's capacity limit. When using his theft and grand theft powers, the aetharnor can choose the stolen item to be transferred to his personal hoard instead, whether it is current on the Material Plane or in Abbathor's planar vault. An aetharnor can only have one personal hoard in existence at any moment.

Spare the Riches (Ex): Aetharnor of 7th level or higher can craft magic items for two-thirds (66%) of their normal craft cost in gold pieces. The XP cost is unaffected.

Wyrm Empathy (Ex): Aetharnor of 8th level gain a +4 competence bonus to Charisma-based checks towards true dragons.

Hoard Sense (Su): Twice per day, aetharnor of 9th level can detect precious metals and gems as if using a rod of metal and mineral detection, but range is 120 feet.

Grand Theft (Sp): An aetharnor of 10th level can use this power once per day. It is identycal to the theft power, except that the subtracted item is automatically replaced by a permanent image replica. Witnesses to the act do not realise what happens unless they disbelief the illusion.




The Aetharnor (note: all levels add to divine caster level)
CL BAB Fort Ref Will Special
1st +0 +0 +2 +2 Sneak attack +1d6, cheat, greedy rage +2
2nd +1 +0 +3 +3 Theft 1/day
3rd +2 +1 +3 +3 Cheap casting
4th +3 +1 +4 +4 Sneak attack +2d6, theft 2/day, knowledge of wealth
5th +3 +1 +4 +4 Defend your own, personal hoard
6th +4 +2 +5 +5 Theft 3/day, greedy rage +4
7th +5 +2 +5 +5 Sneak attack +3d6, spare the riches
8th +6 +2 +6 +6 Theft 4/day, wyrm empathy
9th +6 +3 +6 +6 Hoard sense
10th +7 +3 +7 +7 Sneak attack +4d6, theft 5/day, grand theft
Israfel666

03-27-04, 01:47 PM
Another one comes...

Bregan D'Aerthe Spy

Hit Die: d6.

Requirements:

Base Attack Bonus: +4
Base Reflex Save Bonus: +4
Skills: Bluff 6 ranks, Knowledge (local - any drow settlement) 6 ranks, Listen 3 ranks, Speak Language (Drow Silent Code), Spot 3 ranks
Feats: Alertness, Dodge, Iron Will
Special: Membership in the Bregan D'Aerthe organization. This usually requires being drow, but a nondrow who manages to impress Jarlaxle (an extremely hard feat; DMs are suggested to require the completion of a challenge of at least CR 10) might be allowed to join.

Class skills:
The Bregan D'Aerthe Spy's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Sense Motive (Wis), Speak Language (none), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Skill points per level: 8 + Intelligence modifier.


The Bregan D'Aerthe Spy
Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Sneak attack +1d6, shadow in the streets, renegade
2nd +1 +0 +3 +3 Foil divination +2
3rd +2 +1 +3 +3 Evasion, trap sense +1, magical insight
4th +3 +1 +4 +4 Sneak attack +2d6, art of survival 1/day
5th +3 +1 +4 +4 Spell-like ability
6th +4 +2 +5 +5 Foil divination +4
7th +5 +2 +5 +5 Sneak attack +3d6, Trap sense +2, uncanny dodge
8th +6 +2 +6 +6 Spell-like ability
9th +6 +3 +6 +6 Art of survival 2/day, special ability
10th +7 +3 +7 +7 Sneak attack +4d6, foil divination +6, trap sense +3


Weapon and Armor Proficiency: Bregan D'Aerthe spies are proficient with the hand crossbow and rapier. They gain no proficiency with any armor or shield.

Shadow in the streets (Ex): While she is in a public place in a city or settlement for which she has at least six ranks of Knowledge (local), a Bregan D'Aerthe spy can use the Hide skill even while being observed at no penalty.

Renegade: Bregan D'Aerthe spies are houseless rogues, while not even non-drow. They suffer a -4 circumstance penalty on all Charisma-based checks against drow who are not members of Bregan D'Aerthe themselves, and they lose the Highborn Drow feat if they possessed it. On the other side, membership in the organization grants them a +4 circumstance bonus on Charisma-based checks with other Bregan D'Aerthe members.

Sneak Attack (Ex): If a Bregan D'Aerthe spy can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The Bregan D'Aerthe spy’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Bregan D'Aerthe spy flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three Bregan D'Aerthe spy levels thereafter. Should the Bregan D'Aerthe spy score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a Bregan D'Aerthe spy can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A Bregan D'Aerthe spy can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Bregan D'Aerthe spy must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Bregan D'Aerthe spy cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Foil divination (Ex): A Bregan D'Aerthe spy gains the listed bonus on all saving throws against divination effects.

Evasion (Ex): At 3rd level and higher, a Bregan D'Aerthe spy can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Bregan D'Aerthe spy is wearing light armor or no armor. A helpless Bregan D'Aerthe spy does not gain the benefit of evasion.

Trap Sense (Ex): At 3rd level, a Bregan D'Aerthe spy 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 when the Bregan D'Aerthe spy reaches 7th level.
Trap sense bonuses gained from multiple classes stack.

Magical Insight (Ex): From 3rd level on, a Bregan D'Aerthe spy adds half her class level as a competence bonus on all Use Magic Device checks with items crafted by drow.

Art of Survival (Ex): Once per day, a Bregan D'Aerthe spy of at least 4th level can perform any of the following stunts:
- Run up to six times her base speed as a full-round action, without provoking attacks of opportunity from leaving threatened squares
- Gain a +6 competence bonus on a single saving throw
- Gain a second saving throw attempt against any ongoing effect the spy is currently under
At 9th level, this ability can be used twice per day.

Spell-like ability (Sp): At 5th level, a Bregan D'Aerthe spy gains a spell-like ability usable three times per day, chosen among the following spells: arcane lock, blur, detect thoughts, invisibility, knock, levitate, locate object, misdirection, obscure object, spider climb, whispering wind. The DC for these spells is equal to 12 + her Int modifier, and she uses her character level as the caster level. At 8th level, the spy can choose another spell-like ability, or three more uses per day of the same spell-like ability.

Uncanny Dodge (Ex): Starting at 7th level, a Bregan D'Aerthe spy can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Bregan D'Aerthe spy already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Special Ability (Ex): At 9th level, a Bregan D'Aerthe spy gains a special ability of her choice from those available to a 10th-level rogue.


Sample Bregan D'Aerthe Spy - Ethelria Av'ladra



Ethelria Av'ladra; female drow Fighter 2 / Rogue 3 / Bregan D'Aerthe Spy 6 of Ghaunadaur; CR 12; Medium-size humanoid (Elf, Drow); HD 2d10+9d6+11; hp 58; Init +9 (+5 Dex, +4 Imp. Initiative); Spd 30 ft.; AC 21 (+5 Dex, +5 armor, +1 shield), touch 15, flat-footed 16; Base Atk/Grp +8/+9; Atk +13/+8 melee (1d6+3/18-20/x2 + 1d6 fire, +2 flaming rapier) and +12 melee (1d4+1/20/x3, +1 punching dagger) or +15/+10 melee (1d6+3/18-20/x2 +1d6 fire, +2 flaming rapier) or +16/+11 ranged (1d4+3/19-20/x2, +3 bloodseeking hand crossbow); SA sneak attack +4d6, spell-like abilities (1/day - dancing lights, darkness, faerie fire, detect thoughts; CL 11th; DC 13+spell level); SQ trapfinding, evasion, shadow in the streets, renegade, foil divination +4, magical insight +3, art of survival 1/day; AL CE; SV Fort +7, Ref +12 (evasion), Will +6; Str 12, Dex 20, Con 13, Int 16, Wis 11, Cha 9.
Skills, languages and Feats: Bluff +5, Climb +6, Hide +17, Jump +6, Knowledge (local - Menzoberranzan) +9, Knowledge (local - Ust Natha) +9, Listen +4, Move Silently +16, Open Lock +8, Search +11, Sleight of Hand +10, Spot +3, Tumble +10, Use Magic Device +9; speaks Common, Undercommon, Elven, Drow Silent Language, Orc; Alertness, Dodge, Iron Will, Rapid Reload (hand crossbow), Two-weapon Defense, Two-weapon Fighting, Weapon Finesse.
Possessions: +2 flaming rapier, +1 punching dagger, +3 bloodseeking hand crossbow, lesser piwafwi, wand of shadow conjuration (29 charges), ring of invisibility.
skinny_rat_boy

03-29-04, 08:20 AM
I have added a class progression table now!!!!
skinny_rat_boy

03-31-04, 02:44 PM
Eye Spy
Eye spies are mages that have practised their sight to the extent that they develop strange powers which they unleash with the help of their favorite body parts, the eyes. Although they are no organization nor do they keep in touch with each other, the people of faerun know them as eye spies. The eye spies themselves use less provocative words to describe themselves, such as All eyes or Master Eye. ”Eye spie” is otherwise a fitting name since most have a bad habit of seeing trough walls. Although they are meddling and sneaky, most of them tend to be good at heart, but not all and an experienced Eye spy is a fatal opponent in many ways. Eye spies are usually a thief, spy or in rare cases guards. Eye spies are mostly humans but elves and half-elves with their already keen sight are common as well. Members of other races becoming eye spies are very rare, although there is rumored of a halfling guild consisting entirely of eye spies. Sorcerers are the most common Eye spies since the path towards becoming an Eye spy involves little study. Sometimes Bards choose to follow this path, but it is quite rare. Wizards are slightly more common but they are not numerous.
Hit Die: d4

Requirements
To qualify to become a Eye spy a character must fulfill all the following criteria.
Alignment: Any nonlawful
Spellcasting: Able to cast 2nd level arcane spells.
Skills: Read lips 4 ranks, Spellcraft 4 ranks, Spot 4 ranks.
Feats: Alertness, Skill focus(spot), Spell focus(divination).

Class Features
All of the following are class features of the eye spy.
Weapon and Armor Proficiency: An Eye spy gains no additional armor or weapon proficiency.

Darksight(Ex): At level 1 the Eye spy gains Darkvision with a range of 60 ft. and Low-light vision if he did not already have them.

X-ray vision(Su): At level 2 the Eye spy gains acces to one of his tredemark abilities, the x-ray vision. The ability is usable a number a times per day equal to 3 + the characters charisma modifier and it lasts for a number of rounds equal to 5 + the characters charisma modifier. The range is 20 ft. And it can penetrate up to 20 ft of Organic matter, 10 ft of stone or 10 in. Of metall, X-ray vision cannot penetrate lead, gold or platinum. The character can penetrate up to 4 ft. animal organic matter, 2 ½ ft. of vegetable organic matter, 1 ft. of stone or 1 in. Of metall each round of X-ray vision.

Arcane Eye(Sp): At level 3 the is able to use the spell arcane eye 1/day as a spell-like ability. At every second level thereafter(5,7 and 9), the number of times the Eye spy can use this ability increase by 1.

Eye shield(Su): At level 5 the Eye spy can as a normal action cloak his eyes with a shadowy shield that completely protects him from gaze attacks and grants him a +2 bonus on saves against hypnotism spells and effects but he suffers a 40% miss chance a –5 modifier to spot checks and –10 ft. to speed. Withdrawing the Eye shield counts as a standard action.

Instant X-ray: At level 6 the Eye spy immediatly penetrates the maximum thickness when using X-ray vision.

Detection(Su): At level 8 the Eye spy can tell if a person is lying, as long he has eye contact with the subject.

True Seeing(Su): At level 10 the Eye spy acts as if he were constantly under the effect of a True seeing spell.

LVl-BSB-FORT-REF-WILL- SPECIAL - Spells Per Day
1 +0 +0 +0 +2 Darksight +1 of existing class
2 +1 +0 +0 +3 X-ray vision +1 of existing class
3 +1 +1 +1 +3 Arcane Eye +1 of existing class
4 +2 +1 +1 +4 ---- +1 of existing class
5 +2 +1 +1 +4 Arcane Eye 2/day, Eye Shield +1 of existing class
6 +3 +2 +2 +5 Instant X-ray +1 of existing class
7 +3 +2 +2 +5 Arcane Eye 3/day +1 of existing class
8 +4 +2 +2 +6 Detection +1 of existing class
9 +4 +3 +3 +6 Arcane Eye 4/day +1 of existing class
10 +5 +3 +3 +7 True Seeing +1 of existing class
Naked Elf Girl

04-05-04, 02:49 AM
Nice work SRB. :) I like the planewalker class. Have any more?
Kazaxe

04-05-04, 03:24 PM
is it just me or do Green Giant and Green Elven Vampire own half the posts on the entire message boards
Captain Jack Sparrow

04-08-04, 01:23 AM
Looks like good work to me so far. I enjoy the Bregan-Spy. nice work.
The Quarterling

04-15-04, 02:04 AM
Nimbral Mage

The rarely encountered wizards of Nimbral are an incredibly potent group of spellcasters. Their magical prowess is legendary, so much so that stories of their great powers account for numerous tales of mystery and magic. All Nimbral mages are specialist mages specialized in illusion, their unique power lies in their ability to negate the need for an opposition school and as such the wizards of Nimbral are secretive and aloof. Similar to Elven Highmages they will not share their secrets with any but their own. The Nimbral mage rarely leaves the island of Nimbral but when doing so will don disguises and conceal their magical nature. I.E. They will refrain from looking people in the eyes. Nimbral Mages are always Wizards. No other class qualifies for this prestige class. Sorcerors exist in Nimbral and many are born with the Quicksilver eyes feat (see below) but they function as soldiers in the Nimbral military (The famed flying glassteel armor clad warriors of Nimbral).

Hit Die: d4 (The Nimbral Mage is physically frail and does not benefit from bonus hitpoints for
exceptional Constitution scores upon gaining this prestige class.)

Requirements:
To qualify to become a Nimbral Mage, a character must fulfill all the following criteria.
Abilities: Int 16, Dex 16.
Skills: Spellcraft 10 ranks, Knowledge(Arcane) 10 ranks.
Feats: Spell Focus(Illusion), Quicksilver Eyes, One metamagic or item creation feat.
Spellcasting: Able to cast 4th level arcane spells.
Special: Must prepare spells. Cannot be a specialist wizard.

Lvl BAB Fort Ref Will Special Spells per day
1 +0 +0 +0 +2 Enhanced Specialization, Extra Slot +1 level
2 +0 +0 +0 +3 Quick silver eyes (darkvision) +1 level
3 +1 +1 +1 +3 Enhanced Shadow Evocations +20% +1 level
4 +1 +1 +1 +4 Extra Slot +1 level
5 +2 +1 +1+4 Quick Silver eyes (arcane sight) +1 level
6 +2 +2 +2 +5 Greater Spell Focus(Illusion) +1 level
7 +3 +2+2+5 Extra Slot +1 level
8 +3 +2 +2 +6 Enhanced Shadow Evocations +40% +1 level
9 +4 +3 +3 +6 Quick Silver Eyes (True Seeing) +1 level
10 +4 +3 +3 +7 Extra Slot, Illusion Metamagic +1 level

All the following are class features of the Nimbral Mage class.
Weapon and Armor Proficiency: Nimbral mages gain no proficiency in any weapon or armor. Nimbral mages disdain physical combat and prefer to rely solely upon their magical might.

Spells per day: When a Nimbral Mage gains a level, the character gains new spells per day as if he had also gained a level in whatever arcane spell casting class he belonged to before he added the prestige class. He does not however gain any other benefit a character of that class would have gained.

Enhanced Specialization: For all purposes a Nimbral mages is considered a specialist in Illusion but does not suffer the hindrances of specialization (Opposition school, Saving throw penalties, etc.)

Extra Slot: When a Nimbral Mage is granted this feat (1st, 4th, 7th, 10th) he gains one extra slot in his daily allotment. This extra slot may be at any level up to one level lower than the highest-level spell he can cast. This ability is exactly same as the feat described in Tome and Blood.

Quick Silver Eyes: At 2nd level the Nimbral mage's unique eyes become further developed gaining the ability to penetrate darkness (He gains Darkvision 60 feet).At 5th this ability further develops allowing the Nimbral mage to sense magical auras (Arcane Sight as per the spell). At 9th level this ability reaches its maturity enabling the Nimbral mage to penetrate illusions (True seeing as per the spell). These abilities must be invoked but can be done at will. They require the Nimbral mage to concentrate and interupt spells that require concentration to maintain.

Enhanced Shadow Evocation: Spells of the shadow evocation spell tree are more real when the Nimbral Mage casts them.

Greater Spell Focus: Same as the feat.

Illusion Metamagic: You may augment illusion spells with metamagic at a reduced penalty. All metamagic feats applied to a spell cost one level less to augment. For example an extended invisibility spell would still be cast as a 2nd level spell.

----------------------------------------------------------------------------
Quicksilver Eyes [regional]
You were born with the unique ability to see magic. Your eyes are a peculiar silvery color.
Prerequisite: Human (Nimbral)
Benefit: You can detect magic as per the spell when you concentrate.
Hindrance: You are blinded by antimagic fields and dead magic zones.
Normal: You cannot see magic without casting the cantrip.
Special: You may select this feat only as a 1st level character. You must have your DM's approval. You may only have one regional feat.
-----------------------------------------------------------------------------
Green Elven Vampire

04-15-04, 03:10 AM
Very nice work Quarterling! If you have more feel free to post them as well. ;)
Green Elven Vampire

04-17-04, 12:04 PM
Dwarven Batterager

Within the ranks of the many dwarven fighters, defenders, clerics and the like, there are (arguably) elite fighters known as Batteragers. These dwarven men (as there are no known records of any dwarven women becoming Battleragers) are fanatical fighters and bodyguards for their clan leaders. Brash, loud and prone to berserker rages in the heat of battle, these fighters wield their bladed armor with no thought for their own safety.
For all their skill and endurance in combat, Battleragers are not well liked among the ranks of their dwarf compatriots. Their arrogance, gusto, bloodlust, and odor (a Battlerager who cleans his armor and bathes is considered a myth) have resulted in only a meager amount of recruits over the years. Consequently, the ranks of Battleragers have always been small.
Prospective applicants undergo arduous training, which centers around the management of pain and the strengthening of endurance. Trainees are often seen running headlong into sturdy wood or iron doors, punching stone walls, and wrestling for hours at a time. Regardless of how they behave (or smell), Battleragers are a force to be reckoned with on (and off) the battlefield.

Hit die: d10

Requirements
To qualify to become a Battlerager, the character must fulfill all of the following criteria:

Alignment: Any non-lawful, good alignment.

Race: Dwarf only.

Base Attack Bonus: +8

Feats: Dirty Fighting, Great Fortitude, Power Attack, and Toughness.

Intimidate: 4 ranks

Knowledge (Nobility and Royalty): 4 ranks.

Equipment: Masterwork Spiked armor (see below)

Class Penalties: -2 to Charisma. The Battlerager's demeanor, attitude and smell strongly count against him in his dealings with others (not that he cares).

Skill Penalties: When wearing typical Battlerager armor, the character suffers a rank penalty of -10 to the Move Silently skill (Battlerager armor squeaks and grinds loudly).

Class Skills
The Battlerager?s class skills (and the key ability for each skill) are: Climb (Str), Bluff (Cha), Intimidate (Cha), Knowledge (Nobility/Royalty) (Int), Climb (Str), Craft (Armor) (Int), Innuendo (Wis), Spot (Wis), and Wilderness Lore (Underground) (Wis). See Chapter 4: Skills in the Player?s Handbook for skill descriptions.
Skill points at Each Level: 2 + Intelligence modifier.

Base Attack Bonus: As a fighter.

Saves: As a fighter.

Ability Table
1----Damage reduction 10/+1, Bonus feat

2----Expert Grappler, Battlerager Frenzy

3----Gutbuster Lunge, Fast Movement

4----Damage Reduction 10/+2

5----Close Quarters Fighting

6----Armor Expert

7----Damage Reduction 10/+3

8----Resist Poison/Alcohol

9----Improved Gutbuster Lunge

10---Damage Reduction 10/+4

Class Features
Weapon and Armor Proficiency: All Battleragers are proficient with all types of armor, but not with shields. They are also proficient with the bladed gauntlet and spiked helmet (seen below). Their armor is either designed or enchanted to deal damage in close quarters combat.

Improved Initiative or Improved Bull Rush: At level 1, the character chooses either feat and receives it for free. The other feat may be chosen at the next appropriate level.

Battlerager Frenzy: The key ability of the battlerager is to charge headlong into enemy ranks without thought for personal safety. As the Battlerager takes damage it sends him into a rage, allowing him to deal more damage with each blow, as well take more punishment. At 2nd level the Battlerager gains the ability to go into a rage after taking 10 points of damage. This frenzy grants a +2 str, +2 con and +1 bonus to Will saves, but incurs a -2 AC penalty. This frenzy lasts for 3 rounds + new constitution modifier. After the end of the frenzy the Battlerager is winded and suffers a -2 str and -2 dex and cannot run or charge until the encounter has ended. After the duration of the frenzy has expired the Battlerager does not go into another frenzy during that encounter. At fourth level the Battlerager's may go into an even greater rage after sustaining 20 more points of damage after the first frenzy. This second frenzy grants an additional +2 str, +2 con, and +1 Will save bonus, for a total of +4 str, +4 con, and +2 Will saves. This new constitution will affect the duration of the frenzy, adding another round. The Battlerager can not go through both levels of frenzy from a single blow (by taking 30 points of damage or more); he may only go up one level of frenzy for any one blow. At level 6 a third level of frenzy is reachable after sustaining 30 points of damage after the second frenzy, raising strength and constitution by 2 points and Will saves by 1, for a total of +6 str, +6 con, and +3 to Will saves. Another level is available at level 8, for a total bonus of +8 str, +8 con, and +4 Will saves. And another level is attained at level 10, for +10 str, +10 con, and +5 Will saves.

Gutbuster Lunge: The Battleragers are trained in how to inflict the most damage possible with a wild advance. A Battlerager, after gaining the Gutbuster Lunge ability, may decide to deal double (an additional multiplier) damage on a charge attack, in addition he may travel at triple his speed instead of double. However, by doing this, he incurs 1d6 subdual damage.

Expert Grappler: Battleragers are experts at grappling with opponents and get a +2 competence check when attempting to grab, hold, and to maintain a grapple. Grappling as a battlerager is unique in that the armor is covered with spikes, ridges and barbs, which inflict normal damage rather than subdual damage. Attack rolls to inflict damage are done with a -2 penalty, rather than the normal -4. Also, opponents trying to escape a grapple with a battlerager take normal damage from the armor, whether or not an escape is successful, as a result of their own movement.

Fast Movement: The Battlerager can move an addtional +5ft. while wearing his heavy battle armor and an extra 10ft. while wearing light or medium armor, or while wearing no armor.

Close-Quarters Fighting: The battlerager receives this feat for free. If he already possesses this feat, he adds +2 to damage dealt for purposes of this feat only.

Armor Expert: Adventuring in his spiked armor has toughened the battlerager to the point that he no longer suffers the usual penalties for sleeping in his armor.

Damage Reduction: Beginning at 1st level and every 3 levels thereafter, the Battlerager is able to shrug off some damage dealt by opponents. At 1st level damage reduction is 10/+1. At 4th it increases to 10/+2, etc.

Resistance to Poisons, Alcohol: Battleragers train in the art of drinking to the point that they are better able to stomach strong tonics and even resist the effects of poisons. The result is a +2 save vs poisons and the effects of drunkenness or similar effects.

Improved Gutbuster Lunge: On a successful charge attack (Gutbuster lunge), the battlerager knocks his opponent down and immediately gets an attack of opportunity against that opponent, receiving a +4 strike bonus against the prone target. This attack may be a grapple attempt or a standard strike.
orinbalenovic

04-18-04, 06:37 AM
Knight of Eilistraee

Alignment: CG, CN, NG
Deity: Eilistraee
BAB: +5
Skills: Knowledge (religion) 4 ranks, Perform (dance) 4 ranks
Feats: Weapon focus (any sword), Combat reflexes
Spellcasting: Able to cast 1st-level divine spells.
Special: The character must have seen the sun rise at least once and spent at least one month living on the surface (without entering Underdark), in addition he must also have participated at least once in the High Hunt.
Class Skills: Balance (Dex), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Knowledge (underdark, local), Perform (Cha), Profession (Wis), Survival (Wis) and Tumble (Dex).

Skill points at each level: 2 + Int modifier
Hit Die: d8


lvl BAB fort ref will special

1 +1 +2 +0 +0 Soul Strike 1/day
2 +2 +3 +0 +0 Eilistraee's blessing,
Turn Arachnid Creature*
3 +3 +3 +1 +1 Maiden's favor
4 +4 +4 +1 +1 Eilistraee's fury 1/day
5 +5 +4 +1 +1 Sword dance, Webwalk
6 +6 +5 +2 +2 --
7 +7 +5 +2 +2 Eilistraee's fury 2/day
8 +8 +6 +2 +2 Moonblade
9 +9 +6 +3 +3 --
10 +10 +7 +3 +3 Transcendence,
Eilistraee's fury 3/day



Spells per day: on 3rd, 6th and 9th levels KoE gets +1 level
of existing divine spellcasting class

Weapon and Armor Proficiency: Knight of Eilistraee is proficient with all simple and martial weapons, with all types of armor, and with all types of shields except tower shields. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble.

Spells per Day/Spells Known: At every third Knight of Eilistraee level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and the like). If the character had more than one spellcasting class before becoming a Knight of Eilistraee, the player must decide to which class to add each Knight of Eilistraee level for the purpose of determining spells per day, spells known, and overall caster level.

Soul Strike (Su): Beginning at 1st level, Knight of Eilistraee can attempt a soul strike with one normal melee attack. If he hits, he deals 2d6 points of Constitution damage in addition to his regular damage. The target may attempt a Fortitude save (DC 10 + Knight of Eilistraee level + Cha modifier) to halve the Constitution damage. This ability is usable once per day, and can be used versus evil aligned creatures only.

Eilistraee's blessing (Su): At 2nd level and above, a Knight of Eilistraee receives a divine bonus on all saving throws equal to his Cha modifier.

Turn Arachnid Creature* (Su): At 2nd level Knight of Eilistraee can turn arachnid creatures. The Knight of Eilistraee can attempt to turn spiders a number of times per day equal to 3 + his Charisma modifier. He is treated as a cleric of level equal to his Knight of Eilistraee level for the purpose of turning checks and turning damage.

Sword Dance (Su): At 5th level Knight of Eilistraee can attune himself to a particular sword. Once attuned to the sword he may use it as if it had dancing property. He may use this ability a number of times equal to his charisma modifier. The ability itself lasts for four rounds.

Eilistraee's Fury (Su): Beginning at 4th level, a Knight of Eilistraee may attempt to deliver extra damage with one normal melee attack. He adds his Cha bonus to his attack, and deals 1 extra point of damage per Knight of Eilistraee level. For example, an 8th level Knight of Eilistraee armed with a bastard sword, with Cha score of 18 adds +4 to his attack bonus, and deals 1d10+8 points of damage, plus any additional bonuses (for high Strength, magical effects, or the like) that would normally apply. This ability is usable once per day at 4th level, twice per day at 7th level, and three times per day at 10th level, and only versus evil aligned creatures.

Maiden's favor (Su): At 3rd level, Knight of Eilistraee gains this special ability for up to 1 min/KoE lvl. While this ability is active, the character can climb on surfaces as if subjected to a spider climb spell, he is also under affect of nondetection spell, and he receives a +4 insight bonus on Hide and Move Silently checks.

Webwalk (Su): At 5th level Knight of Eilistraee gains ability to ignore all hindrances caused by passing trough arachnid’s webs, or web spell. This ability can be used 1 round/KoE level/day; it activates automatically when needed, and deactivates when not needed.


Moonblade (Sp): At 8th Knight of Eilistraee can choose, as a free action, whether he wants his sword to function as an ordinary sword or as a moonblade spell (as cast by a cleric of his KoE level). This ability can be used a number of rounds equal to KoE level per day, none of which need to be consecutive.

Transcendence: At 10th level Knight of Eilistraee becomes a creature blessed by Eilistraee, transcending his mortal body and becoming a divine creature (i.e. native outsider). His type changes to “outsider (native)”, which means he is forevermore treated as an outsider rather than humanoid. For instance charm person does not affect him, but he can be affected by spells such as banishment.


Arachnid creatures Knight of Eilistraee can turn:

drider vampire
wraith spider
chwidencha
aranea
bebilith
drider
ettercap
phase spider
monstrous spider
retriever
spider swarm
neogi
shadow spider
spellgaunt
chitine
cholndrith
myrolochar
subterranean spider (hairy and sword)
yochlol
Captain Jack Sparrow

04-19-04, 04:14 PM
Very good stuff you have here. ;)
I like the feel of this PrC. Have you ever play tested it? The Knight of the Dark Maiden im referring to.
orinbalenovic

04-19-04, 06:11 PM
Originally posted by Captain Jack Sparrow
Very good stuff you have here. ;)
I like the feel of this PrC. Have you ever play tested it? The Knight of the Dark Maiden im referring to.

Thanks! I haven’t tested it yet, on account it's still in its beta phase (i.e. my DM still has to approve it). However, I just might test it against some random monsters. I'm hoping to have the final version in two to three days. In the mean time feel free to try it out yourself, and let me know how it worked out We can compare notes afterwards. :D
The Quarterling

04-19-04, 06:14 PM
This goes out to Green Elven Vampire, I know this thread was started to host PrC but I have been monkeyign around with a base class designed for the Witches of Rashemen and I was wondering if you thought it would be appropriate to post that here? I am still working on finishing the spell list 6th-9th, but otherwise its done. If you think it fits, Ill post by the end of the week.
Green Elven Vampire

04-19-04, 09:21 PM
Originally posted by The Quarterling
This goes out to Green Elven Vampire, I know this thread was started to host PrC but I have been monkeyign around with a base class designed for the Witches of Rashemen and I was wondering if you thought it would be appropriate to post that here? I am still working on finishing the spell list 6th-9th, but otherwise its done. If you think it fits, Ill post by the end of the week. Hey, as long as it's finished and complete you can post it here if you'd like.
:) Hope to see it soon.
skinny_rat_boy

04-21-04, 02:35 PM
Snake of Set
In mulhorand the word Snake of Set can strike fear into the most disciplined knight and make an expereienced adventurer shiver. Most people in mulhorand know what a Snake of set is, but you can safely say that the most of these persons have never encountered a snake of set, therefore most of the tales told about the Snakes of set tend to be quite untrue. But one thing that is true is that a Snake of set is both a cunning negotiator and spy and that they are even better assasins. Most people think that Snakes of set are solitary killers, this is also untrue. They are actually all members of a loose organisation kalled the ”striking cobras”, and as such they all follow a strict code. This organization has always relied on stealth and its clerics to pass unoticed, but in recent years the number of murders in mulhorand(particulary Sculd) have risen to the skies and scholars believe that the striking cobras have a big part in this recent development. A Snake of set is otherwise usually a tall, handsome, slender male human with pointed teeth and claws instead of nails. The way Snakes of set practice is often told in stories and just as before most are just made up. The real training of a Snake of set include gruesome excersises like injecting himself with venom, holding your hand to a cobra and when it strikes withdraw it without being bitten and meditating for one whole day enclosed in a room infested with poisonus snakes. As time goes the Snake of set starts to develop powerful abilities and after an even longer period of time they start to become more and more snakelike, it is said that the most powerful Snakes of set have just as much snake blood in their veins as that of a yuan-ti pureblood……..
Hit Die:d8

Requirements
To qualify to become a snake of set a character must fullfill all the following criteria.
Race: Mulhorandi human
Region:Mulhorand
Base Attack Bonus:+4
Skills:Balance 8 ranks, Move silently 10 ranks, Knowledge(local) 4 ranks
Feats: Improved unarmed strike(or the monk unarmed strike ability), dodge and Skill focus(move silently).
Deity: Set
Special: Must posses at least 1 level of monk and must also be a member of the striking cobras(see below).

Class Skills
The bladesingers class skills(and the key for each skill) are Balance(dex), Bluff(cha), Climb(str), Concentration(con), Diplomacy(cha), Disguise(cha), Escape Artist(dex), Gather Information(cha), Hide(dex), Jump(dex), Knowledge(local), Listen(wis), Move Silently(dex), Search(int), Sense Motive(wis), Spot(wis), Tumble(dex).
Skill Points At Each Level: 4 + int modifier


Class Features:
All of the following are class features of Snake of Set prestige class.

Weapon And Armor Proficiency: The Snakes of set rarely use weapons, but they are proficient with all simple weapons and light armor.

Cobra Style: At level 1 the Snake of Set through determenation and hard practise have mastered the trademark cobra style. Whenever the Snake of Set is fighting with both hands empty the threat range for his unarmed strikes increase to 18-20 since this style is based on finding weak spots in opponents defense.

Poison Immunity: At level 2 the snake of set develops immunity towards all types of snake venom since they train by injecting themselves with very potent snake venom.

Poison Of The Viper(Ex): At level 3 the snake of set develops his own poison. Opponent must succed on a fortitude save(10 + 1 per level) the initial and secondary damage are 1d6 temporary constitution damage. At this stage they grow fangs and claws to deliver the poison , but they are not sufficient to make claw and bite attacks. The Snake of Set must hit with a unarmed attack to inject poison. The Snake of set are immine to his own poison .

Snake Senses(Ex):At level 3 the Snake of Set develops darkvision with a range of 60 ft. At level 8 he develops scent. After a great amount of training (magic and mundane) the Snake of Set starts to transform him self and aims to become a creature that is as much a snake that it is human.

Cobra Strike: At level 5 the Snake of Set have through rigorous training mastered the fatal cobra strike and may once a day forego all his normal attacks for that round to make a single deadly blow. The attack is at his highest attack bonus and deals 1d20 of damage, has a threat range of 20 and has a critical multiplier of 3 the target must also succed on a fortitude(Dc 12 + half the Snake of set´s class level) save or be stunned for 2 rounds.

Charm Snakes(Sp): At level 7 the Snake of Set gains the ability to charm snakes 2/day as a spell-like ability and it works as a mass charm spell but only affects snakes. The Snake of Set can communicate with any charmed snake as though casting a speak with animals spell.

Cobra Magic(Sp): At level 9 the Snake of Set develops several different spell-like abilities thanks to their increasing reptile nature. He can cast Poison 3/day and Disguise Self 3/day as a sorcerer of half his class level.

True Viper: At level 10 the Snake of Set completes his training and becomes as much reptile as human. They gain spell resistance 16, immunity to charm and hold spells and acts as constantly under the spell detect poison(sight range). They furthermore gains natural armor +1. At this stage the Snake of Set´s physical appearance usually undergo some minor changes, the most common include scaly scin, reptilian eyes or a forked tongue.


Level – BAB – Fort – Ref – Will - Special
1 +1 +2 +2 +0 Cobra Style
2 +2 +3 +3 +0 Poison Immunity
3 +3 +3 +3 +1 Poison of the viper, Snake Senses
4 +4 +4 +4 +1 --------
5 +5 +4 +4 +1 Cobra Strike
6 +6 +5 +5 +2 ---------
7 +7 +5 +5 +2 Charm Snakes
8 +8 +6 +6 +2 Snake Senses
9 +9 +6 +6 +3 Cobra Magic
10 +10 +7 +7 +7 True Viper

Order Of The Striking cobras (Lawful Evil). The striking cobras is a loose organization completely dedicated to Set. The Striking Cobras are divided into small circles that are called nests. Each nest is made up of at least ten members and are mostly made up of monks and they have at least one cleric of Set for every ten members. The clerics role is to keep in touch with other nests and to report to the head-clerics, which is a council of several mighty clerics and powerful Snakes of Set who keep the order running and makes sure it remains hidden. The leader of the nest is always the highest level monk, that makes sure that Sets cause will be followed(or at least their version of it), the leaders of the nests almost always have several levels as Snakes of Set. The striking cobras have always relied on stealth to survive and they ”own” many nobles and important persons that they work through, but in recent times they have been forced to take more direct actions. Many scholars and wise-men have debated about the reasons for this dramatic change of action amongst the Striking Cobras. But the only thing sure is that sooner or later the true agenda of the striking scorpions will soon be revealed. Monks of the Striking Cobras may multiclass freely as Assasins, Rogues and Snakes of Set.
Captain Jack Sparrow

04-21-04, 11:06 PM
Good stuff here you have S_R_B. Only thing that bugs me is that its all smushed together and very hard to read. Maybe seperate the abilities for better reading. :)
Naked Elf Girl

04-28-04, 06:24 PM
Very original PrC Skinny_Rat_Boy. You dont see too many people interested in the "egyption and Babylonian" pantheons.
Pun

04-28-04, 06:39 PM
I loved the Bregan D'Aerthe Spy prestige class. Good stuff.....
Keldrin Moonflower

04-30-04, 09:59 AM
Metamage

The Metamage is a Arcane spellcaster who rather than focusing on the development of new spells tries to make his spells more powerful.

Prerequisites:Ability to cast 4th level arcane spells, Concentration 7 ranks, Knowledge(arcana) 7 ranks, Spellcraft 7 ranks, any 3 Metamagic Feats.
Hit Dice:d4
Class Skills:concentration(con), craft(int), diplomacy(cha), knowledge(arcana), profession(int), spellcraft(int)
Skills:2 +Int modifier


1st +0 +0 +0 +2 Bonus Feat +1 existing class
2nd +1 +0 +0 +3 Metamagic Resistance +1
3rd +1 +1 +1 +3 +1 existing class
4th +2 +1 +1 +4 Bonus Feat, Metamagic Resistance +2
5th +2 +1 +1 +4 Metamagic Familiarity +1 existingclass
6th +3 +2 +2 +5 Metamagic Resistace +3
7th +3 +2 +2 +5 Bonus Feat +1 existing class
8th +4 +2 +2 +6 Metamgic Resistance +4
9th +4 +3 +3 +6 Improved Metamagic Familiarity +1 existing class
10th +5 +3 +3 +7 Bonus Feat, Metamagic Resistance +5

Weapon and Armor Proficiencies: The Metamage gains no new weapon, armor or shield proficencies.

Bonus Feats:At 1st, 4th, 7th, and 10th level the Metamage can choose any metamagic feat so long as s/he meets the prerequisites.

Metamagic Resistance:At 2nd level the Metamage gains a +1 bonus to all saves and checks realated to a spell changed by a metamagic feat. This bonus increases by one at every even level.

Metamagic Familiarity:At 5th level when the Metamage uses a metamagic feat that requires casting a spell in a higher spell slot, the slot required is one slot less (i.e. when casting a maximized spell, the spell is cast 2 spell levels higher rather than 3). At 9th level the spell is cast at 2 less spell slots.

Note:This ability can lower a spell to its original spell slot but not below. If more than one metamagic feat is being used at once add the required spell levels together before minusing the spell levels (maximized, empowered fireball = 3rd level spell + empowered spell + maximized spell - improved metamagic familiarity = 3 + 2 + 3 - 2= 6).
Green Elven Vampire

05-04-04, 12:08 AM
You guys are all doing a wicked good job! Keep the PrC's coming.

Keldrin... you're now on the Index list ;)

I'm thinking of making a new version of the Spellsinger considering I don't care too much for the one in Races of Faerun.
That is if time and my career let me, lol.
Voluptuous Horror of Karen Black

05-12-04, 02:10 AM
i like the idea of the metamage but i really think it needs more work and more crunch. :b:
Keldrin Moonflower

05-12-04, 10:22 AM
Yeah but I don't really have much time for doing that stuff anymore, but if you wanted to do it all the power to ya.
Voluptuous Horror of Karen Black

05-12-04, 12:36 PM
Originally posted by Keldrin Moonflower
Yeah but I don't really have much time for doing that stuff anymore, but if you wanted to do it all the power to ya. I wouldnt know the first thing about adding to another persons class. maybe try adding somethings on a day off from work or school or whatever.
if not then possibly SRB or some body else will take it up.
Green Elven Vampire

05-12-04, 12:51 PM
I made this PrC months before the offical Evereskan Tombguard was published. I haven't yet seen the above mentioned but wanted to tweek a few new things about mine before posting it. Enjoy...

For you NEG...

Elven Tombguard

Hit Die: d8.

Requirements: To qualify to become a elven Tombguard, a character must fulfill all the following criteria.

Race: Character must be a Elf or Half Elf.

Skills: Spellcraft 5 ranks, Knowledge (arcana) 4 ranks, Concentration 7 ranks.

Feats: Any two metamagic feats, Combat Casting.

Spellcasting: Ability to cast 1'st level arcane or divine spells. Ability to cast at least one spell that deals damage to Undead.

Class Skills: Concentration (con), Spellcraft (Int), Scry (Int), Knowledge (any)(Int), Craft (Int), Sense Motive (Wis)
Skill points at each level: 2 + Int Modifier.

Class Features:

Weapon & Armor Proficiency: Tombguards gain no proficiency in any additional weapons.

Spells per day: A Tombguards training focuses on magic. Thus, at 1'st level, & when a character gains a new Odd level of Tombguard, she gains new spells per day as if she aso gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not however gain any other benefit a character of that class would have gained.

Detect Undead (Sp): At 1'st level the Tombguard can use detect undead as a spell-like ability once a day. Every Odd numbered tombguard level thereafter she can use it one additional time a day. (3'rd lvl 2/day, 5'th lvl 3/day, 7'th lvl 4/day, 9'th lvl 5/day)

Darkvision (Ex): At 1'st level she gains darkvision with a 60-foot range so to better hunt and track undead. If she alreay has darkvision, its range increases by 60 feet.

Undead resistance (Su): At 2'nd level she gains a +1 bonus on saving throws against the supernatural effects of all undead. This bonus increases by +1 every even numbered Tombguard level. (So +5 at 10'th lvl)

Destroy Undead (Ex): The tombguard is a expert at fighting undead with both spells and blade. At 3'rd level she gains a +2 bonus to the DC of any spell she casts against undead.

Bane Blade (Sp): At 4'th level the tombguard can imbue his weapon with a +1 bonus on attack and damage rolls against intelligent corporeal and incorporeal undead. This ability increases by +1 at 6'th, 8'th, and 10'th level. This ability doubles against mindless undead. (so at 10'th level of tombguard you have a +4 bonus vs. all intelligent corporeal and incorporeal undead, and + 8 vs. all mindless undead.)

Necro-resiliant (Su): At 5'th level the tombguard gains a +2 bonus to saving throws against spells from the school of Necromancy, and +1 to saving throws against spells cast from undead creatures.

CL-BAB-FS-RS-WS-Special- Spells per day

1'st-+0-+2-+0-+2-D.u.d,darkvision-+1level

2'nd-+1-+3-+0-+3-undead resistance

3'rd-+2-+3-+1-+3-destroy undead-D.u.d+1level

4'th-+3-+4-+1-+4-bane blade-undead resistance

5'th-+3-+4-+1-+4-necro resiliant-D.u.d+1level

6'th-+4-+5-+2-+5-undead resistance-bane blade

7'th-+5-+5-+2-+5-Detect undead-+1level

8'th-+6-+6-+2-+6-undead resistance-bane blade

9'th-+6-+6-+3-+6-Detect undead-+1level

10'th-+7-+7-+3-+7-undead resistance-bane blade
Neo

05-12-04, 07:22 PM
A few custom prestige classes for the Forgotten Realms, mostly Elf oriented.

Agents of the Sad Queen PRC
http://neo-innovation.com/DandD_Files/agent_of_the_sad_queen_prc.pdf

Councillor of the Trees PRC
http://neo-innovation.com/DandD_Files/councillor_of_the_trees_prc.pdf

Elven Knight of Evermeet PRC
http://neo-innovation.com/DandD_Files/elven_knight_of_evermeet_prc.pdf

Elven Windrider PRC
http://neo-innovation.com/DandD_Files/elven_windrider_prc.pdf

Shadovar Emissary PRC
http://neo-innovation.com/DandD_Files/shadovar_emissary_prc.pdf

Wild Elf Skinwalkers PRC
http://neo-innovation.com/DandD_Files/wild_elf_skinwalker_prc.pdf

Unicorn Rider PRC
http://neo-innovation.com/DandD_Files/unicron_rider_prc.pdf
Green Elven Vampire

05-12-04, 09:38 PM
Looks good Neo but may I ask you to post each one individually so I may list them in the Index with your name? Thank you! Again, nice work. :)
Captain Jack Sparrow

05-12-04, 10:36 PM
Ummmmmmmm Neo, im a webtv user and those files and links dont work at all. i know several webtv users on these boards and none of us will be able to see them. please post them seperate for us all to take a look at.
besides links are very lame for every one who just want to see it posted.
Neo

05-13-04, 08:45 AM
Agent of the Sad Queen:
Although Queen Amlaruil Moonflower “The Sad Queen” has only ruled Evermeet for a little over 200 years, she is perhaps one of the most influential and strongest leaders the elves have had for generations. He strength lies not in her power as so much as her intelligence and wisdom, for although Evermeet is guarded by the gods it is nevertheless rather exposed to possible predations as was shown recently when Lolth’s forces managed to invade through the help of two other gods and their minions.
The Queen formed the Agents of Evermeet not long after her coronation as Coronal, and she works actively with them to ensure that she through her network of agents and allies remains one of the most informed monarchs on Faerun where events, rumours and happenings are concerned. Her policy has always been one of forewarned meaning fore armed and thanks to the services of her agents Evermeet was able not only to remain hidden for many years but to remain a virtual paradise like haven for a long time as the western retreat for most of Faeruns elves.
All agents are hand picked for their dedication to the elven people and for their loyalty to the queen. They are trained and sent out into the world to collect information, follow up rumours, remove threats to their sanctity all before they have the opportunity to grow into major threats to the Island or its people themselves.
The Agents remain in close contact with the queen and her circle of High magi via means of the magical Elfrunes they are all gifted upon acceptance.

Hit Die: d6

Requirements
To qualify to become a Agent of the Sad Queen, a character must fulfil all of the following criteria:

Patron: any member of the Seldarine
Alignment: Any non evil, non lawful
Base Attack Bonus: +5
Skills: Bluff 8 ranks, Diplomacy 5 ranks, Gather Information 8 ranks, Hide 4 ranks.
Feats: Alertness, Dodge, Iron Will
Special: Membership of the Agents is by invitation only.

Class Skills
The Agent of the Sad Queen class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gathis Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spot (Wis), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex).

Skill Points at Each Level: 6 + Int modifier.

Class Features
All the following are class features of the Agent of the Sad Queen prestige class:

Weapon and Armour Proficiency: A Agent of the Sad Queen is proficient with all simple and martial weapons, and with all types of light armour.

Token (Elfrune): All Agents of the Sad Queen are gifted one of these special tokens of friendship from Queen Amlaruil herself upon their appointment as one of her agents something, which only his agents, friends and most trusted allies are ever given. The elfrunes can take a variety of forms such as brooches, circlets, rings and so forth. The power of the elfrune is to allow instantaneous two-way communication between its bearer and the Queen or one of his High Magi. Elfrunes will not work for anyone but their attuned user. It is rumoured that the queens most closest and trusted agents elfrunes even allow their user to teleport back to Evermeet.

Informant Network: All agents find it necessary to gather a network of informants in order to stay apprised of events and rumours circulating the realms. As a result an agent may make a special informant network check with a bonus equal to his class level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the agent has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful informant network check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC Type of Knowledge
10 Common, known by at least a substantial minority drinking; common legends of the local population.

20 Uncommon but available, known by only a few people legends.

25 Obscure, known by few, hard to come by.

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 significance of the knowledge.

Precise Attack: Starting at 1st level, an agent gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to his normal damage roll.
When making a precise strike, an agent cannot attack with a weapon in his other hand or use a shield. An agent’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 4th level, the extra damage on a precise strike increases to +2d6, then +3d6 at 7th level and finally +4d6 at 10th level. Precise Strike damage bonus cannot stack with other damage bonuses such as Sneak attack and so on.

Bonus Languages: Starting at 2nd level an agent have learned much from their travels in their Queens service, and as a result gain one bonus language every other level.

Uncanny Dodge (Ex): Starting at 2nd level, an agent retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).

Brave (Ex): At 3rd level an agent receives a +4 morale bonus on all Will saves against Fear effects.

Hide in Plain Sight (Su): At 3rd level, an agent can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an agent can hide himself from view in the open without having anything to actually hide behind.
He cannot, however, hide in his own shadow.

Slippery Mind (Ex): At 4th level if an agent is affected by an enchantment and fails his saving throw, 1 round later he can attempt his saving throw again. He only gets this one extra chance to succeed at his saving throw. If it fails as well, the spell’s effects occur normally.

Improved Uncanny Dodge (Ex): At 5th level, an agent can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defence denies rogues the ability to use flank attacks to sneak attack the agent. The exception to this defence is that a rogue at least four levels higher than the agent can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Undetectable Alignment (Ex): At 5th level an agent is protected by an effect, which functions like the undetectable alignment spell, except that when it is active, as an extraordinary ability the agent is subject to neither dispelling or suppression by dead magic zones and the like.

Spot Scrying (Ex): Upon reaching 6th level an agent of the sad queen is able to notice magical sensors such as those created by arcane eye, scryng, crystal balls or the like on a successful Spot check (DC 10 + Scrier’s level).

Dodge Critical (Ex): Once per day at 8th level an agent can make a Reflex save (DC 20 + enhancement bonus if any possessed by weapon) to turn a critical hit dealt upon him into a normal hit. Must be aware of the attack and not be flat-footed, and must also declare the attempt to reduce the effect of the critical hit before the damage from the hit is rolled.

Fearless (Ex): Upon reaching 9th level, all agents gain full immunity to all fear spells and effects.

Agent of the Sad Queen Advancement:
Level Attack Fort Ref Will Special
1st +0 +0 +2 +2 Token, informant Network, Precise attack +1d6

2nd +1 +0 +3 +3 Uncanny dodge, Bonus language

3rd +2 +1 +3 +3 Brave, Hide in plain sight

4th +3 +1 +4 +4 Slippery mind, Bonus language, Precise attack +2d6

5th +3 +1 +4 +4 Improved uncanny dodge, Undetectable alignment

6th +4 +2 +5 +5 Bonus language, Sport Scrying

7th +5 +2 +5 +5 Precise attack +3d6

8th +6 +2 +6 +6 Bonus language, Dodge critical

9th +6 +3 +6 +6 Fearless

10th +7 +3 +7 +7 Bonus language, Precise attack +4d6
Neo

05-13-04, 08:49 AM
Councillor of the Tree’s:
Although a Coronal may be the leader of the people for each significant elven kingdom such as Cormanthyr, Cormyr (as its original eleven colony), Jhyrennstar (before it was assimilated into Cormanthyr), or Eaerlann), there are those local rulers, the various leaders of individual clans and sites that form a group known as the Council of Tree. Council of the Tree members have a variety of titles; the most common among the smaller colonies is the use of the settlement name or clan name as the ruler’s title (i.e, “the Alusiil of alusiil Grove”, or the “Vispasial of Clan Vispasial, ruler of Bhaasoraen”). Each rules the particular settlement as the Coronal rules over them all. However, their powes are strictly limited to their particular settlements and its established territories. While within the borders of another settlement or among the neutral territories between the colonies, that leader or leaders cannot overrule any edicts of a ruling noble of that settlement of Coronal.
All these individual leaders are among the heads of the noble families of the elves, the senior families that originally settled Arcorar, though this is no longer strictly the case since the retreat to the west. In times of old the noble heads would all sit on the Nobles Council, which was held in Myth Drannor, where they would discuss and debate individual settlements policies or those of the Coronal. They would even meet once each year with the Coronal who would address their concerns. Of course until the time of Myth Drannor and the later Retreat the major concerns among the nobles council were the hunting rights, recognising clan heirs, or discussing the doings of the High Mages or other nobles with the Coronal.
At the current time there are still members of the Council of the Trees (nobles council) but they have either seceded from the council or strayed far away, such as to Evermeet. As a result of this the nobles council has not convened officially for almost 1200 years, there are however still those who keep their faith and trust in the old ways and with the existing Queen on Evermeet Amlaruil Moonflower for all intent and purpose being the only remaining Coronal of the elven peoples the Council of Trees are at least to some degree able to fulfil their ancient responsibilities still.
.
Hit Die: d8

Requirements
To qualify to become a councillor of the trees, a character must fulfil all of the following criteria:
Race: Any elf, all subtypes except drow
Base Will Save: +5
Skills: Diplomacy 10 ranks, Sense Motive 6 ranks, Knowledge (nobility & royalty) 2 ranks, Knowledge (local) 4 ranks
Feats: Noble House, Leadership
Special: Must be the leader of an elven settlement and have sworn an oath to server the elven peoples and the Coronal.

Class Skills
The Councillor of the Tree's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (nobility & royalty) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Speak Language.

Skill Points at Each Level: 4 + Int modifier.

Class Features
All the following are class features of the councillor of the trees prestige class:

Weapon and Armour Proficiency: A councillor of the trees is proficient with all simple and martial weapons, and with light and armours.

Mediator (Ex): A Councillor of the Trees, are adept at dealing with people and problems in a fair and helpful manner. They are required to make decisions on their people’s behalf and in their best interests, including the mediation of any disputes, which may arise. As a result of this a 1st level Councillor receives a +2 bonus to all Charisma based checks and all Charisma skill checks for the purposes of dealing with, or matters which relate to the people of their lands. This bonus increases to +4 at 4th level and +6 at 8th.

Aide: The Councillor of the trees at 1st level gains the services of an Aide to help them deal with the logistics of their position and to oversee the implementation of any orders in their absence. An aid can be of any of the NPC classes and his level is equal to the Councillors level in this prestige class. Every time the Councillor goes up a level as does the Aide, who does not require payment (considered to be paid by the lands), but does require food and lodgings. If an aide is slain he cannot be replaced until the Councillor next gains a level.

Ties that Bind (Su): Upon reaching 2nd level a Councillor of the trees learns to tap the magic of the land in such a way that they gain the power to detect evil (as the spell) at will. In addition, the councillor gains the power to sense evil that enters the there lands borders (not those already within its borders). This power detects any evil creature with an intelligence greater than 3 that that crosses their borders. The power does not give the scout the exact location of the evil, but with a successful Concentration check (DC 15), the councillor can determine the general direction and distance (to the north, far away and so on). Effectively this provides them with a +10 insight bonus for the purposes of survival rolls to track such threats down. It is a form of this power that the scouts of Cormyr eventually learned to harness of a fashion for themselves by manipulating the magic’s left behind from when Cormyr was an elven outpost.

House Strength: At 3rd level the Councillor of the Trees has gained enough renown and recognition as the leader of his people that it benefits his bloodline, raising his Noble house Strength by +1. His house strength increases by +1 again at 6th and finally at 9th.

Personal Guard: Upon reaching 3rd level, a Councillor of Trees has gained such importance that he is assigned a permanent personal guard of followers, similar to those provided by the Leadership feat. The Councillor attracts a number of followers whose total levels equal the prestige class level, and who have levels only in Warrior. For example, an 6th level Councillor of Trees may have six 1st level warrior guards, or a 3rd level warrior Captain, and three 1st level warrior guards, or any other combination whose total levels do not exceed the Councillors level. Any individual member of the Councillors personal guard may be no higher than 5th level and no higher than half his level rounded down. Each time the Councillor gains a level he may choose to increase the level of one of his personal guard, or he may discard any or all members of his personal guard for a new combination of followers. Note a personal guard’s contingent does not count towards followers provided by the Leadership feat, nor do they count as a noble’s retinue. Personal guards do not require payment (already being assumed to be paid by the lands), they do require food and lodgings however. Also any personal guard members slain cannot be replaced until the noble next goes up a level in this class.

Woodland Favour (Sp): At 5th level, a councillor of the trees can once per day, while within the boundaries of his lands call upon the woodland creatures to help him. This in all other ways works exactly as a summon natures all III spell cast by a Druid of the characters level.

Activate Elfgate (Ex): When the elves retreated to the West they left behind magical gateways known as elfgates. These gats were constructed so that those who chose to remain behind could if they needed to retreat to Evermeet. Many such elfgates are one way, but those of noble blood who are taught the secrets of their activation may open them. All Councillors of the Trees are passed down the knowledge of how to activate an elfgate. Not all communities have an elfgate in them or even nearby, but almost all know where to head to, to find one should the need arise. The knowledge of activation in itself is of little use, for one must also be elven and of noble birthright. It is a Councillors responsibility to see that the legacy of the elfgates activation is passed to their successors.

Exceptional Leadership: The Councillor of the Trees at 7th level gains the Exceptional Leadership feat as a bonus feat. Effectively increasing his leadership score by +3 as a result.

Call Green Warders (Sp): Upon reaching 9th level a councillor is granted the ability to call upon the aid of the Green Warders (see Monsters of Faerun) who are magical plant creatures created to guard the elven lands and secrets. It is a Full round action to call the warders and 1d8 arrive immediately in there is vegetation nearby, otherwise it takes 1d6 rounds for them to appear. They will perform a single service for the councillor, which cannot last longer than 1 hour per level at the end of which they return from whence they came. This ability can only be used once per day.

Boon to the Land (Su): Finally upon reaching 10th level a Councillor gains perhaps their most powerful ability, their connection to the land has grown such that so long as they remain within the boundaries of their land the fertility of all plants increases effectively doubling the productivity of the land in a ½ mile radius per level of the prestige. The land is green and fertile, sickness finds no foothold, animal’s are more fertile and so on. However should the Councillor leave the boundaries of his lands for more than a month then all benefits of this ability are negated, and the Councillor must remain on his lands for a full season before the effects benefits reinstate themselves.

Councillor of the Trees Advancement
Level Attack Fort Ref Will Special
1st +0 +0 +2 +2 Mediator +2, Aide

2nd +1 +0 +3 +3 Ties that Bind

3rd +2 +1 +3 +3 House Strength +1, Personal Guard

4th +3 +1 +4 +4 Mediator +4

5th +3 +1 +4 +4 Woodlands Favour

6th +4 +2 +5 +5 House Strength +2, Activate Elfgate

7th +5 +2 +5 +5 Exceptional Leadership

8th +6 +2 +6 +6 Mediator +6

9th +6 +3 +6 +6 House Strength +3, Call Green Warders

10th +7 +3 +7 +7 Boon to the Land
Neo

05-13-04, 08:57 AM
Elven Knight of Evermeet:
Only the finest elven warriors are chosen as knights, the elite defenders of Evermeet. Resplendent in shining elven plate, mounted upon a proud, barded moon horse, armed with tall white lances and enchanted elven long swords, the elven knights are a small but invincible handful of defenders, each worth a dozen ordinary warriors.
Bt tradition, elven are knights are Gold elves, although membership has increasingly of late been offered to those of other subraces. One legend claims that centuries ago, the knights of the Elven Court at Myth Dranno offered to the human Sha’Quessir Mirabella, but this is dimissed as a fable.
The knights are among the leading defenders of the island. Their secondary role is as defenders of the queen. Most knights must remain on Evermeet, available for muster at the queen’s orders, but some adventure on the mainland, keeping contact with Amlaruil through the use of elfrunes.
.
Hit Die: d10

Requirements
To qualify to become a Elven Knight of Evermeet, a character must fulfil all of the following criteria:
Patron: Corellon Larethian
Alignment: Any non evil, non lawful
Race: Any elf, all subtypes except drow
Base Attack Bonus: +6
Skills: Diplomacy 5 ranks, Ride 6 ranks, Knowledge (religion) 4 ranks
Feats: Mounted Combat, Ride by Attack, Weapon Focus (longsword)
Special: Must be sponsored by an existing member of the Elven Knights and receive the Queens approval by performing acts in defence and support of the elven peoples.

Class Skills
The Elven Knight of Evermeet class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Spot (Wis), and Sense Motive (Wis).

Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the Elven Knight of Evermeet prestige class:

Weapon and Armour Proficiency: A Elven Knight of Evermeet is proficient with all simple and martial weapons, and with all types of armour and shields.

Spells: An elven knight has the ability to cast a small number of divine spells. To cast an elven knight spell, an elven knight must have a Wisdom score of at least 10 + the spell’s level, so an elven knight with a Wisdom of 10 or lower cannot cast these spells.
Elven knight bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the elven knight’s Wisdom modifier. When the elven knight gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The elven knight’s spell list appears below. An elven knight has access to any spell on the list and can freely choose which to prepare, just as a cleric. An elven knight prepares and casts spells just as a cleric does (though an elven knight cannot spontaneously cast cure or inflict spells).

Fey Gift (Su): A Elven Knight of Evermeet receives a blessing during the ceremony of their appointment, which takes the form of a bonus feat from the following list. Alertness, Athletic, Great Fortitude, Improved Initiative, Investigator, Iron Will, Lightning Reflexes, Magical Aptitude, Negotiator, Persuasive, Self Sufficient, and Toughness. These feats tend to exemplify a particular trait or characteristic of the knight, bringing it to the fore.

Detect Evil (Sp): At will, an Elven Knight can us detect evil as a spell-like ability, duplicating the effect of the detect evil spell.
Call Weapon (Su): At 1st level an Elven Knight gains the ability to call his weapon into his hand as a free action (if scabbarded), move equivalent if hidden in much the same way as the Quick Draw feat works.

Smite Evil (Su): At 2nd level the Elven Knight of Evermeet may once per day attempt to smite evil on one normal melee attack, he adds his Charisma modifier to attack and deals 1 extra damage per class level. The elven knight gains an additional use of the smite ability at 5th level and then a final use at 10th level.

Aura of Courage (Su): Upon reaching 2nd level the Elven Knight becomes surrounded by an aura of courage that provides the knight immunity to fear (magical or otherwise). The aura additionally provides all allies within 10 feet a +4 moral bonus on saving throws against fear effects.

Last Effort (Ex): At 3rd level, an Elven Knight of Evermeet are so devoted to their role as defenders and filled with passion for their people and cause that they are able to shrug off blows and keep going when they would otherwise succumb. As a result should they receive a wound that would reduce them to 0 or less hit points, they may make a fortitude save (D10 + damage dealt), which if successful turns the blows damage from lethal to subdual in nature. An elven knight must be aware of the attack in order to make use of this ability.

Deadly Charge (Ex): When mounted and using the charge action, an Elven Knight of 3rd level or higher may declare a “deadly charge” before making his attack roll (thus, a failed attack ruins the attempt). If he hits, he deals triple damage with a melee weapon (or quadruple damage with a lance). This ability does not stack with the benefit of the spirited Charge feat.

Call Armour (Su): The Elven Knight of Evermeet upon reaching 4th level may once per day call their armour out of thin air ontp them as a move equivalent action. The armour called must be one “chosen” suit the knight own, usually their elven plate. In order for the elven knight to re-attune a new set of armour as their “chosen” set they must wear the new set for a week. The “chosen” armour may also be called away back to its extradimensional storage space as a free action when no longer required.

Moonhorse Companion : Upon reaching 5th level an elven knight is bonded with a Moonhorse companion, which will gain HD and special abilities beyond those of which they normally have as shown on the table below.

MoonhorseCompanion BonusHD NaturalArmour StrAdj. DexAdj. MoveRate Special

12th or lower +2 +1 +1 +1 - Empathic link, Improved evasion, Share saves, Share spells

13th to 15th +4 +3 +2 +2 +10 ft. Speak with Elven Knight

16th to 18th +6 +5 +3 +3 - Devotion

19th to 20th +8 +7 +4 +4 +20 ft. Spell Resistance

Character Level: The character level of the elven knight (his elven knight level plus his original class level).

Bonus HD: Extra eight-sided (d10) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the moonhorse’s base attack and base save bonuses, as normal.

Natural Armour Adj.: This is an improvement to the moonhorse’s existing natural armour bonus.

Str Adj.: Add this figure to the moonhorse’s Strength score.

Dex Adj.: Add this figure to the moonhorse’s Dexterity score.

Move Rate: Add this amount to the moonhorse’s base movement rate.

The abilities mentioned in the “Special” column of the accompanying table are described below.

Empathic Link (Su): The elven knight has an empathic link with his moonhorse out to a distance of up to 1 mile. The elven knight cannot see through the moonhorse’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between the moonhorse and the elven knight, the elven knight has the same connection to a place or an item that the moonhorse does.

Improved Evasion (Ex): If the moonhorse is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.

Share Saving Throws: For each of its saving throws, the moonhorse uses either its own base save bonus or the elven knight’s, whichever is higher. The moonhorse applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the elven knight might have.

Share Spells: At the elven knight’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his moonhorse. The moonhorse must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the moonhorse if it moves farther than 5 feet away and will not affect the moonhorse again even if the moonhorse returns to the elven knight before the duration expires. Additionally, the elven knight may cast a spell with a target of “You” on his moonhorse (as a touch range spell) instead of on himself. An elven knight and his moonhorse can share spells even if the spells normally do not affect creatures of the moonhorse’s type (magical beast).

Speak with Elven knight (Ex): If the elven knight’s character level is 13th or higher, the elven knight and moonhorse can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Devotion (Ex): If the elven knight’s character level is 16th or higher, the moonhorse gains a +4 morale bonus on all Will saves against Enchantment spells and effects.

Spell Resistance (Ex): If the elven knight’s character level is 19th or higher, the moonhorse gains spell resistance equal to the elven knight’s level + 5. To affect the moonhorse with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the moonhorse’s spell resistance.

Corellon’s Blessing (Su): At 7th level the Elven Knight receives Corellons blessing, which effectively makes any longsword (their patrons favoured weapon) count as if it had the Keen special quality. All such weapons will also glow blue automatically should any orc move within 60 feet of the knight. If a knight’s weapon already has the keen special quality then it does not stack.

Light of Arvandor (Su): Finally by 10th level an Elven Knight gains the ability once per day to surround themselves with the Light of Arvandor for 1 minute per level, This effect sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Additionally it provides the knight and all elves within 10 feet a +2 deflection bonus to AC and a +2 resistance bonus to saves against attack effects created by evil creatures. Additionally while the light is in effect no creature within the light may possess them or exercise mental control over them. It does not prevent those within the effect from being targeted by such effects, merely suppresses those effects for the duration. Finally the light of Arvandor prevents bodily contact by summoned creatures (except good summoned creatures), causing natural weapon attacks of such creatures to fail. A summoned creature can try to overcome this if it has Spell Resistance, which if successful allows it to touch the warded creature. Note this warding effect ends immediately if the Elven Knight makes an attack against the summoned creature.

Elven Knight Of Evermeet Spell List:
Elven Knigths of Evermeet choose their spells from the following list:
1st level: Bless, Calm Animals, Cure light wounds, Entangle, Faerie Fire, Magic weapon, Summon natures ally 1.

2nd level: Bladebane, Cure moderate wounds, Delay poison, Eagles splendour, Remove paralysis, Shield other, Status, Strength of stone, Summon natures ally 2.

3rd level: Bladethirst, Cure serious wounds, Create food and water, Daylight, Protection from elements, Quench, Summon natures ally 3.

4th level: Cure critical wounds, Discern lies, Freedom of movement, Neutralise poison, Summon natures ally 4.

Elven Knight of Evermeet Advancement:
Level Attack Fort Ref Will Special 1st 2nd 3rd 4th

1st +1 +2 +0 +0 Fey Gift, Detect Evil, Call Weapon 0 - - -

2nd +2 +3 +0 +0 Smite Evil 1/day, Aura of Courage 1 - - -

3rd +3 +3 +1 +1 Last Effort, Deadly Charge 1/day 1 0 - -

4th +4 +4 +1 +1 Call Armour 1/day 1 1 - -

5th +5 +4 +1 +1 Smite Evil 2/day, Moonhorse Companion 1 1 0 -

6th +6 +5 +2 +2 Deadly Charge 2/day 1 1 1 -

7th +7 +5 +2 +2 Corellon’s Blessing 2 1 1 0

8th +8 +6 +2 +2 Call Armour 2/day 2 1 1 1

9th +9 +6 +3 +3 Deadly Charge 3/day 2 2 1 1

10th +10 +7 +3 +3 Smite Evil 3/day, Light of Arvandor 2 2 2 1
Neo

05-13-04, 09:03 AM
Elven Windrider:
The windriders of Evermeet are those who ride the pegasi, giant eagles and rarely the dragons who defend the isle. The windriders are among the elite of Queen Amlaruil’s military. Of course windriders can be found among other elven communities, but usually if far smaller numbers and with far greater scarcity than they are encountered on the Isle of Evermeet itself.
Moon elves, with their wild and devil-may-care attitude, are well suited to this calling, but many windriders are Gold elves as well. Moon elves prefer giant eagles as mounts, which are bred among the elves, whom they have shared a long relationship with as a species.
Only the bravest and wildest of the Moon elves are chosen by the Giant Eagles to be their riders. The icy ride through the stormy skies over Faerun is truly an exhilarating and terrifying experience, and combat from the back of a giant eagle is both difficult and dangerous, requiring much skill and dedication between mount and rider. Teu’Tel’Quessir eagle-riders are considered, even by other Moon elves to be somewhat demented, but they are still treated with considerable respect.
The Pegasi whom become their mounts chooses the Gold elves for their discipline and loyalty. The beautiful winged horses are easier to control and more capable of formation flight and attack than the eagles of the moon elves. Gold elf windriders are a proud breed, which sternly and loyally defend the queen and their communities and do not engage in the undisciplined indulgences of their moon brethren.
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Hit Die: d10

Requirements
To qualify to become an Elven Windrider, a character must fulfil all of the following criteria:
Race: Any elven subtype, except Drow.
Base Attack Bonus: +5
Skills: Diplomacy 4 ranks, Handle Animals 4 ranks, Ride 8 ranks, Spot 4 ranks.
Feats: Alertness, Mounted Combat, Skill Focus (Ride)
Language: Auran or Draconic
Special: Membership of the windriders only happens when his potential mount accepts a perspective rider. If the mount refuses the candidate they may not become a windrider.

Class Skills
The Elven Windrider class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Jump (Str), Ride (Dex), Spot (Wis), and Tumble (Dex).

Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the Elven Windrider prestige class:

Weapon and Armour Proficiency: A Elven Windrider is proficient with lance, long spear, short bow, and all simple weapons. Windriders are proficient with all types of armour and with shields.

Aerial Mount: All Windriders are chosen by their mounts not the other way around and are often Giant Eagles (for Moon Elves), Pegasus (for Gold Elves) and occasionally Dragons (on DM’s approval). All Aerial mounts receive the special benefits due to their bonded link with their rider as shown on the table below, with the exception of Dragons who receive no additional benefits already being powerful creatures in their own right.

Windriders Level Bonus HD Natural Armour Adj. Str Adj. Int Special

5th–7th +2 +4 +1 +1 Alertness, Empathic link, share spells, share saving throws

8th–10th +4 +6 +2 +2 Improved speed

11th–14th +6 +8 +3 +2 Speak with creatures of its kind

15th–20th +8 +10 +4 +3 Spell resistance

Windrider’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.

Bonus HD: Extra ten-sided (d10) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armour Adj.: The number on the table is an improvement to the mount’s existing natural Armour bonus.

Str Adj.: Add this figure to the mount’s Strength score.

Int: The mount’s Intelligence score.

Alertness (Ex): While on a mount or within 10 feet of it, the windrider gains the Alertness feat.

Empathic Link (Su): The Windrider has an empathic link with his mount out to a distance of up to 1 mile. The Windrider cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the Windrider has the same connection to an item or place that his mount does, just as with a master and his familiar (see Familiars).

Share Spells: At the Windrider’s option, he may have any spell (but not any spell-like ability) he is able to cast on himself also affect his mount. Of course this ability is limited, only to those Windriders who have some spell casting levels.
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the Windrider before the duration expires. Additionally, the Windrider may cast a spell with a target of “You” on his mount (as a touch range spell) instead of on himself. A Windrider and his mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).

Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the Windrider’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed (Ex): The mount’s speed increases by 10 feet.

Speak with Creatures of Its Kind (Ex): If the windrider is 11th level or higher, a mount can communicate with creatures of approximately the same kind as itself (including non magical varieties of the same, so Pegasi could speak to other Pegasi and Horses, Giant Eagles could Speak to other Giant Eagles and Avian’s). Such communication is limited by the intelligence of the conversing creatures.

Spell Resistance (Ex): A mount’s spell resistance equals its master’s Windrider level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.
Immune to Frightful Presence (Su): An elven windrider while mounted or within 10 feet of his mount is immune to the frightful presence of dragons. This ability confers to the mount also, but only so long as its rider is on it or within 10 feet of it.

Windriding (Ex): A Windrider may add his class level as a bonus to any ride checks made in conjunction with riding an Aerial mount.
In addition any aerial mount ridden by the Windrider enjoys manoeuvrability of one grade better than normal. (Maximum perfect manoeuvrability).

Defensive Riding (Ex): An Elven Windrider of 2nd level or higher has gained such an understanding between itself and his mount that they are more capable at defensive flight together. If the Windrider does nothing else while flying (not attacking and so forth), he can gain a +2 bonus on Reflex saves and a +4 dodge bonus to Armour Class. In addition, his mount gains a +20 ft. bonus to its flight speed, a +2 bonus on all Will saves, and a +4 dodge bonus to its Armour Class.

Mounted Spellcasting (Ex): An elven windrider has a +5 bonus on Concentration checks made to cast a spell while riding a mount.

Bonus Feat: Starting at 3rd level, an elven windrider gains a bonus feat every three levels from the following list: Mounted Archery, Ride-by-Attack, Spirited Charge, Trample, Weapon Focus (lance), Weapon Specialisation (lance). He must meet all the prerequisites for this bonus feat.

Flyby Attack (Ex): Any Aerial mount ridden by an elven windrider of at least 4th level is treated as having the Flyby Attack feat.

Spur Mount (ex): A 5th level elven windrider can make a DC 20 Ride check to spur his aerial mount to greater speed. Success on this check increases the mounts speed (flying and otherwise) by 50% (round down to nearest 5-foot increment), for 5 rounds.

Evasion (Ex): At 7th level, an Elven Windrider gains the evasion ability. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the elven windrider is wearing light or no armour. A helpless elven windrider (such as one who is unconscious or paralysed) does not gain the benefit of the ability.
While the elven windrider is mounted, he confers this ability to his mount as well, and the mount is able to use the elven windriders Reflex save bonus or its own, whichever is higher.
If the character already has the evasion ability, he gains improved evasion instead, and his mount still receives the benefit of evasion as described above. Improved evasion works like evasion, except that while the character still takes no damage on a successful Reflex saving throw, he takes only half damage on a failed save.

Keen Senses (Ex): An 8th level windrider gains dark vision out to a range of 60 feet and low light vision. If the windrider already had dark vision then its range increases to 90 feet.

Swooping dismount (Ex): A 10th level elven windrider learns to perform a very difficult and acrobatic means of dismounting their aerial mount that does not require the mount to land. The swooping dismount is a full round action during which neither the mount nor its rider can perform any other action. The mount must move at least 30 feet in a straight line and be down to a height of 10 feet above the ground. Provided the conditions are met the rider can make a DC 20 Tumble check, which if successful allows to drop off the mount, hit the floor rolling and come up ready for an attack. If an opponent is in a square he threatens (after dismounting), he can make a melee attack against the opponent, gaining a +2 bonus on the attack roll and a –2 penalty to Armour Class (just as if they were making a charge). This ability is usable only if the mount is moving no faster than twice its speed.

Elven Windrider Advancement:
Level Attack Fort Ref Will Special

1st +1 +2 +0 +2 Aerial Mount, Immune to Frightful Presence, Windriding

2nd +2 +3 +0 +3 Defensive Riding, Mounted Spellcasting

3rd +3 +3 +1 +3 Bonus Mounted Combat Feat

4th +4 +4 +1 +4 Flyby Attack

5th +5 +4 +1 +4 Spur Mount

6th +6 +5 +2 +5 Bonus Mounted Combat Feat

7th +7 +5 +2 +5 Evasion

8th +8 +6 +2 +6 Keen Senses

9th +9 +6 +3 +6 Bonus Mounted Combat Feat

10th +10 +7 +3 +7 Swooping Dismount
Neo

05-13-04, 09:08 AM
Royal Scout "Wardens Of Cormyr": Completely Revised & Expanded Version of ones posted in Dragon
The Royal Scouts (or Wardens) of Cormyr are an elite order of Purple Dragon scouts in service to the Crown. They serve with their fellow Purple Dragons in patrols across the Forest Kingdom and as the Crowns elite messengers. However, the Royal Scouts are more famous for their work roaming alone or in small adventuring parties among the Stonelands and Goblin Marches spying on goblinoid tribes, spotting secret Zhentarim outposts, and disrupting the operations of Cormyrs enemies.
These dogged heroes learn to avoid danger without losing sight of their duty. Stealth and survival skills are critical to the Royal Scouts success. Consequently, most royal scouts are rangers, although several nobles, fighters, and rogues have also become members of the Royal Scouts.
Royal Scouts can be encountered anywhere in the Dragonreach and along the Dragon Coast, but they are most likely to be found in Cormyr proper, especially the Forest Kingdom’s frontier lands – the Plains of Tun, the Goblin Marches, and the Stonelands.

Hit Die: d8

Requirements
To qualify to become a royal scout of Cormyr, a character must fulfil all of the following criteria:
Alignment: Any nonevil and nonchaotic
Base Attack Bonus: +5
Skills: Bluff 1 rank, Hide 3 ranks, Move Silently 3 ranks, Ride 5 ranks, Spot 3 ranks, Survival 5 ranks
Feats: Alertness, Endurance, Track
Special: Membership in the Purple Dragons. Must be literate.

Class Skills
The Royal scout's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis) Survival (Cha), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at Each Level: 6 + Int modifier.

Class Features
All the following are class features of the royal scout of Cormyr prestige class:

Weapon and Armour Proficiency: A royal scout is proficient with all simple and martial weapons, and with light armour.

Reliable Messenger (Ex): royal scouts are the Crown’s swiftest and most dependable messengers. This ability grants the Royal Scout a +2 bonus on all Bluff and Ride checks.

Homeland (Ex): Royal scouts are constantly afield, patrolling Cormyr’s frontier and learning the ways of the land, as a result they are familiar with Cormyr’s terrain and its people like no others. This ability grants the royal scout a +2 bonus on all Diplomacy, Heal, Hide, Move Silently, Spot and Survival checks while within the Kingdom of Cormyr.

Wild Empathy (Ex): A royal scout can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The scout rolls 1d20 and adds her class level and his Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the scout and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A royal scout can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. If a royal scout already has Wild empathy from some other class then they receive a +4 bonus on their check in addition to their level and Charisma bonus.

Pride of Purpose (Ex): The Royal Scouts are so committed to Cormyr that at 2nd level they gain a +2 bonus on Will saves against fear (magical or otherwise) and other mind affecting spells and effects.

Uncanny Dodge (Ex): Starting at 2nd level, a royal scout can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a royal scout already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.

Favoured Enemy (Evil) (Ex): A royal scout gains a +1 bonus on all Bluff, Listen, Sense Motive, Spot, and survival checks against evil creatures, as well as a +1 on damage rolls. These bonuses stack with any existing favoured enemy bonuses the scout may already have if applicable. E.g. It would stack with Favoured enemy (orc) as orcs are evil humanoids.

Evasion (Ex): At 4th level, a royal scout can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the royal scout is wearing light armour or no armour. A helpless royal scout does not gain the benefit of evasion.

Swift Tracking (Ex): Beginning at 4th level, a royal scout can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Improved Uncanny Dodge (Ex): At 6th level, a royal scout can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defence denies rogues the ability to use flank attacks to sneak attack the scout. The exception to this defence is that a rogue at least four levels higher than the royal scout can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Voices of the Wolf Woods (Su): In days of yore, when Cormyr was still in the mighty talons of dragons and the delicate hands of elves, the great forest that covered the Forest Country was known as the Wolf Woods. Although the dragons are mostly gone from the land, they have left their mark on the land they loved.
At 5th level, a royal scout of Cormyr, having travelled the breadth of Cormyr, has become attuned to some of the magic of Cormyr and gains the power detect evil (as the spell) at will. In addition, the scout gains the power to sense evil that enters the Forest Kingdoms borders (not those already within its borders). This power detects evil outsiders of at least CR5, evil elementals and undead of at least CR10, and other evil beings of at least CR15 who plan to do harm to the land or people of Cormyr. The power does not give the scout the exact location of the evil, but with a successful Survival check (DC 15), the scout can make her way toward the creature or creatures whereupon he gains a +10 insight bonus on all Survival checks to track the evil down.

Favoured Enemy (Ex): At 7th level, a royal scout may select a type of creature from among those commonly encountered in Cormyr (orcs, Zhentarim etc..). The royal scout gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures or organisations of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 9th level , the royal scout may select an additional favoured enemy. In addition, the bonus against any one favoured enemy (including the one just selected, if so desired) increases by 2.
If the royal scout chooses humanoids or outsiders as a favoured enemy, he must also choose an associated subtype. If a specific creature falls into more than one category of favoured enemy, the royal scout’s bonuses do not stack; he simply uses whichever bonus is higher.

Hidden Paths (Ex): Upon reaching 8th level a royal scout is so well travelled and knowledgeable in the paths and back trails of Cormyr that their overland movement is increases by half again (e.g. it a scout could travel 24 miles in a day before, he can now travel 36). In addition they can increase the overland movement rate of others by leading up to Charisma modifier x class level of additional creatures via these hidden paths and shortcuts.

Tough to Kill (Ex): Finally upon reaching 10th a royal scout gains their most potent ability. Having become so wise and hardened to the wilds and its threats the royal scouts have become extremely difficult to kill owning a fantastic desire to survive, where others would falter. As such if reduced in hit points to –1 to –9 they are able to remain conscious and may take a partial action each round. They still however lose a hit point each round and die at –10 (unless stabilised). If they are stabilised the royal scout is then disabled.

Royal Scout Advancement
Level Attack Fort Ref Will Special

1st +1 +0 +2 +0 Reliable messenger, Homeland, Wild Empathy

2nd +2 +0 +3 +0 Pride of purpose, uncanny dodge

3rd +3 +1 +3 +1 Favoured Enemy (Evil)

4th +4 +1 +4 +1 Evasion, Swift Tracking

5th +5 +1 +4 +1 Voices of the Wolf Woods

6th +6 +2 +5 +2 Improved uncanny dodge

7th +7 +2 +5 +2 Favoured Enemy

8th +8 +2 +6 +2 Hidden Paths

9th +9 +3 +6 +3 Favoured enemy

10th +10 +3 +7 +3 Tough to Kill
Neo

05-13-04, 09:13 AM
Shadovar Emissary:
Chosen from among the Arcanist hierarchy of Shade society, the Shadovar emissaries serve their High Prince by acting as the City of Shades emissaries, sent across Faerun to form alliances, negotiate support, gather allies and so forth. Of course the emissaries job often also includes removing potential threats to any alliances they form or to head off trouble planned for the City of Shade before it can gather momentum. And to this end the emissaries are trained and highly adept mages, who can use a plethora of skills available to them to get the job done, from poison through to altering the memories of those they deal with. All Emissaries are of course polite, courteous and well spoken on the surface, but should the need arise they are more than fully equipped to handle any trouble, which comes their way through subtle manipulation or overwhelming displays of power all in the hopes of one day securing their ultimate reward, to be elevated for their loyal service to the ranks of the nobility and be transformed into a Shade.
All shadovar emissaries report directly to one of the princes of Shade so may on occasion be at odds with each other due to the princes often conflicting personal agendas.

Hit Die: d4

Requirements
To qualify to become a Shadovar Emissary, a character must fulfil all of the following criteria:
Patron: Shar
Region: Shadovar
Base Will Save: +5
Skills: Bluff 6 ranks, Diplomacy 6 ranks, Gather Information 4 ranks, Knowledge (arcane) 2 ranks.
Feats: Iron Will, Shadow Weave Magic, Skill Focus (Diplomacy)
Spellcasting: Ability to cast 4th level arcane spells.

Class Skills
The Shadovar Emissaries class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (any, must be taken individually) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the Shadovar Emissary prestige class:

Weapon and Armour Proficiency: A shadovar emissary gains proficiency in the Chakram, but in no other weapons or armour.

Spells Per Day: A Emissaries training focuses on magic that will aid his or his responsibilities to the Crown. Thus, when a character gains a new level of shadovar emissary, he gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however gain any other benefit a character of that class would have gained (improved familiar powers, for example).
If a character had more than one arcane spellcasting class before he became a shadovar emissary, he must decide to which class he adds each level of battlepriest for purposes of determining spells per day when he adds the new level.

Diplomatic Knowledge (Ex): All Shadovar emissaries as agents of their government are expected to have a thorough grasp of bureaucratic processes and cultural traditions of the civilisations all across Faerun in order to better facilitate discussion and possible alliances. Therefore beginning at 1st level an emissary gains a bonus equal to their level in this prestige on all Diplomacy, Knowledge and Gather Information checks relating to a countries culture, politics, traditions, bureaucratic processes, proper etiquette and so forth.

Poison Use: All Shadovar emissaries are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Detect Lie (Sp): Beginning at 1st level a Shadovar emissary may use detect lie (caster level equal to emissaries arcane caster level) once per day.

True Lies (Sp): At 2nd level, a shadovar emissary can reach into a creatures mind and modify a subjects memories as the spell Modify Memory. A shadovar emissary can use this ability once per day at 2nd level, a second time per day at fifth and a final time per day at 8th level.

Spell Power: Starting at 2nd level, a shadovar emissary gains a bonus that increases his effective caster level for purposes of determining level-dependent spell variables and caster level checks. The bonus starts at +1 and then increases by another +1 every three levels thereafter.

Shadow Feats: At 4th level, a Shadovar emissary gains Insidious Magic, Pernicious Magic, and Tenacious Magic as bonus feats if he doesn’t already have them.

Summon Shadow: Upon or after reaching 5th level, a shadovar emissary can call a Shadow to serve him. The shadovar emissary’s shadow further gains HD and special abilities based on the shadovar emissary’s character level (see the table below).
A shadovar emissary may have only one fiendish shadow at a time.
Should the shadovar emissary’s shadow die, he may call for another one after a year and a day. The new shadow has all the accumulated abilities due a shadow of the shadovar emissary’s current level.

Character Level BonusHD NaturalArmour Adj. StrAdj. Int Special

12th or lower +2 +1 +1 7 Empathic link, improved evasion, share saving throws, share spells

13th–15th +4 +3 +2 8 Speak with shadovar emissary

16th–18th +6 +5 +3 9 Shadow Walk

19th–20th +8 +7 +4 10 Spell resistance

Character Level: The character level of the shadovar emissary (his shadovar emissary level plus his original class level).

Bonus HD: Extra twelve-sided (d12) Hit Dice, no constitution bonus as it is an undead. Extra Hit Dice improve the shadow’s base attack and base save bonuses, as normal.

Natural Armour Adj.: This is an improvement to the shadow’s existing natural armour bonus.

Str Adj.: Add this figure to the shadow’s Strength score.

Int: The shadow’s Intelligence score. (A fiendish shadow is smarter than normal animals of its kind.)

The abilities mentioned in the “Special” column of the accompanying table are described below.

Empathic Link (Su): The shadovar emissary has an empathic link with his shadow out to a distance of up to 1 mile. The shadovar emissary cannot see through the shadow’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between the shadow and the shadovar emissary, the shadovar emissary has the same connection to a place or an item that the shadow does.

Improved Evasion (Ex): If the shadow is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.

Share Saving Throws: For each of its saving throws, the shadow uses either its own base save bonus or the shadovar emissary’s, whichever is higher. The shadow applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the shadovar emissary might have.

Share Spells: At the shadovar emissary’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his shadow. The shadow must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the shadow if it moves farther than 5 feet away and will not affect the shadow again even if the shadow returns to the shadovar emissary before the duration expires. Additionally, the shadovar emissary may cast a spell with a target of “You” on his shadow (as a touch range spell) instead of on himself. A shadovar emissary and his shadow can share spells even if the spells normally do not affect creatures of the shadow’s type (magical beast).

Speak with Shadovar Emissary (Ex): If the shadovar emissary’s character level is 13th or higher, the shadovar emissary and shadow can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Shadow Walk (Sp): If the shadovar emissary’s character level is 16th or higher, the shadow can use Shadow Walk once per day (caster level equals masters level).

Spell Resistance (Ex): If the shadovar emissary’s character level is 19th or higher, the shadow gains spell resistance equal to the shadovar emissary’s level + 5. To affect the shadow with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the shadow’s spell resistance.

Pierce the Veil (Su): A Shadovar Emissary is granted increased visual acuity, allowing him to ignore the miss chance created by darkness spells or effects and gains Blind fight as a bonus feat. In addition he gains a +5 insight bonus on Spot checks.

Mind of Shar (Ex): Beginning at 8th level, Shar grants the emissary the ability to use the power of their minds to protect himself or herself. They add their Intelligence bonus (if any) to all their saving throws.

Shade Ascension: At 10th level a Shadovar emissary is deemed to have served his nation so well that he is granted the great honour of being transformed into a Shade by the Prince of Shade. Once this blessing is bestowed the character receives the Shade Template (FRCG).

Shadovar Emissary Advancement
Level Attack Fort Ref Will Special Spells / Day

1st +0 +0 +0 +2 Diplomatic Knowledge, poison use, Detect Lie +1 level of existing class

2nd +1 +0 +0 +3 True Lies 1/day +1 level of existing class

3rd +1 +1 +1 +3 Spell Power +1 +1 level of existing class

4th +2 +1 +1 +4 Shadow Feats +1 level of existing class

5th +2 +1 +1 +4 True Lies 2/day, Summon Shadow +1 level of existing class

6th +3 +2 +2 +5 Spell Power +2 +1 level of existing class

7th +3 +2 +2 +5 Pierce the Veil +1 level of existing class

8th +4 +2 +2 +6 True Lies 3/day, Mind of Shar +1 level of existing class

9th +4 +3 +3 +6 Spell Power +3 +1 level of existing class

10th +5 +3 +3 +7 Shade Ascension +1 level of existing class
Neo

05-13-04, 09:18 AM
Unicorn Rider:
For centuries, dating back since before the retreat female elves, pure of heart and untouched by man go into the woods of such places of Cormanthor, Evermeet and so forth searching for the fabled and extremely rare creatures known as Unicorns in the hopes that they will be chosen by them and serve as their companions and riders. During their search they are expected to survive on their own with no help, and if a unicorn is in the area it will often view their progression from a distance in order to judge if the candidate is worthy of not in their eyes.
Unicorn riders can be found in the greatest quantities on the Isle of Evermeet, where due to an ancient pact between the species the unicorn riders have agree to choose riders for generations, and several hundred unicorn riders serve Queen Amlaruil in the defence of the Island as elite cavalry. Of course everywhere else they are a rare occurrence indeed.
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Hit Die: d10

Requirements
To qualify to become a Unicorn Rider, a character must fulfil all of the following criteria:
Alignment: Chaotic Good
Race: Half elf, Human, Elf
Gender: Female
Base Attack Bonus: +5
Skills: Diplomacy 4 ranks, Ride 8 ranks, Handle Animal 4 ranks, Survival 2 ranks.
Feats: Mounted Combat, Ride by Attack, Spirited Charge
Special: Must seek out and be accepted by a unicorn during their seclusion period, must be a chaste female of pure heart.

Class Skills
The Unicorn Rider class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Profession (Wis), Ride (Dex), Spot (Wis), Sense Motive (Wis) and Survival (Wis).

Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the Unicorn Rider prestige class:

Weapon and Armour Proficiency: A Unicorn Rider is proficient with all simple and martial weapons, and with no additional armour or shields than normal.

Detect Evil (Sp): At will, an Unicorn rider can us detect evil as a spell-like ability, duplicating the effect of the detect evil spell.

Smite Evil (Su): At 2nd level the Unicorn rider may once per day attempt to smite evil on one normal melee attack, he adds his Charisma modifier to attack and deals 1 extra damage per class level. The unicorn rider gains an additional use of the smite ability at 3rd level, 5th, 7th, and then a final use at 9th level.

Ride Bonus (Ex): A Unicorn rider gains a competence bonus on Ride checks. This bonus starts at +2 and improves to +4 at 4th level, +6 at 7th level and finally +8 at 10th.

Burst of Speed (Ex): At 2nd level and higher, a unicorn rider can urge her mount to greater than normal speed when charging. This ability doubles the maximum distance the mount can travel when making a charge, up to four times its speed. This ability can be used once per day without penalty to the mount. Each additional use of the ability in a single day requires the mount to make a DC 20 Will save immediately after the conclusion of the charge; failure results in the unicorn taking 2d6 points of damage.

Share Life (Su): At 2nd level the Unicorn rider and her mount may choose to transfer some of their life forces between them, in order to heal on or the other. No more than the unicorn riders class level can be transferred and the ability may be used once per day. The unicorn rider can choose to either give a specified amount to heal their unicorn, or the unicorn can choose to grant the specified amount to heal the rider. No matter no amount can be taken which would put either the mount or rider below 1 hp.

Unbroken Charge (Ex): At 3rd level and higher, a unicorn rider can charge through difficult terrain or squares occupied by friendly creatures by making a DC 15 Ride check.

Leap from Saddle (Ex): A unicorn rider of 4th level or higher can dismount and land adjacent to her mount as a free action by making a DC 20 ride check. If an opponent is in a square she threatens (after dismounting), she can make a melee attack against that opponent, taking a +2 bonus on the attack roll and a –2 penalty to Armour Class (just as if the character were making a charge). This ability is usable only if the mount is moving no faster than twice its speed.

Greater Teleport (Sp): Finally upon reaching 10th level, a unicorn rider can cast the spell greater teleport once per day as a sorcerer of her character level. The spell affects the unicorn as well if the rider is mounted.

Unicorn Companion : Upon reaching 5th level an Unicorn Rider is bonded with a unicorn companion, which will gain HD and special abilities beyond those of which they normally have as shown on the table below.

UnicornCompanion BonusHD NaturalArmour StrAdj. DexAdj. MoveRate Special

12th or lower +2 +1 +1 +1 - Empathic link, Improved evasion, Share saves, Share spells

13th to 15th +4 +3 +2 +2 +10 ft. Speak with Unicorn Rider

16th to 18th +6 +5 +3 +3 - Devotion

19th to 20th +8 +7 +4 +4 +20 ft. Spell Resistance

Character Level: The character level of the Unicorn Rider (her’s Unicorn Rider level plus her’s original class level).

Bonus HD: Extra eight-sided (d10) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the unicorn’s base attack and base save bonuses, as normal.

Natural Armour Adj.: Ther’s is an improvement to the unicorn’s existing natural armour bonus.

Str Adj.: Add ther’s figure to the unicorn’s Strength score.

Dex Adj.: Add ther’s figure to the unicorn’s Dexterity score.

Move Rate: Add ther’s amount to the unicorn’s base
movement rate.

The abilities mentioned in the “Special” column of the accompanying table are described below.

Empathic Link (Su): The Unicorn Rider has an empathic link with her’s unicorn out to a distance of up to 1 mile. The Unicorn Rider cannot see through the unicorn’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between the unicorn and the Unicorn Rider, the Unicorn Rider has the same connection to a place or an item that the unicorn does.

Improved Evasion (Ex): If the unicorn is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.

Share Saving Throws: For each of its saving throws, the unicorn uses either its own base save bonus or the Unicorn Rider’s, whichever is higher. The unicorn applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the Unicorn Rider might have.

Share Spells: At the Unicorn Rider’s option, he may have any spell (but not any spell-like ability) he casts on herself also affect her unicorn. The unicorn must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the unicorn if it moves farther than 5 feet away and will not affect the unicorn again even if the unicorn returns to the Unicorn Rider before the duration expires. Additionally, the Unicorn Rider may cast a spell with a target of “You” on her unicorn (as a touch range spell) instead of on herself. A Unicorn Rider and her unicorn can share spells even if the spells normally do not affect creatures of the unicorn’s type (magical beast).

Speak with Unicorn Rider (Ex): If the Unicorn Rider’s character level is 13th or higher, the Unicorn Rider and unicorn can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Devotion (Ex): If the Unicorn Rider’s character level is 16th or higher, the unicorn gains a +4 morale bonus on all Will saves against Enchantment spells and effects.

Spell Resistance (Ex): If the Unicorn Rider’s character level is 19th or higher, the unicorn gains spell resistance equal to the Unicorn Rider’s level + 5. To affect the unicorn with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the unicorn’s spell resistance.

Unicorn Rider Advancement:
Level Attack Fort Ref Will Special

1st +1 +0 +0 +2 Unicorn companion, Smite Evil 1/day, Detect Evil, Ride bonus +2

2nd +2 +0 +0 +3 Burst of Speed, Share Life

3rd +3 +1 +1 +3 Smite Evil 2/day, Unbroken Charge

4th +4 +1 +1 +4 Ride bonus +4, Leap from Saddle

5th +5 +1 +1 +4 Smite Evil 3/day

6th +6 +2 +2 +5 -

7th +7 +2 +2 +5 Smite Evil 4/day, Ride bonus +6

8th +8 +2 +2 +6 -

9th +9 +3 +3 +6 Smite Evil 5/day

10th +10 +3 +3 +7 Ride bonus +8, Greater Teleport
Neo

05-13-04, 09:23 AM
Wild Elf Skinwalker:
Some green elven priests of Rillifane Rallathil and occasionally one of the other nature oriented deities of the Seldarine live apart from their brethren, seeking out a solitary existence in the forest. Those who follow this path long enough are taught the secret rituals of skin walking by older priests.
Skinwalking is a special magical form of shape changing that involves using hides and other animal parts to transform into an animal form.
Other green elves tend to avoid skinwalkers, but turn to them in times of crisis, or for advice on major problems confronting the tribe. Although the green tribes are fearful of the skinwalkers, they nevertheless treat them with a great deal of respect as they are said to be dangerous and uncontrollable. Skinwalkers exist to help their tribes in times of danger, and to learn more about the works of nature.
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Hit Die: d8

Requirements
To qualify to become a Wild Elf Skinwalker, a character must fulfil all of the following criteria:
Alignment: Chaotic Good
Patron: Rillifane Rallathil, Solonor Thelandira, and Erevan Ilesere
Race: Wild (Green) Elf
Base Attack Bonus: +3
Skills: Knowledge (nature) 10 ranks, Survival 6 ranks.
Feats: Self Sufficient
Spellcasting: A skinwalker must be able to cast 3rd level divine spells.
Special: Must be accepted by an existing skinwalker, who will then teach them the secret traditions and rituals. A candidate must also spend several nights in the wild, during which time their totem animal will appear to them. They then follow the beast for several more days to learn his ways and gain enlightenment. Must also have the Wild Empathy class feature.

The totem that turns up is determined by rolling on the following table:
D12 Animal
1 Crow
2 Hawk
3 Wolf
4 Fox
5 Otter
6 Horse
7 Boar
8 Badger
9 Mountain Lion
10 Brown Bear
11 Rat
12 Owl

Class Skills
The Wild Elf Skinwalker class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

Class Features
All the following are class features of the Wild Elf Skinwalker prestige class:

Weapon and Armour Proficiency: A Wild Elf Skinwalker is proficient with no additional arms or armours.

Spells per Day: A skinwalker’s training focuses on magic that will enhance her or summon animals. Thus, when a character gains every third level of skinwalker after first, she gains new spells per day as if she had also gained a level in whatever divine spellcasting class she belonged to before she added the prestige class. She does not, however gain any other benefit a character of that class would have gained (improved animal companion, for example).
If a character had more than one divine spellcasting class before she became a skinwalker, she must decide to which class she adds each level of skinwalker for purposes of determining spells per day when she adds the new level.

Spiritual Fetish (Su): All skinwalkers on 1st level gather together a variety of plants, feathers, beads and claws in order to make a spiritual fetish. These items are kept in a small leather pouch and worn on a cord around the skinwalkers neck at all time. It is said that the fetish helps ward off evil magic and indeed while worn a skinwalker gains their Charisma bonus (if positive) on all saving throws against spells and spell-like effects.

Totem Empathy (Ex): A skinwalker due to her enlightened state regarding their totem beast gains a +4 bonus to Wild Empathy checks relating to animals of the same type as their totem beast (e.g. a skinwalker with Mountain Lion as a totem would gain this bonus to all wild empathy checks on Felines), and a +8 bonus on all Wild empathy checks made to affect animals of the specific type as their totem beast.

Skinwalking (Su): Starting at 1st level, learns the secrets of skinwalking, and after spending 24 hours to specially prepare and cleanse a hide made of their totem beasts fur/feathers/scales and make a Profession (furrier) DC 20 check to craft one, the skinwalker can when wearing it use wild shape to take the form of their totem beast, which when used appears to burst out of the skin of the skinwalker. This ability otherwise functions exactly like a druids wild shape ability. At 1st level this power is usable once per day, but the skin walker gains an additional use per day at 3rd, 5th, and 7th. Upon reaching 9th level a skinwalker can wild shape into their totem beast at will. Should a skinwalker lose their cloak they cannot skinwalk until they produce and prepare a new one.

Animal Sense (Su): At 2nd level, a skinwalker can at will, sense any animals of their totem beast’s type (felines, canines, ursine, avian, rodent etc.) not the specific totem animal type within a radius of 400 feet +40 ft. per level of the skinwalker. This ability otherwise works exactly like the Detect animals or plants spell (though plants cannot be detected) as if cast be a druid of their character level.

Animal Speech (Ex): At 2nd level, a skinwalker can converse at will with any animals of their totems type (canine, felines, ursine, avian, rodent and so forth) within sight as though, a speak by animals spell were in effect. Responses of course are limited by the animal’s intelligence. To all observers the skinwalker and animal make animal sounds that are otherwise unintelligible.

Far speech (Sp): At 4th level, a skinwalker can use her animal speech ability to converse telepathically with any of his totem animal’s type (canine, felines, ursine, avian, rodent and so forth) she can detect via her Animal sense ability.

Summon Animal (Sp): Starting at 4th level, a skinwalker can summon 1d3 animals of his totems type (canine, felines, ursine, avian, rodent and so forth) once per day. This ability functions like a summon natures ally spell, and the summoned animals remain for 1 round per character level. At 6th level, the skinwalker can use this ability twice per day, and at 8th level, she can use this ability twice per day to summon 1d3 dire animals of his totems type.

Animal Perception (Ex): At 6th level, a skinwalker can share the sensory input of any animal of his totems type (canine, felines, ursine, avian, rodent and so forth) within the range of her Animal Sense ability. The skinwalker can see, smell, and hear through the animals as if they were actually present. A skinwalker can only sense through one particular animal at a time, and can switch to another in the area as a move action once per round.

Animal Trait (Su): Upon reaching 9th level, the skinwalker is so akin to their totem beast that they gain some bestial trait from their totem beast that changes them in some way. All skinwalkers appear more feral now and share some feature of their totem beast (yellow eyes, excessive hair grow, sharp teeth, tendency to move on all fours) and so forth. The type of bonus depends on the skinwalkers totem.

Crow: A skinwalker with the Crow as her totem is very curious and agile by nature, and are prone to scream at the top of their lungs when angered. All skinwalkers with the crow as their totem beast gain Weapon Finesse as a bonus feat.

Hawk: A skinwalker with the Hawk as her totem is very observant and their eyes rarely miss a thing. All skinwalkers with the Hawk as their totem gain the Skill Focus (Spot) as a bonus feat.

Wolf: A skinwalker with the Wolf as her totem is a good team player, and exhibit a predatory cunning and persistence and have very good senses. All skinwalkers gain the Scent special ability as if it were a bonus feat.

Fox: A skinwalker with the Fox as her totem is skittish and nervous though quick to react. All skinwalkers with the Fox as their totem gain the Improved Initiative as a bonus feat.

Otter: A skinwalker with the Otter as her totem is constructive, creative and capable of holding their breath underwater for a very long time. All skinwalkers with the Otter as their totem can hold their breath underwater for 6x their constitution score.

Horse: A skinwalker with the Horse as her totem is energetic and eager to be on the move. All skinwalkers with the Horse as their totem have base movement increased by +10 ft. and gain the Endurance feat as a bonus feat.

Boar: A skinwalker with the Boar as her totem is bad tempered and tenacious people. All skinwalkers with the boar as their totem can fight while disabled or dying without penalty. They still however die when reaching –10 hit points.

Badger: A skinwalker with the Badger as her totem is single minded and determined, and when swayed from their path they tend to fly into a furious rage. All skinwalkers with the badger as their totem can when damaged, choose once per day to rage exactly as the Barbarians rage class ability, with the exception that they cannot choose to end the rage voluntarily.

Mountain Lion: A skinwalker with the Mountain Lion as her totem is territorial and predatory, fearless and strong. A skinwalker with the Lion as their totem gains the Improved Grapple feat as a free bonus feat to reflect their skill at bringing their foes down.

Brown Bear: A skinwalker with the Brown Bear as her totem is strong, ill tempered and territorial. A skinwalker with the bear as their totem can once per day make a mighty strike adding an extra +1d6 damage to any melee attack they make.

Rat: A skinwalker with the Rat as her totem is nervous and has a strong flight over fight response. A skinwalker with the rat as their totem gains the Stealthy Feat.

Owl: A skinwalker with the Owl as her totem is very alert; though not quick to act unless they are sure of the course their actions will take them. A skinwalker with the owl as her totem gains the Skill focus (Listen) as a bonus feat.

Spontaneous Reincarnation (Totem) (Sp): The final benefit
a skinwalker gains at 10th level, is the benefit of rebirth. Should a skinwalker die in the course of their adventures an hour after their death the skinwalker is reborn at the site of their demise, bursting forth from their remains newly reborn as an animal of the specific type their totem was of, at a level equal to what their level was at the time of death minus 1. In this reincarnated form the skinwalker is physically (Str, Dex, Con) as the animal they appear as, gaining its movement forms, natural attacks, extraordinary special attacks and qualities. Mentally (Int, Wis, Cha) the skinwalker stays as they were, retaining all memories and knowledge from their previous life, feats, skill ranks, base saves, base attack bonus, class abilities and so forth. The skinwalker is unable to spellcast as an animal however due to their lack of an ability to speak, however the skinwalker may choose one spell from each spell level they were able to cast and gain the chosen spell as a spell-like ability they may use once per day each at their level. A Skinwalker is reincarnated as its totem beast up to a number of times equal to its Wisdom modifier, after that its death is final unless resurrected or otherwise brought back by magic. Is a skinwalkers remains are destroyed either as the cause of their death or after their death they cannot benefit from their spontaneous reincarnation and instead stay dead.

Wild Elf Skinwalker Advancement:
Level Attack Fort Ref Will Special Spells per Day

1st +0 +2 +2 +0 Spiritual Fetish, Skinwalking 1/day, Totem Empathy +1 level of Divine Class

2nd +1 +3 +3 +0 Animal Sense, Animal Speech -

3rd +2 +3 +3 +1 Skinwalking 2/day +1 level of Divine Class

4th +3 +4 +4 +1 Animal Far speech, Summon Animal 1/day -

5th +3 +4 +4 +1 Skinwalking 3/day +1 level of Divine Class

6th +4 +5 +5 +2 Summon Animal 2/day, Animal Perception -

7th +5 +5 +5 +2 Skinwalking 4/day +1 level of Divine Class

8th +6 +6 +6 +2 Summon Animal (Dire) 2/day, Animal Trait -

9th +6 +6 +6 +3 Skinwalking at will +1 level of Divine Class

10th +7 +7 +7 +3 Spontaneous reincarnation (Totem) -
Green Elven Vampire

05-13-04, 02:16 PM
Again, good work Neo! Looking forward to more in the future. You are now on the Index list. :)
Voluptuous Horror of Karen Black

05-13-04, 04:52 PM
Can I ask a favor Neo? some of your Prcs are hard to read and i wanted to ask if you could make it better by seperating the powers and stuff cause its all squished together. i think Jack Sparrow mentioned it to some one else before that its hard to read when its all one big connecting mass of words. i do like your stuff very much though i just cant read it that well.

thanx :angel:
Neo

05-13-04, 05:38 PM
Originally posted by Voluptuous Horror of Karen Black
Can I ask a favor Neo? some of your Prcs are hard to read and i wanted to ask if you could make it better by seperating the powers and stuff cause its all squished together. i think Jack Sparrow mentioned it to some one else before that its hard to read when its all one big connecting mass of words. i do like your stuff very much though i just cant read it that well.

thanx :angel:

there you go, hope thats better for you ;) I had hoped the bold and italicised text would work as an obvious separator between sections, but hopefully now I've spaced it apart some it will be easier for folks to read.
Naked Elf Girl

05-15-04, 11:07 AM
Shadovar Emmissary is awesome Neo!!!!
Neo

05-15-04, 12:02 PM
Originally posted by Naked Elf Girl
Shadovar Emmissary is awesome Neo!!!!

Thanks Naked Elf Girl, glad you liked it :)
Captain Jack Sparrow

05-19-04, 01:53 PM
Congrats to all on a nice job making the classes. Not to pick any faves but here they are.

GEVs bladesinger
Shadovar Emmisarry
Masked prankster
Spellfilcher of erevan ilesere
Bregan D'arthe spy
GEVs Battlerager
Planeswalker
Shadow Rogue

These are in no certain order just my favorite ones.
Naked Elf Girl

05-20-04, 07:14 PM
Can some body possibly make a Bard of Silverymoon PrC?????

Im no good at this kind of stuff cause im :looloo:
Valis Moonlight

05-24-04, 09:07 AM
I'm still very much anticipating the re-worked Spellsinger PrC.
Green Elven Vampire

05-24-04, 03:34 PM
The Spellsinger

Hit Die: d6

Requirements: To qualify to become a Spellsinger, a character must fulfill all the following criteria.

Race: Character must be a Elf or Half Elf.

Skills: Perform: 8 ranks, Spellcraft: 3 ranks, Knowledge (Any): 3 ranks.

Feats: Dodge, Weapon Finesse or Focus (Rapier).

Base attack bonus: +5.

Spells: Ability to cast 2nd level arcane or Divine spells without preparation.

Special: Ability to Inspire Competence as the bardic music ability.

Class Skills
The melody blade's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at Each Level: 4 + Int Modifier

Class Features
All the following are class features of the melody blade prestige class.

Weapon and Armor Proficiency: A spellsinger gains no additional proficiency in any weapon or armor.

Spells per Day: spellsingers Continue to advance in whatever spellcasting class she belonged to before taking this class. Upon reaching a new level of spellsinger she gains new spells per day as if she were gaining another level in her previous spellcasting class. However, she does not gain any of the special abilities of that particular class when gaining a new caster level.

Inspire Great Courage: This ability (gained at level 1) adds an extra +1 to attack rolls when using Inspire Courage bard song. spellsinger levels stack with bard levels when determining the number of bard songs per day.

Arcane Mobility (Ex): At 2nd level, the spellsinger gains a +4 competence bonus to AC against attacks of opportunity when he is casting a spell during a song.

Harmony Song: On reaching 3rd level, the spellsinger gains the ability to sing the Song of Harmony. This ability is identical to Inspire Courage except that its bonuses are applied in a different manner. For each ally within 40 feet of the spellsinger, all those allies (and the spellsinger) gain a +2 bonus to attack rolls. These allies also do an extra 1d8 points of damage on every damage roll when flanking an enemy. This ability requires 2 daily uses of the bard song ability and lasts for 5 rounds.

Spellsong: At 4th level the spellsinger can take 10 on concentration checks while playing a song in battle. If that song includes a spell the check drops down to 5.

Songs Grace (Ex): At 5th level, the spellsinger can wear light armor without a chance for spell failure. The armor must have a Max Dexterity Bonus of +5 or higher for this ability to apply.

Spellsinger: At level 6, this ability allows the spellsinger to cast spells while singing and playing an instument without interrupting a bard song.
The lyrics and hand movements replace verbal and material components. This may be used 3 times a day.

Stunning Cacophony: This bard song (gained at 7th level) gives all enemies within 60 feet of the spellsinger to be stunned for 1 round. If they are within 30 feet, they are stunned for 1d4 rounds. Enemies are entitled to a Fort save (DC 15 +1 for each 10 feet closer than 60, +1 for each spellsinger level). After that round, they receive -2 to attack rolls and -2 to all saving throws for 4 rounds. This song requires 3 daily bard song uses, and may be used 2 times a day.

Extra Melody: At 8th level, the spellsinger gains the Extra Music feat for free.

Dancing Duo (Su): At 10th level, The Spellsinger can make one weapon he is wielding act as if it had the dancing property for 5 rounds/day. The spellsinger can stop this dancing as a free action. The weapon must be +1 or better. This ability can be used all at once or spread out during a day, as long as the total does not exceed 5 rounds.

LVL--BAB--FORT--REF--WILL---SPECIAL

1-----0-----0-----2-----2-----Inspire Great Courage

2-----1-----0-----3-----3-----Arcane Mobility

3-----2-----1-----3-----3----Harmony Song

4-----3-----1-----4-----4----- Spellsong

5-----3-----1-----4-----4-----Songs Grace

6-----4-----2-----5-----5-----Spellsinger

7-----5-----2-----5-----5-----Stunning Cacophony

8-----6-----2-----6-----6-----Extra Melody

9-----6-----3-----6-----6-----

10----7-----3-----7-----7-----Dancing Duo
Neo

05-24-04, 04:04 PM
Originally posted by Naked Elf Girl
Can some body possibly make a Bard of Silverymoon PrC?????

Im no good at this kind of stuff cause im :looloo:

I'll take this request, I'll post the prestige once completed.
Captain Jack Sparrow

05-24-04, 07:54 PM
Nice work green elven vampire. Neo i too am looking forward to your Bard request.
jodo2379

05-25-04, 04:01 PM
Im a DM and was just surfing around the web to find some new stuff for all my different campaigns that i'm currently running.I have been to the wizards website a dozen times but nothing very interesting gets put up .....and then i saw it"message boards".....so i clicked it went straight to the forgotton realms link and saw this link and i have to say these are the best prestige classes i have ever saw.I mean there is no reason for me to buy the 30.00 to 40.00 books wizards puts out because the prestige classes here are more characterful,balanced,useable,and most importantly free.Ok so maybe i still need to buy wizards products for source material but thats about it.By the way the elf battlemage on page 1 is awesome.If anybody has the time and desire i would really like to see a githyanki prestige class for a renegade gith(sort of a drizzt like thing).Anyway keep up the good work.
JohanL

05-25-04, 08:38 PM
These are the best Prestige Classes i've ever seen especially the Bladesinger i think green elven vampire finally has given the class what it was supossed to be and in my opinion reflects savatore's josidiah starym imo the definitive bladesinger and even that the thread has and undeniable elven flavor i've a request for a kelemvor prc and a torm prc because i think that the doomguard i REAAAALLY bad (believe i've played one and didn't enjoyed it even that kelemvor is my favorite deity!!) so if someone could do a prc that shows the change that kelemvor brought upon the death portfolio (no jergal and myrkul necros) but a stern judge of the deeds of the dead i've always thought of making a paladin of kelemvor could be a very interesting character but the doomguard doesn't bring anyhting new to the table imo so you guys are really talented and could do this anyday so please make something that kelemvor himself would proud of PLEAASE (and if you have enough time do something fo torm too will ya) :D
Neo

05-26-04, 06:22 PM
BARD OF SILVERYMOON:

Within Silverymoon under the wizened insights of Alustriel during her reign as High Mage of Silverymoon, the conclave was brought into being. Being formed of several previously independent centres of lore and study it herald a new time of higher learning within Silverymoon for those who wished to take advantage of the opportunities it presented.
Within the conclave are two organisations of particular note the first is the House of the Harp. Once known as the Focluchan bardic college run under the careful ministrations of the Master Bard Forell “Flamebeard” Luekaun. Novice students of this college spend their days performing their artistic abilities, honing and improving them. The second organisation of note is the Utrumm Music Conservatory, whose students work to archive music and “song scrolls” during the hours in which they are not practicing their music.
A Bard of Silverymoon is one who has studied at both colleges during their career thanks to the housing and tuition provided by the Speaker of the Silver Marches herself. Accomplished bards and loremasters, the Bards of Silverymoon also act as agents for the Speaker in gratitude for the opportunities she has provided them. As her eyes and ears they carry her words from town to town, inspiring the populace, gathering information and helping to cement the relationships that form the Silver Marches on a daily basis.

Hit Die: d6

Requirements
To qualify to become a Bard of Silverymoon, a character must fulfil all of the following criteria:
Region: Silver Marches
Skills: Bluff 4 ranks, Diplomacy 8 ranks, Disguise 3 ranks, Gather Information 8 ranks, Knowledge (any one) 4 ranks and Perform 6 ranks
Feats: Negotiator or Persuasive, Skill Focus (Perform) and Spell Focus (Enchantment)
Special: Must receive sponsorship of the Speaker of the Silver Marches and spend at least 6 month in study at the House of the Harp and Utrumm’s Music Conservatory. Must also have access to Bardic Knowledge and Bardic Song class abilities.

Class Skills
The Bard of Silverymoon's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at Each Level: 6 + Int modifier.

Class Features
All the following are class features of the Bard of Silverymoon prestige class:
Weapon and Armour Proficiency: The Bards are proficient with no additional weapons or armours.
Spells Per Day: A bard of Silverymoon’s training focuses on magic that will aid him in his duties to the Speaker and in helping calm situations and manipulate people. Thus, when a character gains a level of bard of Silverymoon, he gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however gain any other benefit a character of that class would have gained (improved bardic music, for example).
If a character had more than one arcane spellcasting class before he became a bard of Silverymoon, he must decide to which class he adds each level of bard of Silverymoon for purposes of determining spells per day when he adds the new level.

College Housing: At 1st level, a bard of Silverymoon always has access free food and lodging at either the Hall of the Harp or the Utrumm’s Music Conservatory while in Silverymoon, provided to the bard as a novice at both institutions under their sponsorship by the Speaker.

Sponsorship: Also at 1st level a bard receives a modest income of 100 gold pieces each month in addition to all tuition fees being paid by the Speaker. This of course comes at the cost of obligation to the Speaker and the Silver Marches by serving as one of her agents and heralds.

Facilities: At 1st level a bard of Silverymoon can also study at the facilities of either institution and by doing so receives a +4 circumstance bonus to all Knowledge, Gather Information, Perform, and Craft checks. In addition they may purchase “song scrolls” from the Music conservatory at a 50% discount.

Improved Bardic Knowledge: Upon reaching 2nd level a bard of Silverymoon has gained such increased knowledge and lore from their time of study that their levels in this prestige now stack with any levels in bard for purposes of determining bonus to bardic knowledge. For example Aria a Bard 7th/Bard of Silverymoon 2nd counts as a bard 9th for purposes of determining her bonus for bardic knowledge.

Wit (Ex): From 2nd level onwards, a bard of Silverymoon is able to use witty repartee to throw people off guard for a short time. To do this they can use their Bluff skill in a similar way as when they Feint against an opponent, who as usual opposes this bluff check by their Sense motive. If the Bard wins the target is not only flat footed but is also dazed, meaning not only does the target lose their Dexterity bonus to Armour class for that round but cannot take any action themselves in retaliation until next round. Wit does not of course have to be the precursor for an attack and could be used to slip past a baffled guard, or enemy and so on.

Seduction: Once a bard of Silverymoon reaches 3rd level they can once per day per level in this prestige combine their Perform skill with their talent for flirtation and rhetoric to influences members of the opposite sex in a way that works as if a Charm Person spell had been cast.

Improved Bardic Music: By 4th level, a bard of Silverymoon’s levels in the prestige stack (retroactively) with any bards levels to determine number of uses per day and effects available through bardic music. Hence Aria in our previous example now Bard 7th/Bard of Silverymoon 4th level finds her bardic music previous only usable 7/day and capable of being used to fascinate, inspire confidence, and suggestion is now capable of being used an additional 4 times per day and now inspires courage and inspires greatness too.

Ward Attunement: At 9th level a bard of Silverymoon is formerly inducted as an agent of the Speaker through a private ceremony in the High Palace of Silverymoon. This ceremony attunes the bard of Silverymoon to the mythal that surrounds Silverymoon without the 2,500 XP cost normally required.

Disrupt Weaves (Su): Beginning at 5th level a bard of Silverymoon has learned how to use music to resonate the strands of magic that form a woven spell, causing it to unravel. As such they can use a bardic music usage to cast Dispel Magic in an area. At 8th level this becomes Greater Disrupt Weave and its effects are as a Greater Dispel Magic. In both cases the effect is as if cast by a spellcaster of the characters level.

Extended Song (Su): At 7th level a bard of Silverymoon is so accomplished in their art that their music can be made to have such an affect on its listeners that the effects of bardic music can be made to last twice as long as usual. Bardic music used in this way uses up two of the bards daily uses instead of one.

Living Chronicle (Su): A bard of Silverymoon, upon reaching 9th level becomes a living receptacle for everything you see, and hear remembering it with perfect clarity and recollection. In effect this makes them a storehouse for facts, faces, places, creatures from that point onwards. A bard can make an Intelligence check with their level in the prestige as a bonus to recall any thing they have seen, read or heard against a DC 15. Also due to this perfect re-collective capability they are able to apply their level in the prestige as an insight bonus to all Craft, Decipher Script, Knowledge and Perform checks.

Legendary: Finally at 10th level, a bards reputation and skills has grown to such proportions that it precedes you everywhere you go, nobles send you invitations, royalty request audiences and private performances, inns provide huge fees and incentives for you to play at their establishments, shopkeepers refuse payment, a veritable cornucopia of doors are open to you. In effect this makes it much easier to gain access to places and people, which would ordinarily be extremely difficult to get near too, making the agents job that much easier. As a result of this reputation legendary Bard can obtain their level times their profession check result in gold for a performance in place of the usual half their check amount. Additionally all civilised peoples have their reactions moved one step towards favourable where the bard is concerned.

Bard of Silverymoon Advancement
Level Attack Fort Ref Will Special Spells / Day
1st +0 +0 +2 +2 College Housing, Sponsorship, Facilities +1 level of Arcane spellcasting class

2nd +1 +0 +3 +3 Improved Bardic Knowledge, Wit +1 level of Arcane spellcasting class

3rd +2 +1 +3 +3 Seduction +1 level of Arcane spellcasting class

4th +3 +1 +4 +4 Improved Bardic Music +1 level of Arcane spellcasting class

5th +3 +1 +4 +4 Ward Attunement +1 level of Arcane spellcasting class

6th +4 +2 +5 +5 Disrupt Weave +1 level of Arcane spellcasting class

7th +5 +2 +5 +5 Extended Song +1 level of Arcane spellcasting class

8th +6 +2 +6 +6 Greater Disrupt Weave +1 level of Arcane spellcasting class

9th +6 +3 +6 +6 Living Chronicle +1 level of Arcane spellcasting class

10th +7 +3 +7 +7 Legendary +1 level of Arcane spellcasting class
jodo2379

05-27-04, 11:33 AM
That has to be one of the best bard prestige classes i have ever seen.If i ever had a chance to play a character i would really consider making a bard just for that class.You guys really do some good work here.
Neo

05-27-04, 12:30 PM
Originally posted by jodo2379
That has to be one of the best bard prestige classes i have ever seen.If i ever had a chance to play a character i would really consider making a bard just for that class.You guys really do some good work here.

Thanks Jodo2379 glad you like it, high praise indeed :)

Sadly there isnt that much competition on the bard front as you can almost count the number of published Bard prestige classes on one hand :D Shame really as the class really is quite good, yet most companies tend to overlook them :(
jodo2379

05-27-04, 02:27 PM
I give praise where its desevered.As far as bards not getting there dues i found a bard revamp for darksun that was put out before the dragon magazine feature and that bard was more of a dealer in the black market that had connections in the criminal elements and as such they gave up some of there bardic music abilities but gave them poison use and some other nasty little abilities.Again that bard class was really cool.
Green Elven Vampire

05-27-04, 09:14 PM
Originally posted by jodo2379
Im a DM and was just surfing around the web to find some new stuff for all my different campaigns that i'm currently running.I have been to the wizards website a dozen times but nothing very interesting gets put up .....and then i saw it"message boards".....so i clicked it went straight to the forgotton realms link and saw this link and i have to say these are the best prestige classes i have ever saw.I mean there is no reason for me to buy the 30.00 to 40.00 books wizards puts out because the prestige classes here are more characterful,balanced,useable,and most importantly free.Ok so maybe i still need to buy wizards products for source material but thats about it.By the way the elf battlemage on page 1 is awesome.If anybody has the time and desire i would really like to see a githyanki prestige class for a renegade gith(sort of a drizzt like thing).Anyway keep up the good work. Thank you so very much!! :) I'm very pleased to know you like them all so much. I ask one favor... if you apply any of my PrC's to your PC, just let me know how they work out in game play. Thanks again.
Khellendros_Storm_Over_Krynn

05-28-04, 06:02 AM
I hope this isnt to bad its my first prestige class ive made

Weave Paragon:

Weave paragons are certain individuals blessed by Mystra, Goddess of Magic. Blessed with both Sorcery and Wizardry, few choose to develop both skills in tandem, preferring to focus on one side of their gift. However to those rare few who feel the call to the weave, a closeness rarely felt by mortals is gained as they grow closer and closer with Mystra and the Weave.

Requirements:
Skills: Knowledge Arcana 6 ranks, Spellcraft 6 ranks, Knowledge Religion 3 ranks
Spells: Able to prepare 2nd level spells. Ability to spontaneously cast 2nd level spells.

Class Skills:
A Weave Paragon’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Speak Language (n/a) and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier

Level Attack Fort Ref Will Special Spells / Day
1st +0 +0 +0 +2 Weave Attunement, level of existing Arcane spellcasting class, level of existing Arcane spellcasting class

2nd +1 +0 +0 +3 Weave Sight, level of existing Arcane spellcasting class, level of existing Arcane spellcasting class

3rd +1 +1 +1 +3 Bonus Metamagic Feat, level of existing Arcane spellcasting class, level of existing Arcane spellcasting class

4th +2 +1 +1 +4 level of existing Arcane spellcasting class, level of existing Arcane spellcasting class

5th +2 +1 +1 +4 level of existing Arcane spellcasting class, level of existing Arcane spellcasting class

6th +3 +2 +2 +5 Bonus Metamagic Feat, level of existing Arcane spellcasting class, level of existing Arcane spellcasting class

7th +3 +2 +2 +5 level of existing Arcane spellcasting class, level of existing Arcane spellcasting class

8th +4 +2 +2 +6 level of existing Arcane spellcasting class, level of existing Arcane spellcasting class

9th +4 +3 +3 +6 Bonus Metamagic Feat, level of existing Arcane spellcasting class, level of existing Arcane spellcasting class

10th +5 +3 +3 +7 Mystras Boon level of existing Arcane spellcasting class, level of existing Arcane spellcasting class

Class Features
All the following are class features of the Weave Paragon prestige class:
Weapon and Armor Proficiency: The Paragon gain no more proficiency’s with any additional weapons or armors.

Spells per Day: When a new Weave Paragon level is attained the character gains new spells per day as if he had also attained a level in both his arcane spellcasting classes he belonged to before he added the prestige class.

Weave attunement: Weave Paragons being blessed by Mystra, Goddess of Magic have a closer relationship with the Weave then most normal spellcasters. They gain a +5 bonus to caster level checks when casting a spell in a Wild Magic Zone and are Permanently Barred from takeing any Shadow Weave feats.

Weave sight: At 2nd level, a Weave Paragons eyes become attuned to the magic around them. They can now choose a school of magic and sense the magical auras of objects or creatures within 120 feet of them as long as the power is derived from that school of magic. Every level thereafter they can choose another school until at 9th level they can see all Schools of magic and their power mimics that of Arcane Sight. This is a Weave Based Ability and has no effect on spells or creatures that are attuned to the Shadow Weave

Bonus Metamagic Feat: A Weave Paragon delves the deeps of the weave and eventually their insight and exploration of the weave pays off. Every 3 levels they gain a bonus metamagic feat.

Mystras Boon: Once a Weave Paragon reaches 10th level their connection to the Weave becomes so great that any Weave Based Spell or Spell like ability cast at them the Weave Paragon gains a +4 saving throw to resist it.
Valgard

05-28-04, 12:20 PM
I asked before in the forums to help me with building this PrC and I think it's well done, so here it is:

ORC BULLRIDER
These are one of the most powerful cavalry forces of all Faerûn. Orcs use these fierce warriors to gain advantage in plane areas where creatures like bulls or bisons are found, but there are also news of garrisons of these soldiers in the Underdark mounting rothés. These units of cavalry were developed to break the defences of dwarven defenders the orcs usually fight. The orc bullriders are a great force of strike in open areas, but orcs need to develop a manner to defeat dwarven defenders in close-combat situation.
Hit Dice: d10

Requirements
Alignment: Any non-lawful.
Race: Any Orc, including half-orc. A member of any other race rised up within orcs also can qualificate this prestige class.
Region: Amn, Chessenta or Underdark (Northdark).
Base Attack Bonus: +8
Skills: Handle animal 4 ranks, Intimidate 4 ranks, Ride 6 ranks.
Feats: Spirited Charge, Weapon Focus (any one-handed weapon or lance), Mounted Combat, Ride-By Attack.
Special: Must have tamed a wild bull, bison or any quadrupedal creature with a gore attack and use it as his mount.

Class Skills
The orc bullrider's class skills (and the key ability for each one) are: Craft (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Profession (Int), Ride (Dex), Spot (Wis), Survival (Wis)
Skill Points at Each Level: 2+ Int modifier

THE ORC BULLRIDER
Class Base Attack Fortitude Reflex Will Special
Level Bonus Save Save Save
1 +1 +2 +2 +0 Special mount, Mounted weapon bonus +1
Ride bonus +2, Bullrider gore
2 +2 +3 +3 +0 Deadly charge 1/day
Mount's gore attack bonus +1
3 +3 +3 +3 +1 Burst of speed
4 +4 +4 +4 +1 Deadly charge 2/day, Ride bonus +4
5 +5 +4 +4 +1 Mounted weapon bonus +2
6 +6 +5 +5 +2 Deadly charge 3/day, Full mounted attack
Mount's gore attack bonus +2
7 +7 +5 +5 +2 Ride bonus +6
8 +8 +6 +6 +2 Deadly charge 4/day
9 +9 +6 +6 +3 Mounted weapon bonus +3, Ride bonus +8
10 +10 +7 +7 +3 Unstoppable charge 5/day
Mount's gore attack bonus +3

THE ORC BULLRIDER'S MOUNT
Class Bonus Natural armor Str
Level Hit Dice bonus Adjustment
1 - 3 +2 +4 +2
4 - 6 +4 +6 +2
7 - 9 +6 +8 +4
10 +8 +10 +4

These are the orc bullrider's class features:
Weapon and Armor Proficiency: Orc bullriders gain proficiency with all simple and martial weapons, all types of armor, and shields (but not tower shields).
Special Mount: A bullrider's mount improves as shown on the table. He can have only one mount at a time, and this mount must have a CR no higher than the character level -3. If the bullrider decides to dismiss his mount or the mount dies, he has to wait up to a tenday before he may aquire a new mount. To do it, he has to tame another wild beast with a gore attack to serve him as his mount.
Mounted Weapon Bonus (Ex): The orc bullrider gains a competence bonus on attack rolls while mounted.
Mount's gore attack bonus (Ex): The mount of the bullrider gains a competence bonus on attack rolls when using its gore attack.
Ride Bonus (Ex): The orc bullrider gains a competence bonus on any Ride check.
Bullrider gore (Ex): When mounted and using the charge action you may declare this attack. You make an attack roll with your melee weapon or your mount's gore attack, whichever is greater, +1/2 class level, rouded up. If you hit you make both your melee weapon damage and your mount's gore damage.
Deadly charge (Ex): When mounted and using the charge action you may declare a "deadly charge" before making the attack roll. If you hit, you deal triple damage with a melee weapon (or quadruple damage with a lance). This benefit does not stack with the benefit of the Spirited Charge feat.
Burst of Speed (Ex): Doubles the maximum distance the mount can travel when making a charge, up to four times its speed. This can be used once per day without penalty. Each additional use of the ability in a single day requires the mount to make a DC 20 Fort save immediately after the conclusion of the charge; failure results in the mount taking 2d6 points of damage.
Full Mounted Attack (Ex): You can make a full attack when your mount moves mor than 5 feet but no farther than a single move action would carry it.You cannot combine this full attack with a charge.
Unstoppable Charge (Ex): When making a deadly charge, you deal quadruple damage with a melee weapon (or quintuple damage with a lance).
Neo

05-28-04, 10:24 PM
SPELL CAPTAIN OF THE AKH’FAER:

The Akh’Faer or Army of Army of Art as it is known was one branch of two that made up the defending forces of Cormanthor, the other being the Akh’Velahr or Army of Might.
The Akh’Faer was based from the Art Tower within Castle Cormanthor and was dominated primarily by moon and gold elves. The army itself consisted of three hundred or so wizards as the primary troops, another 100 junior officer’s and fifty senior officers below the Spell Major and his Spell Captain second. Among these ranks there were commonly many different types of wizards. The Akh’Faer traditionally had access to certain magical stockpiles provided for the army.
Since the retreat the traditional armies have all but vanished from Faerun, with its structure and traditional methods being found only in the major elven settlements such as Evermeet or in the Elven Court, where the Akh’Faer was also once part of Myth Drannors standing army.

Hit Die: d4

Requirements
To qualify to become a spell captain, a character must fulfil all of the following criteria:
Race: Any elven subtype (except Drow)
Region: Evermeet or Elven Court
Base Will Save: +5
Skills: Concentration 10 ranks, Diplomacy 4 ranks, Knowledge (Arcane) 6 ranks, Spellcraft 10 ranks.
Feats: Leadership, Spell Focus (evocation), and any 2 Metamagic Feats
Spellcasting: Ability to cast arcane spells of 4th level or higher.

Class Skills
The Spell Captain's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (Arcana) (Int), Knowledge (local) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the Spell Captain prestige class:
Weapon and Armour Proficiency: Spell Captains are proficient with no additional weapons or armours.

Spells Per Day: A spell captain’s training focuses on magic that will aid him in his duties to the armed forces he serves. Thus, when a character gains a level of spell captain, he gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class. He does not, however gain any other benefit a character of that class would have gained (improved familiar, bonus feats, for example).
If a character had more than one arcane spellcasting class before he became a spell captain, he must decide to which class he adds each level of spell captain for purposes of determining spells per day when he adds the new level.

Token: Upon join the Akh’Faer all members of the Army of Art are provided a ring, which signifies their membership and pledge to serve in their nations armed forces. This ring was enchanted to provide a +1 morale bonus versus all spells and spell like effects for its wearer. These rings do not count towards the normal maximum limit on the number of magical rings a person may wear.

Coordinated Spellcasting: All spell captains are taught the intricate methods of guiding and aiding the coordinated spellcasting of a group of spellcasters. Any spell captain may coordinate the spellcasting of a number of individuals equal to one plus their intelligence modifier. In order to coordinate a group of spellcasters the spell captain must forgo all actions himself in the round, wholly concerned with simply directing the other spellcasters actions.
The benefit of coordinated spellcasting is that through sheer competency, experience and coorperation that the spell captain p[rovides he can provide a “pool” of levels, equal to his levels in this prestige class plus his intelligence modifier that those he directs may draw from for the purposes of applying metamagic feats to spells, in effect saving them from losing their higher level spell slots to use metamagic. No levels can be applied to any metamagic feat unless both the captain and those he directs possess the relevant feat, nor may any spell be cast unless both parties know it and are able to cast it. Coordinated spellcasting can be used a number of times per day equal to the spell captains intelligence modifier. After each use of coordinated spellcasting the spell captain must make a Fortitude save DC 10 +1 per person being coordinated or be fatigued from the activity.

Spell Penetration: A spell captain of first level gains spell penetration as a bonus feat.

Twin Spell: Upon reaching 2nd level, a spell captain gains the twin spell feat as a bonus feat.

Shatter Defences (Sp): Beginning at 2nd level and then again every third level thereafter a spell captain can once per day cast any directed spell that affects only a single target, which strikes with such power that the target is affected as if by a dispel magic first, checking to see if any spells or boosts the target may have in effect are shattered and dispelled “before” the cast spells usual effects (typically damage) are applied. When a spell captain reaches 8th level his shatter defences ability grows in intensity affecting all targets as if a greater dispel magic was used first. Using shatter defences is a full round action.

Bonus Feats: Beginning at 3rd level, and then again every 3rd level thereafter a spell captain gains a bonus feat chosen from metamagic feats, item creation feats or Spell Mastery. The spell captain must still meet all prerequisites for a bonus feat, including caster level minimums.

Improved Counterspell: At 4th level a spell captain gains Improved counterspell as a bonus feat.

Spell Power: From 5th level a spell captain gains a bonus that increases his effective caster level for purposes of determining level-dependent spell variables and caster level checks. The bonus starts at +1 and then increases by another +1 five levels thereafter at 10th.

Apprentices: Upon reaching 7th level, a spell captain attracts a number of aspiring spellcasters who wish to study under their tutelage, similar to those provided by the Leadership feat. The spell captain attracts a number of potential apprentices whose total levels equal the spell captain’s class level, and who have levels only in an arcane spellcaster class. Any individual apprentice may be no higher than 5th level and no higher than half the spell captains level rounded down, after that time they are no longer counted as apprentices and are likely replaced by a new generation of hopefuls, though they may with the DM’s approval remain as Henchmen. Each time the spell captain gains a level he may choose to increase the level of one of his apprentices, or he may discard any or all of them for a new combination of hopefuls. Note apprentices do not count towards followers provided by the Leadership feat, nor do they require payment (already being assumed to be paid by the army as new ranking members of the Akh’Faer), they do require at least two days a week of the spell captains attention however. Also any apprentices slain cannot be replaced until the spell captain next goes up a level in this prestige.

Tap Weave (Su): Finally when a spell captain reaches 10th level he can tap into the weave in a way they never knew existed before and are able to draw a greater thread of magical energy from which to weave their magic. As a result of this once per day they can cast any single spell as if it was of a lower spell slot. A spell captain can reduce the spell slot usage of the spell by more than one but every spell level beyond the first costs 100xp. For example: Arithandar a 7th level wizard / 10th level Spell Captain chooses to reduce his Incendiary Cloud spell, normally an 8th level spell against a charging group of orcs. Using this spell would normally use up one of his 8th level spell slots, but due to his Tap Weave ability it would only cost a 7th level slot. Not happy with this and fearing he may need his more powerful spells later he chooses to reduce the spell slot of the Incendiary cloud further. He pays 500xp and reduces the spell another 5 levels making it use only a 2nd level spell slot. No single spell can be reduced in slots below 1st (so no a spell cannot be made a cantrip), and a spell cannot be reduced more spell slots than the spell captain has levels in this prestige (so some metamagic'ed spells can be reduced). Tap Weave is an elven form of High Arcana that was discovered prior to the elves learning and understanding of elven High Magic. Using Tap Weave is a full round action.

Spell Captain of the Akh’Faer Advancement
Level Attack Fort Ref Will Special Spells / Day
1st +0 +0 +0 +2 Coordinated Spellcasting, Spell Penetration, Token +1 level of existing class

2nd +1 +0 +0 +3 Twin Spell, Shatter Defences 1/day +1 level of existing class

3rd +1 +1 +1 +3 Bonus Feat +1 level of existing class

4th +2 +1 +1 +4 Improved Counterspell +1 level of existing class

5th +2 +1 +1 +4 Shatter Defences 2/day, Spell Power +1 +1 level of existing class

6th +3 +2 +2 +5 Bonus Feat +1 level of existing class

7th +3 +2 +2 +5 Apprentices +1 level of existing class

8th +4 +2 +2 +6 Shatter Defences (greater) 3/day +1 level of existing class

9th +4 +3 +3 +6 Bonus Feat +1 level of existing class

10th +5 +3 +3 +7 Tap Weave, Spell Power +2 +1 level of existing class
Poiniard

05-28-04, 10:34 PM
In "After the Dragon" by Ed Greenwood in Dragon Annual #5, it says that Alusair would like to have an unofficial agency of the Crown to spy on the Crown's enemies in Westgate and Sembia- an agency independent of both the War Wizards and the Harpers. Again, while not an order of knighthood, this would make quite the campaign hook for a group of adventurers.

BLACK DRAGON OF CORMYR

Requirements:
BAB: +6
Alignment: any non-evil
Feats: Alertness or Track
Skills: Knowledge (Cormyr) +4, Diplomacy or Intimidate +4, Spot +4
Special: An oath is required.

Class skills: Climb, swim, jump, bluff, gather information, disguise, diplomacy, innuendo, sense motive, intimidate, search, listen, spot, knowledge (Cormyr).

Armor and Weapon Proficiencies: No new armor or weapon proficiencies are gained by taking this class.

BAB, saves and HD as rogue.

Level 1: Favored Enemy, No Subdual Penalty
Level 2: Bonus Feat
Level 3: Unswerving Devotion
Level 4: Bonus Feat
Level 5: Change Self (1/day)

Favored Enemy: You select a favored enemy from the following list of evil organizations which oppose Cormyr: the Church of Bane, the Cult of the Dragon, the Iron Throne, the malaugrym, ghazneths, the Red Wizards, the Zhentarim, the Fire Knives or the shadovar. This ability works exactly like the favored enemy ability of the ranger class.

Bonus Feat: Select one feat from the following list: Street Smart (FRCS), Smooth Talk (FRCS), Thug (FRCS), Remain Conscious (MotW), Improved Trip (PHB), Throw Anything (SaF), Dirty Fighting (SaF), Track (PHB), Alertness (PHB), Improved Initiative (PHB), Toughness (PHB), Skill Focus: Knowledge (Cormyr).

Unswerving Devotion: You gain a +2 saving throw bonus against Enchantment spells or effects. This bonus stacks with the racial bonus of elves and half-elves.

No subdual penalty: Can use a melee weapon that deals normal damage to deal subdual damage instead without suffering the usual -4 penalty to his attack roll.

Change Self: You can use the change self spell once per day as a spell-like ability.

***

In my own campaign, this group (the PCs) is known as the Black Dragons. The Black Dragons are run by Glarasteer Rhauligan, who answers directly to Alusair. Since the Harper schism, Glarasteer has been looking for a more stable organization to call his own, and is on the verge of leaving the Harpers altogether in favor of the Black Dragons.

My Black Dragons have already rooted out a traitor among the War Wizards, captured a Pretender among the nobility in Eveningstar, and foiled a Fire Knives plot to assassinate the infant Prince Ascendant. They've had run-ins with the Queen's Guard and are seen as little more than ruffians by the "brat's bodyguard." They are very much frowned upon by the Purple Dragons, and a rivalry is beginning to develop there. This is in part because they’ve willingly had dealings with Semmemon of Darkhold and the thieves guild of Marsember in order to better complete Alusair’s missions- the end justifies the means for the Black Dragons.

Most of the Black Dragons came from questionable backgrounds, to put it mildly. According to Lhaspeera, “the Black Dragons were founded when Glarasteer went into the prison in Suzail in the dark of night with a Writ of Pardon from the Regent and came out with a hand-picked group of scoundrels.” Despite their somewhat shady reputation, the Black Dragons get things done, and their fame is spreading.

Recently, the Regent sponsored a medieval-style tournament to demonstrate to foreign enemies that Cormyr can still muster some formidible military strength. A Black Dragon, a commoner, won this tournament by defeating the best of the nobles and the Purple Dragons on the field. More than one noble house is now plotting a way to discredit these upstart Black Dragons.

Alusair found it impossible to keep their existence a secret from her closest counselors. Word of their exploits was already getting around at court, even before the tournament. That's not to say the Black Dragons are common knowledge in the taverns of Suzail. Only a fairly small number of nobles and courtiers really know they exist. A lot of their mystique is based on rumor and shrouded in mystery. Glarasteer is having to spend more and more of his time dealing with rumors at court, usually by spreading some misinformation of his own. Fortunately, most of the members have been able to keep their identities hidden, even if the existence of the organization is no longer a secret.

Lhaspeera is not in the Black Dragons. In fact, she sees them as "loose cannons" and wishes Alusair would disband them, or fold them into the Purple Dragons or War Wizards. Basically, Lhaspeera just dislikes their methods, not their aims. She wouldn't dare actively oppose them, though. She was taken down a notch when the Black Dragons uncovered the traitorous War Wizard, too.
Neo

05-29-04, 12:06 AM
ARMS CAPTAIN OF THE AKH’VELAHR:

The Akh’Velahr or Army of Might as it is known was one branch of two that made up the defending forces of Cormanthor, the other being the Akh’Faer or Army of Art.
The Akh’Velahr was based from the War Tower within Castle Cormanthor and was made up of all elven subtypes (with the exception of the Illythiri or Drow as they were later named after their expulsion) though mostly moon elves. The army itself consisted of over three thousand elves primary troops, split into four main groups the scouts, the troops, the noble knights and guards of myth drannor and finally the cavalries.
The Arms Captain is the second in command of the armed forces and is a highly honoured and specialised role. The individual filling this role can come from any of the four groups and may be of any elven subtype commonly found in the Akh’Velahrn.
Since the retreat the traditional armies have all but vanished from Faerun, with its structure and traditional methods being found only in the major elven settlements such as Evermeet, Evereska or in the Elven Court, where the Akh’Velahr was also once part of Myth Drannors standing army.

Hit Die: d10

Requirements
To qualify to become a Arms Captain, a character must fulfil all of the following criteria:
Race: Any elven subtype (except Drow)
Region: Evermeet, Evereska or Elven Court
Base Attack Bonus: +6
Skills: Bluff 2 ranks, Diplomacy 4 ranks, Knowledge (Local) 4 ranks.
Feats: Leadership, Weapon Focus (longsword, thinblade or rapier), Improved Critical (with weapon focus is in).
Special: An Arms Captain serves the Coronal and must have excelled in battle enough to be noticed and have proven leadership abilities before being considered for this post.

Class Skills
The Arms Captain's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Knowledge (local) (Int), Knowledge (Tactics) (Int), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the Arms Captain prestige class:
Weapon and Armour Proficiency: Arms Captains are proficient with all Simple and Martial weapons and all armours and shields.

Fearless (Ex): All Arms Captains are made of stern stuff and are typically seasoned troops before they are granted this role. As a result of this they now find that courage girded providing them a +2 insight bonus on all saves made against mind affecting spells and effects.

Armaments: All Arms Captains are provided arms and armour from the stockpiles of magical items available to the army, as a result of this they may choose Arms and Armour of choice of +1 magical enhancement. Any such armament provided cannot be sold, traded or given away and if lost requires any replacements to be paid for by the character. When an Arms Captain becomes 5th level the armour and armaments provided are replaced with +2 items, and finally at 10th level in Arms Captain they are replaced with +3 versions.

Rallying Cry (Su): Up to 3/day as a free action, the Arms Captain may utter a powerful shout that causes all his allies within a 60 ft. radius to gain a +1 morale bonus on their next attack roll and increase their speed by 5 feet until the Arms Captains next turn. Traditionally, this mind affecting ability is used when a formation of soldiers is about to charge.

Inspire Courage (Su): Same effect as the bards ability of the same name. The Arms Captain makes an inspirational speech, bolstering his allies against fear and improving their combat abilities. To be affected, an ally must be able to hear the Arms Captain speak. The effect lasts as long as the ally hears the Arms Captain speak and for 5 rounds thereafter. While speaking the Arms Captain can fight, but cannot cast spells, activate magic items by spell completion (such as scrolls) or activate magic items by magic word. All affected allies receive a +2 moral bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and damage rolls.

Keen Weapon (Su): By 2nd level and longsword, rapier or elven thinblade used by the Arms Captain is treated as a keen weapon. The weapon loses this benefitone round after leaving the hand of the Arms Captain.

Bonus Feats: Beginning at 3rd level, and then again every 3rd level thereafter a Arms Captain gains a bonus fighter feat. The Arms Captain must still meet all prerequisites for a bonus feat, including caster level minimums.

Bonus Tactical Feat: At 5th level the Arms Captain receives a bonus Tactical Feat (see Complete Warrior), this is the style of fighting he is most renowned for fighting in during battle. The Arms Captain must still meet all prerequisites for the Tactical feat.

Personal Guard: Upon reaching 7th level, a Arms Captain is assigned a personal guard, similar to those provided by the Leadership feat whose sole task it is to guard the Arms Captain and keep him safe. The Arms Captain attracts a number of guards whose total levels equal the Arms Captain’s class level, and who have levels only in either fighter or ranger. Any individual apprentice may be no higher than 5th level and no higher than half the Arms Captains level rounded down, after that time they are likely promoted to commands of their own as officers within the Akh’Velahrn, though they may with the DM’s approval remain as Henchmen choosing to remains as guards to their beloved commander. Each time the Arms Captain gains a level he may choose to increase the level of one of his personal guard, or he may discard any or all of them for a new combination of guardsmen. Note a personal guard does not count towards followers provided by the Leadership feat, nor do they require payment (already being assumed to be paid by the army as new ranking members of the Akh’Velahr), they are required to be with the Arms Captain at all times however, and may never be further than ear shot away at any time. Also any personal guardsmen slain cannot be replaced until the Arms Captain next goes up a level in this prestige.

Legendary Leader (Ex): Upon reaching 10th level, an arms captains skill and reputation for command has grown to such that they now receive a +4 bonus on all Charisma checks within the borders of their nation, as everyone knows of their exploits and respects them by reputation. In addition when in battle after studying the field for 3 rounds, during which time they can take no activity beyond movement the Arms Captain can a number of times per day equal to their Charisma modifier, make a sense motive roll opposed by their opposing leaders bluff skill. If they win their opponent (DM in other words) must inform them of their planned action (individual, or planned troop movements dependant upon whether or not it is an individual foe or a leader of an group of foes being directed) for the coming round, effectively allowing the Arms Captain to plan his actions and direct his troops accordingly. This represents the Arms Captains ability to predict his enemies plans ahead of their implementation by studying the ebb and flow of battle.

Arms Captain of the Akh’Velahr Advancement
Level Attack Fort Ref Will Special
1st +1 +2 +0 +0 Fearless, Armament, Rallying Cry

2nd +2 +3 +0 +0 Inspire Courage 1/day, Keen Weapon

3rd +3 +3 +1 +1 Bonus Feat

4th +4 +4 +1 +1 Inspire Courage 2/day

5th +5 +4 +1 +1 Bonus Tactical Feat

6th +6 +5 +2 +2 Inspire Courage 3/day, Bonus Feat

7th +7 +5 +2 +2 Personal Guard

8th +8 +6 +2 +2 Inspire Courage 4/day

9th +9 +6 +3 +3 Bonus Feat

10th +10 +7 +3 +3 Inspire Courage 5/day, Legendary Leader
Valis Moonlight

05-29-04, 08:05 AM
WOW! These are some of the best PrC's I've seen in awhile. Keep up the great work everyone. Thanks in particular Green Elven Vampire for the revised Spellsinger!
baerdith

05-29-04, 01:04 PM
This is a PrC I made. It it geared toward Bards of Milil, but works with Sorcs ands Wizards too.
-----------------------------------------
It has long been known that Music has a magic of its
own. A select few have been able to occasionally bend
true power out of music. An even rarer number can do
this at will. These are the Song Magi. At first glance
most think of them as bards or Lorists, and there are
many similarities, but there are just as many
differences. Bard tend to travel just to learn new
songs and Lore, Lorists tend to stay in their library
studying some particular subject. A Song Mage, travels
the world seeking Lore and songs, but really searching
for that one particular song that may have helped
create the universe. They do sometimes seem a bit cold
and distant, that is until they give a performance.
Song mages can come from any arcane spellcasting
class, with most favoring the wizard class.



Song Mage
Hit Die: d4.
Requirements
To qualify to become a Song mage, a character must
fulfill all the following criteria.
Skills: Concentration, Diplomacy, Perform-Song,
Perform (any) 10 ranks in each.
Feats: Skill Focus (Perform) spell Focus
(Enchantment).
spells: Able to cast Arcane spells

Class Skills The Song Mage’s class skills (and the
key ability for each skill) are Appraise (Int),
Concentration (Con), Craft (alchemy) (Int), Decipher
Script (Int), Gather Information (Cha), Heal (Wis),
Knowledge (all skills taken individually) (Int),
Perform (Cha), Profession (Wis), Speak Language,
Spellcraft(Int), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.
Spells per day: +1 level of existing class per level

SPECIAL ABILITIES 1 Bardic Music Abilities, Song of
the Heart
2 Entomology, Epic Skill Focus: Perform
3 Arcana
4 Entomology
5 Bardic Knowledge
6 Entomology
7 High Arcana
8 Entomology
9 Lost arcana
10 Hidden arcana


Song of the Heart
From this moment on the Song Mage can only cast spells as part of his music (any 'bardic' performance, such as singing, storytelling or instrument playing) If the Song mage doesn't already cast spells spontaneously, he gains this ability. If
he can, this song of the Heart gains him 1 new spell of each level lower than the maximum that he can cast.

Bardic Music Abilities
This functions exactly as the Bard ability, if the Song Mage has Bard levels these
abilities stack.

Etymology
Song Magi, through their travels and study of ancient documents, begin to understand the languages contained in them. At 2nd level, they gain the Speak Language Skill as a bonus in any one
language they have seen. At 4th level they get a 2nd language, at 6th they get a 3rd language and at 8th level they get a 4th.

Epic Skill Focus: Perform
+10 to all Perform checks

Arcana
Song Magi study many magical texts and so have developed an increased knowledge of magic. Arcana grants a bonus of +2 to each level of Known spells. If character is a wizard this doubles the 'free' spells per level.

Bardic Knowledge
Through their travels and studies the Song Mage also picks up a bit of knowledge about just about anything. This Song Mage can add his level to his intelligence bonus to see if he knows some
relevant information about local notable people, legendary items, or noteworthy places. (if the Song mage also has bard levels these stack)

High Arcana
Song Magi also pore over scrolls and spell books whenever they get the chance searching for 'lost songs'. This enhances their understanding of magical spells so much that they gain a bonus 1st level spell each day.

Hidden arcana
The Song Mage has studied so many magical texts that he gains a bonus 2nd level spell each day.

Lost arcana
Song Magi's continuing search of scrolls and spell books further enhances their understanding of magical spells so much that they gain a bonus 3rd level spell each day.

Daily Readying of spells:
Each day, Song Magi must focus their minds on the task of casting their spells. A Song Mage needs 8 hours of rest (just like a
wizard), after which he spends 15 minutes singing, reciting, or playing an instrument of some kind while concentrating.) During this period, the Song Mage readies his mind to cast his daily allotment of spells. Without such a period to refresh himself, the
character does not regain the spell slots he used up the day before.

Song Magi spells MUST have a verbal and or Somantic
Component, even if the PbH says the spell doesn't. If
the Song Mage plays an instrument, he may not make use
of Still spell or Silent spell. In some rare Song Magi (those that use Mime), Silent spell may be used.

Sample spells known list:
Cantrips: Song Magi have access to all 0th level
spells.
First: Summon MonsterI, Unseen Servant, Comprehend
Languages, Identify, Charm Person, Ventriloquism, Cure Minor Wounds.
Second: Arcane Lock, Summon Monster II, Daze Monster,
Continual Flame, Magic Mouth, Eagle’s Splendor,
Whispering Wind, Sculpt Sound, Arcane Sight.
Third: Summon Monster III, Tongues, Deep Slumber,
Heroism, Hold Person, Legend Lore, Rage, Suggestion, Cure Light Wounds.
Fourth: Bestow Curse, Divination, Secure Shelter, Charm Monster, Remove Curse, Geas-Lesser, Shout, Speak with Animals.
Fifth: Break Enchantment, Contact Other Plane, Dominate Person, Sending, Song of Discord, Cure Moderate Wounds.
Sixth Analyze Dweomer, Geas/Quest, Otto's Irresistible Dance, Command.
Green Elven Vampire

05-29-04, 01:27 PM
Wonderful, just splendid!

:)

You all did great jobs!! The Bard of Silverymoon should be a canon PrC no doubt!

Keep 'em coming! Ohh yeah... you're all on the Index listing now.
:cool:
Neo

05-30-04, 02:01 AM
OROG WARMAKER:

Bred for war in the deeps of the earth the orogs are perhaps the most ferocious and capable of all the orcs. Descended from the Skullbiter orcs who were the first to invade the southern lands in –3605 they were eventually cut off between the Netherese and the Elves from any form of retreat except into a series of caverns, which led to the underdark. For several thousand year sthey have lived, prospered and developed as a species and a culture in those deep, dark places expanding through the caverns and tunnels, extinguishing or enslaving all who crossed their path until eventually in 900 DR with the fall of the Ascalhorn, Ammarindar and Earlann that they could once more return to the surface. When the orogs emerged they quickly subdued their weaker mountain orc cousins, most orogs however remain in the deeps.
From among the Orogs many fine warriors have emerged and among them the elite warmakers are perhaps the most capable and feared. In groups the warmakers can run for many hours on end and then without a rest be ready for battle, which they undertake with overwhelming power, ferocity and cunning. The sight of a column of orogs led by a warmaker, all howling and banging their weapons on their shields has more than once been enough to cause an enemy to turn tail and flee without even a single blow being struck. If the orog war machine were a snake the warmakers would be its head and its fangs for sure.

Hit Die: d10

Requirements
To qualify to become an Orog Warmaker, a character must fulfil all of the following criteria:
Alignment: Any nongood
Race: Orog (Black Orc)
Base Attack Bonus: +6
Skills: Intimidate 4 ranks
Feats: Power Attack, Point Blank Shot, Endurance
Special: Must possess the Rage ability.

Class Skills
The Warmaker's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the Orog Warmaker prestige class:
Weapon and Armour Proficiency: Warmakers are proficient with all simple and martial weapons, and with all types of armour and shields

Tireless Pace (Ex): All Warmaker have such heightened endurance that from 1st level onwards they may walk for 16 hours (or hustle for 8) in a day before they need to force march without any ill effect.

Blood Rage (Ex): also at 1st level a Warmaker may once per day while raging may a strike that causes such a grievous wound if it hits that the target struck must make a Fortitude save DC 10 + Str modifier + level in prestige or suffer 1d4 Temporary Constitution damage in addition to the normal damage rolled. Such wounds always are horrendous affairs and always leave scars. A Warmaker gains an additional use of the blood rage at 4th level, a third use per day at 7th level and a final use at 10th level.

Diehard: All Warmakers gain the Diehard feat as a bonus feat.

Shield Throw (Ex): Upon reaching 2nd level, a Warmaker may throw any shield they carry at an opponent. All shields have a range increment of 10 feet and if they hit do 1d3 points of damage (medium, large and tower shields) or 1d2 points of damage (for small and bucklers). If the target is struck by the shield they must also make a Fortitude save DC 10 + Str modifier + level in prestige or be stunned for 1 round. Throwing a shield is a standard action and does provoke an attack of opportunity.

Unshakeable (Su): All Warmakers of 2nd level or higher are immune to all fear-like spells and spell-like abilities.

Sundering Strike (Ex): Beginning at 3rd level, all Warmakers weapons when making a sunder attempt count as if they were of a size category higher than what they actually are for purposes of the opposed roll. In addition they subtract their level in the prestige from the item they are attempting to sunders hardness. A sundering strike may be used once per day at 3rd level, and an additional use per day is gained at 6th and 9th level.

Power Shot (Ex): Starting at 5th level, a Warmaker can before making a ranged attack roll subtract a number from the attack roll and add the same amount to all ranged damage rolls. This number may not exceed the Warmakers base attack bonus. The penalty on all attack rolls, and the bonus to damage rolls applies only until his next action.

Fearsome Presence (Su): All enemies within a 10 feet radius of the Warmaker are so affected by their presence that they suffer a –2 morale penalty on all attack rolls and a –2 save penalty versus fear effects. Note those immune to fear or mind influencing effects are immune to this effect.

Tireless Rage (Ex): A Warmaker of 10th level no longer becomes fatigued at the end of his rages.

Orog Warmaker Advancement
Level Attack Fort Ref Will Special
1st +1 +2 +0 +0 Tireless Pace, Blood Rage 1/day, Diehard

2nd +2 +3 +0 +0 Shield Throw, Unshakeable

3rd +3 +3 +1 +1 Sundering Strike 1/day

4th +4 +4 +1 +1 Blood Rage 2/day

5th +5 +4 +1 +1 Power Shot

6th +6 +5 +2 +2 Sundering Strike 2/day

7th +& +5 +2 +2 Blood Rage 3/day

8th +8 +6 +2 +2 Fearsome Presence

9th +9 +6 +3 +3 Sundering Strike 3/day

10th +10 +7 +3 +3 Tireless Rage, Blood Rage 4/day
Neo

05-30-04, 07:52 PM
GOBLIN WOLFRIDER:

Every race almost on the face of Faerun has some form of cavalry and amongst the humanoid race of goblins, none are more feared than the goblin wolfriders. Considered as being slightly unhinged by their brethren the wolfriders learn to ride the intelligent worgs into battle. None should make the mistake of believing this is a close bond or ideal union however, instead more of a convenient tolerence of one another. In truth those goblins who show weakness or upset their mounts are just as much at risk as those they prey on. Nevertheless the sight of a pack of goblin wolfriders charging over a hill their mounts howling and slavering is enough to strike terror into the civilised heart.

Hit Die: d8

Requirements
To qualify to become a goblin wolfrider, a character must fulfil all of the following criteria:
Race: Goblin
Base Attack Bonus: +4
Skills: Ride 6 ranks, Handle Animal 3 ranks
Feats: Mounted Combat, Mounted Archery, Trample

Class Skills
The Wolfrider's class skills (and the key ability for each skill) are Concentration (Con), Handle Animal (Cha), Intimidate (Cha), Ride (Dex), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the goblin wolfrider prestige class:
Weapon and Armour Proficiency: Wolfriders are proficient with all simple and martial weapons, and with light armour and shields

Mount: All wolfriders gain a worg as a mount, in addition to the standard tack and harness necessary to ride the beast. A goblin wolfrider may however wish to purchase masterwork or magical gear themselves. All worgrider class levels stack with any paladin, druid or ranger levels a goblin may have for the purposes of determining the characteristics of a paladins mount or an animal companion.

Ride Bonus: A goblin worgrider receives a competence bonus equal to his class level in this prestige on all ride checks.

Mounted Tracking (Ex): Starting at 1st level, and thank largely in part to the worgs awesome sense of smell the goblin rider is more easily able to follow tracks from the back of his mount. Initially his mount can move at half its base speed without causing the rider to take any penalty to Survival checks for the purposes of tracking. Upon reaching 4th level they are now so competent at this that the worg can move at full base speed without causing the rider to incur any penalty.

Burst of Speed (Ex): When a goblin wolfrider attains 2nd level, he can urge his worg mount on to greater than normal speeds when charging. This ability doubles the maximum distance a mount can travel when making a charge, up to four times its speed. This ability may be used 1/day without any penalty to the mount, however each additional use of the ability in a single day requires the worg to make a DC 20 Will save immediately after the conclusion of the charge, with failure resulting in it taking 2d6 points of damage.

Unbroken Charge (Ex): As of 2nd level, a worgrider can charge though difficult terrain or squares occupied by friendly creatures by making a DC 15 ride check.

Full Mounted Attack (Ex): Upon reaching 5th level, a worgrider may make a Full attack when his mount moves more than 5 feet (but no more than a single move action) in that round. The goblin cannot combine this full attack with a charge action.

Goblin Wolfrider Advancement
Level Attack Fort Ref Will Special
1st +1 +2 +0 +0 Mount, Ride Bonus, Mounted Tracking (half speed)

2nd +2 +3 +0 +0 Burst of Speed

3rd +3 +3 +1 +1 Unbroken Charge

4th +4 +4 +1 +1 Mounted Tracking (full speed)

5th +5 +4 +1 +1 Full Mounted Attack
Neo

05-30-04, 11:09 PM
UTHGARDT TRIBAL HERO:

Among the uthgardt strength, martial prowess and respect for ones tribe and family are paramount. Among a people where every day is a struggle to survive not just from the wild things of their homeland but from the terrain and climate of the region as well, they must learn to live in the moment and value what lasts, the credo of “live in the moment for it may be your last” holds special significance to them.
It is in living this way that some uthgardt through their services to the tribe have come to exemplify these beliefs and tribal goals and all that they represent. These tribal heroes, become infused with the power of their tribe, and totem, blessed by Uthgar. They serve as the champions for their tribe not just in war but also in peace, by studying their tribes history and memorising it in order to learn from the lessons and wisdom of those who went before.

Hit Die: d12

Requirements
To qualify to become an Uthgardt Tribal Hero, a character must fulfil all of the following criteria:
Region: Uthgardt Tribesfolk
Patron: Uthgar
Base Attack Bonus: +6
Skills: Knowledge History 4 ranks, Intimidate 2 ranks.
Feats: Ancestral Spirit, Oral History
Special: Must have performed some significant service to their tribe.

Class Skills
The Tribal Hero's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge – History (Int), Listen (Wis), Ride (Dex), Survival (Wis) and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the Uthgardt tribal hero prestige class:
Weapon and Armour Proficiency: Tribal hero’s are proficient with all simple and martial weapons, and with shields

Ancestral Memories (Su): Tribal Heroes have access to the memories of their ancestors, providing them a spiritual storehouse of information, facts, legends and experiences they can call upon 1/day per level of this prestige in order to try and gain the answer to some question they may have. A tribal hero may make an ancestral memory check with a bonus equal to his level in the prestige + his wisdom modifier to see whether he knows some relevant information about local cultures, legendary items, or noteworthy places, past events or creatures that may be commonly found in their region. (If the tribal hero has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful ancestral memory check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. Such answers always come in the form of a remembered event in which the answer is provided as seen through the eyes of an ancestor.

DC Type of Knowledge
10 Common, known by at least a substantial minority drinking; common legends of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
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 significance of the knowledge.

Rage (Ex): A tribal hero can fly into a rage a certain number of times per day. In a rage, a tribal hero temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the tribal hero’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a tribal hero cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A tribal hero may prematurely end his rage. At the end of the rage, the tribal hero loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 10th level tribal hero, at which point this limitation no longer applies; see below).
A tribal hero can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 3rd, 5th, and finally at 7th level, he can use it one additional time per day (to a maximum of four times per day at 10th level), these rage uses stack with any that the tribal hero may already have access to via previous classes (such as barbarian levels). Entering a rage takes no time itself, but a tribal hero can do it only during his action, not in response to someone else’s action.

Form of the Totem (Su): A tribal hero upon reaching 2nd level, can wild shape into the form of their tribes totem beast once per day. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per tribal hero level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.
The form chosen must be that of the tribe’s totem animal as shown here.
Tribe Totem Animal Improved Form
Black Lions Lion Dire Lion
Black Ravens Raven Giant Raven
Great Worms Komodo Plains Landwyrm
Grey wolves Wolf Dire Wolf
Red Tigers Tigers Dire Tiger
Sky Ponies Pony Pegasus
Griffins Eagle Griffin
Thunder Beast Bull Bulette
Tree Ghosts S or M Tree* Treant (* works like a Tree spell in effect).
Elks Elk Dire Elk
A tribal hero loses his ability to speak while in totem form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
The new form’s Hit Dice can’t exceed the character’s tribal hero level.
At 9th level the tribal hero gains Improved totem form and can now assume the improved form of the tribes totem beast.

Commune with Ancestors (Sp): Upon reaching 4th level, a tribal hero can summon forth the spirits of their ancestors and question them for advice on a particular actions worth, in all ways this functions as per the augury spell of the same name. In order to commune in this way they must spend an hour in quiet meditation and prayer to the ancestors of their tribe. A tribal hero alternatively may call on the spirit of a specific member of their tribe who is deceased and question them as per a speak with dead spell of the same name. Using this power always leaves the tribal hero fatigued (no save).

Power of the Totem (Su): Upon reaching 6th level the tribal hero gains a special benefit bestown upon them as their ties and connection to their tribe grows stronger. The specific benefit gained varies dependant upon which tribe the hero is from.
Tribe Benefit
Black Lions +2 Wisdom and Profession is now class skill
Black Ravens Gains an Animal Companion (giant raven)
Great Worms Breath a cone of fire 30 feet long, 1/day for 1d8 dmg per level, reflex save DC10+level+Con for half.
Grey wolves +2 Strength and gains low light vision
Red Tigers Gains cold resistance 10 and the improved initiative feat
Sky Ponies Gains a special mount (Pegasus) that improves as per a paladin’s special mount
Griffins Adds level as an insight bonus to Climb checks and gains a bonus feat of choice
Thunder Beast +2 Constitution and becomes a large sized creature (-4 hide, -1 attack and armour class)
Tree Ghosts Heal their Constitution modifier in Hit points per hour of exposure to sunlight, gain low light vision
Elks Gain hide and move silently as class skills and +1d6 sneak attack

Greater Rage (Ex): At 8th level, a tribal hero’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.

Call Ancestors (Su): Upon reaching 9th level, a tribal hero is able to call the spirits of their tribal ancestors back from the grave to fight for them once per day. It takes the tribal hero a full round action to call the ancestors forth, such that on his turn the following round 1d3 ghostly uthgardt warriors will appear and fight for the tribal hero for one round per level before vanishing back to the spirit realm. The ancestor spirits have a level in warrior equal to the tribal heroes level in this prestige class and have the ghost template applied (see MM for more information on the ghost template).

Tribal Avatar (Su): Finally upon reaching 10th level a tribal hero is able to rage with the power of their tribes totem, infusing them with furious power and endurance turning them into terrifying engines of destruction. While enraged in this way they can cause devastating wounds especially to their tribes ritual enemies. a tribal hero’s when he rages becomes the tribal avatar and his bonuses to Strength and Constitution during this rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2. In addition against their tribes ritual enemy (see below) their melee attacks count as Bane strikes doing +2d6 sacred damage on top of their normal damage.
Tribe Ritual Enemy
Black Lions Tundra Barbarians
Black Ravens Griffin tribe and non uthgardt clerics, merchants and foreigners
Great Worms Any evil creature
Grey wolves Orcs
Red Tigers One of choice
Sky Ponies Orcs
Griffins Humans
Thunder Beast Wolves
Tree Ghosts Undead
Elks One of choice

Tireless Rage (Ex): At 10th level, a tribal hero no longer becomes fatigued at the end of his rage.

Uthgardt Tribal Hero Advancement
Level Attack Fort Ref Will Special
1st +1 +2 +0 +0 Ancestral Memories, Rage 1/day

2nd +2 +3 +0 +0 Form of the Totem

3rd +3 +3 +1 +1 Rage 2/day

4th +4 +4 +1 +1 Commune with Ancestors

5th +5 +4 +1 +1 Rage 3/day

6th +6 +5 +2 +2 Power of the Totem

7th +& +5 +2 +2 Rage 4/day

8th +8 +6 +2 +2 Greater Rage

9th +9 +6 +3 +3 Call Ancestor Spirits, Form of the Totem (Improved)

10th +10 +7 +3 +3 Tireless Rage, Tribal Avatar
Neo

05-31-04, 08:32 PM
GENASI MASTER OF THE FOUR WIND:

Air Genasi are born with a bond to the elemental plane of air in their blood, a source of untapped potential waiting to be awoken.
Those Genasi loyal to the Air Goddess Akadi are taught how to hear the winds and communicate with them in such a way as to have them do their bidding. These fortunate few are known as the Masters of the Four Winds and have the power of the air at their disposal being able to call the winds to deflect blows, strike down enemies even whole groups of them, float and move on and through the air as if it were solid as the earth. A Master of the Four Winds is in tune with their element and the once dormant power of their blood now hums with active power and the air about them whispers and speaks to them of things one can only imagine.

Hit Die: d8

Requirements
To qualify to become a Master of the Four Winds, a character must fulfil all of the following criteria:
Race: Air Genasi
Patron: Akadi
Language: Auran
Skills: Knowledge – Nature 4 ranks, Knowledge – Planes 2 ranks, Knowledge – Religion 4 ranks.
Feats: Elemental Bloodline, Lightning Reflexes
Special: Ability to cast up to 3rd level divine spells and access to the Air domain.

Class Skills
The Master of the Four Wind's class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Jump (Str), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Tumble (Dex).
Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the Master of the Four Winds prestige class:
Weapon and Armour Proficiency: A Master of the Four Winds are proficient with all simple and martial weapons.
Spells Per Day: A Master of the Four Winds training focuses on magic that controls the weather and improves their defences. Thus, when a character gains an odd level of Master of the Four Winds, he gains new spells per day as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however gain any other benefit a character of that class would have gained (improved chance of turning undead, for example).
If a character had more than one divine spellcasting class before he became a Master of the Four Winds, he must decide to which, class he adds each level of Master of the Four Winds for purposes of determining spells per day when he adds the new level.

Soft Fall (Su): A Master of the Four Winds always receives some support from the air around him as if under the influence of a permanent feather fall spell.

Elemental Companion: A Master of the Four Winds gains the services of a small Air elemental, this air elemental is similar to a wizards familiar in many ways.

Masters Level Bonus HD Natural Armour Str Adj Special
1-2 - - - Empathic link, Improved evasion, share spells
3-5 +2 +2 +1 Winds of Good fortune (+3 AC)
6-8 +4 +4 +2 Improved Empathic link
9-10 +6 +6 +3 Growth (medium)

Masters Level: The character level of the Master of the Four Winds.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the Air Elemental’s base attack and base save bonuses, as normal.
Natural Armour Adj.: This is an improvement to the Air Elemental’s existing natural armour bonus.
Str Adj.: Add this figure to the Air Elemental’s Strength score.

The abilities mentioned in the “Special” column of the accompanying table are described below.
Empathic Link (Su): The Master of the Four Winds has an empathic link with his Air Elemental out to a distance of up to 1 mile. The Master of the Four Winds cannot see through the Air Elemental’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between the Air Elemental and the Master of the Four Winds, the Master of the Four Winds has the same connection to a place or an item that the Air Elemental does.
Improved Evasion (Ex): If the Air Elemental is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.
Share Spells: At the Master of the Four Winds’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his Air Elemental. The Air Elemental must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the Air Elemental if it moves farther than 5 feet away and will not affect the Air Elemental again even if the Air Elemental returns to the Master of the Four Winds before the duration expires. Additionally, the Master of the Four Winds may cast a spell with a target of “You” on his Air Elemental (as a touch range spell) instead of on himself. An Master of the Four Winds and his Air Elemental can share spells even if the spells normally do not affect creatures of the Air Elemental’s type (magical beast).
Winds of Good Fortune: The Air elemental companion is blessed by strong winds that help to protect it and deflects an enemie’s blows, in effect providing the elemental a +3 deflection bonus to its Armour Class.
Improved Empathic Link (Su): As the empathic link ability above, except that range is extended to 20 miles.
Growth: At this point the elemental companion grows in size becoming a medium sized creature.

Whispers on the Wind (Su): From 2nd level, a Master of the Four Winds can send a message, which travels on the wind to their intended recipient. In all other ways this works as per the whispering wind spell of the same name. Whispers on the Wind may be used up to the characters Wisdom modifier number of times per day.

Air Walk (Su): From 3rd level a Master of the Four Winds is so in tune with the air about them that they can walk upon it as if it were solid, working exactly as the Air Walk as per the spell of the same name. This ability may be used at will.

Air Mastery (Ex): Beginning at 4th level, a Master of the Four Winds gains a +1 caster level bonus on all spells with the Air Descriptor. If a caster level bonus is already possessed then it stacks. In addition the Master of the four winds may replace the spell descriptor of any spell that has Water, Earth or Fire only with the Air Descriptor. For example, if a Master of the Four Winds came into the possession of Flame Strike, which has the fire descriptor they could instead replace it with the Air descriptor turning it into an Wind Strike.

Air Form (Sp): When a Master of the Four Winds reaches 5th level he can transform himself into a mist, working in all ways as per the Gaseous form spell of the same name. A master of the Four Winds can use this ability 1/day for every point of bonus their Wisdom modifier provides.

Scentless Passage (Su): From 6th level, a Master of the Four Winds no longers leaves a scent, with it instead being dispersed by the air about them. This means noone tracking them or using scent can gain any bonus to do so if their attempt is based upon requires a smell for them to trace. (For example creatures with the scent special quality do not gain their usual bonus to survival checks to track by smell).

Wind Song (Su): When a Master of the Four Winds reaches 7th level he can churn the air in a 30 foot radius around himself, creating a droning, roaring noise that disrupts concentration and drowns out normal noise. Creatures within the area of churning air (except the Master of the Four Winds himself) must make concentration checks (DC 10 +1/2 Masters level + Wisdom modifier) to cast spells or perform any activity that requires concentration. Creatures within 60 feet of the Master of the Four Winds are effectively deafened, although this deafness ends as soon as they leave the area or the windsong stops. The windsong also acts as a wind wall spell throughout the entire area, and functions as a countersong (as the bard ability) for all creatures within the zone of churning air (the Master of the Four Winds makes a class level check instead of a perform check). Maintaining the windsong requires concentration and the windwalker can only use the ability a total number of times per day equal to their levels in this prestige.

Call the Four Winds (Su): At 8th level, the Master of the Four Winds is able to call upon the four winds to aid them blowing with fantastic power, working exactly as the Control Winds spell of the same name. This ability can be used wisdom modifier times per day (maximum 4).

Call Air Elemental (Su): By 9th level, a Master of the Four Winds can 1/day summon forth an Elder Air Elemental from the elemental plane of air to serve them. The elemental remains for 1 round per divine spellcasting level of the Master of the Four Winds and will obey the Master of the Four Winds willingly and without question. At the end of this duration the Elder elemental returns to its home plane.

Ride the Winds (Su): finally upon reaching 10th level a Master of the Four Winds can move through the air at will, gaining a fly speed of 100ft (10 squares) with a manoeuvrability of good.

Master of the Four Winds Advancement
Level Attack Fort Ref Will Special Spells / Day
1st +0 +0 +2 +0 Soft Fall, Elemental Companion +1 level of existing divine class

2nd +1 +0 +3 +0 Whispers on the Wind -

3rd +2 +1 +3 +1 Air Walk +1 level of existing divine class

4th +3 +1 +4 +1 Air Mastery -

5th +3 +1 +4 +1 Air Form -

6th +4 +2 +5 +2 Scentless Passage +1 level of existing divine class

7th +5 +2 +5 +2 Wind Song -

8th +6 +2 +6 +2 Call the Four Winds +1 level of existing divine class

9th +6 +3 +6 +3 Call Air Elemental (Elder) -

10th +7 +3 +7 +3 Ride the Winds +1 level of existing divine class
Valgard

06-01-04, 09:18 AM
This is a personal adaptation of the Spellbreaker unit from "Warcraft III: The Frozen Throne" fitted into D&D rules. Maybe some Warcraft RPG users would find it useful, but I thought in using it in FR.

I think the elf restriction isn't essential. I used it because, originally, it was an elf unit, but any DM can use it with no racial requirement, and then the PrC would be called only "Spellbreaker".

This is my 2nd PrC and the first with no help, so if you have any new suggestion or you find it unbalanced, take a reply

ELVEN SPELLBREAKER

Hit Dice: d6

Requirements
To qualify to become an elven spellbreaker, a character must fulfill all the following criteria.
Race: Any elf or half-elf.
Base Attack Bonus: +5.
Skills: Knowledge (Arcana) 8 ranks, Spellcraft 8 ranks.
Feats: Martial weapon proficiency (any one), any other feat from the fighter feats list, any metamagic feat.
Spells: Able to cast 3rd-level arcane spells, including dispel magic.
Special: Conjuration must not be a prohibited school.

Class Skills
The elven spellbreaker's class skills (and the key ability for each skill) are Concentration (Con), Descipher Script (Int), Jump (Str), Knowledge (Arcana) (Int), Spellcraft (Int), Swim (Str) and Ride (Dex).
Skill Points at Each Level: 2 + Int modifier.

THE ELVEN SPELLBREAKER
Class Base Attack Fortitude Reflex Will Special Spells per day/Spells known
Level Bonus Save Save Save
1st +0 +0 +0 +2 Steal Spell 1/day, Spell Resistance +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Dispel Magic 1/day -
3rd +2 +1 +1 +3 Magic Control +1 level of existing arcane spellcasting class
4th +3 +1 +1 +4 -
5th +3 +1 +1 +4 Steal Spell 2/day, Magic burn +1 level of existing arcane spellcasting class
6th +4 +2 +2 +5 Dispel Magic 2/day -
7th +5 +2 +2 +5 +1 level of existing arcane spellcasting class
8th +6 +2 +2 +6 Greater Magic Control -
9th +6 +3 +3 +6 Steal Spell 3/day +1 level of existing arcane spellcasting class
10th +7 +3 +3 +7 Dispel Magic 3/day -

Class Features
All of the following are class features of the elven spellbreaker prestige class:
Weapon and Armor Proficiency: Elven Spellbreakers gain no proficiency with any weapon, but they gain proficiency with light armor and shields (but not tower shields). An elven spellbreaker can cast any spell while wearing light armor without incurring the normal arcane spell failure chance.
Spells per day: At every odd-numbered level gained in the spellbreaker prestige class, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If the character had more than one arcane spellcasting class before become a spellbreaker, he must decide to which class he adds the new level for purposes of determining spells per day.
Steal Spell (Su): Once per day an elven spellbreaker can transfer the good effects of any spell from a foe to an ally, or the bad effects of any spell from an ally to a foe. The ally must be a willing creature and the foe must success a Will save against DC 10 + spell level + spellbreaker's Int modifier. If the save is successful you lose your use and nothing happens. The spell can be either divine or arcane but you must be able to cast spells of that level. At 5th level and 9th level, an spellbreaker can use it one additional time per day.
Spell Resistance (Su): An elven spellbreaker gains SR equal to 5 + 1/2 class level + Int modifier.
Dispel Magic (Sp): At 2nd level, an Elven Spellbreaker can use Dispel Magic once per day. At 6th and 10th level, he gains an additional use per day of this ability.
Magic control (Su): An elven spellbreaker of 3rd level or higher can try to take control of a creature summoned by another spellcaster. To use this ability, the spellbreaker must spend a spellslot of any conjuration spell he prepared of the same level as the spell used to summon the creature, or higher. If you cast spells without preparation, you lose one use per day of any spell of the same level or higher (if you cannot cast any spell of that level because it's too high, you cannot use this ability). First the spellbreaker must make a spellcraft check to identify the spell (DC 15 + spell level) when the target caster casts the summoning spell. If the spellbreaker is not aware of the spell used, he cannot use this ability. If it succeeds, the spellbreaker can decide to use this ability while the creature is summoned, and he and the target must make an opposed caster level check, whatever is the result roll, the spellbreaker loses the spellslot (or use per day as indicated above). If the spellbreaker succeeds, he takes control of the creature, if it's of the same alignment as the spellbreaker or it's in the one-step rule of alignment. If not of the required alignment, the summoned creature must succeed a Will save (DC 10 + spell level + spellbreaker's Cha mod - 5 for every step out of the one-step rule, if the result is 0 or less, you cannot take control of the creature). If all are successes for the spellbreaker, the summoned creature is under the breaker's control as if he originally used the summoning spell. This ability is useless against non-spell summonings (as the special mount class feature of the paladin).
Magic burn (Su): Once per day, an elven spellbreaker of at least 5th level may attempt this special attack against a creature that has spells prepared. If successful, the target creature loses his highest-level spellslot (or a use per day if he casts spells without preparation) and takes bonus damage equal to the level of the spellslot lost. A successful Concentration check (DC 10 + damage dealt, including the bonus damage) prevents the spellslot loss.
Greater Magic Control (Su): At 8th level, an elven spellbreaker receives a +2 in caster level checks when using the Magic Control ability.
Neo

06-02-04, 01:41 AM
THE SAER’VAHN (CERTAIN CHAOS):

The Saer’Vahn are those Drow, who are chosen by the priests of lolth through secret testing to be taken away to a secret location known as the Evir’Dazarath or school of cleansing wrath. Any may be taken during this process whether high or lowborn and none may refuse. Noone knows what is done or taught at this place only that their families never see those who are taken there again.
The Saer’Vahn are instructed in the ways of death and chaos, pursuit and subterfuge and in the role of pursuing those skills they are branded with the dark queens mark and enter a pact with her that provides them great power in exchange for their eternal souls to her given in dedication to her purpose, the sowing of chaos.
A Saer’Vahn acts independently, though sometimes in two’s or three’s. In truth the only time more than one saer’vahn is seen together is when one is slain in pursuit of a mark. When one fails, two are sent, if they fail another three are sent and so on and so forth until the job is done, though never in the history of their order have more than three saer’vahn been required to complete a job.
The Saer’Vahn follow their dark queens aims and hunt specific people out and slay them, people their goddess has deemed necessary in order to further her goals and sow the most chaos, occasionally this even requires them to kill their own kind or even family members, for the pursuit of chaos knows no allies. Very rarely Saer’Vahn may be hired by a Drow noble house to remove a rival, but such undertakings are only accepted if the dark queen approves of the chaos such an assassination would reap.

Hit Die: d6

Requirements
To qualify to become a Saer’Vahn, a character must fulfil all of the following criteria:
Race: Drow elf
Alignment: Chaotic Evil only
Base Attack bonus: +8
Patron: Lolth
Skills: Disguise 6 ranks, Hide 8 ranks, Move Silently 8 ranks, and Survival 6 ranks
Feats: Tracking, Improved Critical, Combat Expertise, and Improved Feint
Language: Abyssal
Special: Must possess the Sneak Attack class ability.

Class Skills
The Saer’Vahn's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex) and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.

Class Features
All the following are class features of the Saer’Vahn prestige class:
Weapon and Armour Proficiency: Saer’Vahn are proficient with Crossbows (hand, light or tri bolt), Daggers (any), Dart, Scimitar, Sap, Shortsword, Kukri and Adamantine Kill Discs, and with Light Armour and bucklers only.
Spells: A saer’vahn has the ability to cast a small number of divine spells. To cast a saer’vahn spell, a saer’vahn must have a Wisdom score of at least 10 + the spell’s level, so a saer’vahn with a Wisdom of 10 or lower cannot cast these spells.
saer’vahn bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the saer’vahn’s Wisdom modifier. When the saer’vahn gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The saer’vahn’s spell list appears below. A saer’vahn has access to any spell on the list and can freely choose which to prepare, just as a cleric. A saer’vahn prepares and casts spells just as a cleric does (though a saer’vahn cannot spontaneously cast cure or inflict spells).

Swift Tracking (Ex): A saer’vahn is adept at tracking their marks quickly and unerringly down; as a result the ancestral avenger no longer suffers a –5 penalty for tracking while moving at normal speed. Indeed they only take –10 (not the normal –20) for tracking while moving at twice the normal speed.

Use Poison: A saer’vahn is trained in the use of poison and never risk accidentally poisoning them when applying poison to a blade.

Death Attack: If a saer’vahn studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralysing or killing the target (saer’vahn’s choice). While studying the victim, the saer’vahn can undertake other actions so long as his attention stays focused on the target and the target does not detect the saer’vahn or recognize the saer’vahn as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the saer’vahn’s class level + the saer’vahn’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the saer’vahn. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the saer’vahn has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the saer’vahn does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Token: All who become Saer’Vahn are marked as beings sworn to lolth and have the mark of the Dark Blessing branded into the skin of their foreheads during their initiation ceremony. This symbol marks them in such a was that they radiate evil, which causes a –1 morale penalty to attack rolls as well as a –1 morale penalty to saves versus fear effects to all within 10 feet of them. Those immune to fear or mind influencing effects are unaffected by this effect. A slight chill in the air marks the presence of a saer’vahn. Thanks to the nature of this brand when a saer’vahn dies they dissolve into a black ichor preventing them from being raised or resurrected. A saer’vahn may be brought back with as True Resurrection or Wish spell however so long as the saer’vahn hasn’t reached level 10 in this prestige, after that point their souls belong to lolth and when they die they go to serve her in her realm in the afterlife.

Claw and Bite (Ex): Starting at 2nd level, a saer’vahn gains claw and bite attacks if he does not already have them. Use the values below or the disciple’s base claw and bite damage values, whichever are greater.

Size Bite Damage Claw Damage
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6

A saer’vahn is considered proficient with these attacks. When making a full attack, a saer’vahn uses his full base attack bonus with his bite attack but takes a –5 penalty on claw attacks. The Multiattack feat reduces this penalty to only –2.

Lolth’s Blessing (Su): A Saer’Vahn as he dedicates himself to his dark goddess becomes more and more her creature as its soul is slowly subsumed by her will, transforming them slowly into something wholly more fiendish in nature.
Starting at 2nd level his ability scores increase, initially providing him a +2 bonus to Dexterity. At 4th level he gains another +2 Dexterity. At 6th level a saer’vahn's Strength increases by +2. And finally at 8th level their Strength is raised +2 again.
These increases stack and are gained as if through level advancement.

Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.

Hide in Plain Sight (Su): A Saer’Vahn can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a saer’vahn can hide himself from view in the open without having anything to actually hide behind.
He cannot, however, hide in his own shadow.

Natural Armour Increase (Ex): At 4th level the saer’vahn gains a point of natural armour, which stack with existing natural armour (if any). As their skin thickens, a saer’vahn takes on more and more of a fiendish appearance.

Marked Foe (Su): A Saer’Vahn have a supernatural ability to track any mark they have previously inflicted at least one point of actual damage on. Provided they have done so then they can ignore any modifiers to their Survival checks for the purposes of tracking that foe that are incurred from the age of a trail, as well as any modifiers due to weather conditions and visibility of the trail. Provided a mark can avoid a saer’vahn for a year and a day then the saer’vahn loses this benefit against that mark, and would have to inflict harm on them again before being able to track them unerringly in this way again.

Traceless Passage (Su): When they reach 7th level, a saer’vahn becomes permanently affected as though by a non-detection spell as lolth clouds their presence from those who would seek them out (and any gear they wear or carry), and as a result of this a saer’vahn cannot be located by clairaudience/clairvoyance, locate object, or detect spells and also detection from magic items such as crystal balls. If a divination is attempted against a saer’vahn, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 12 + saer’vahn’s level + their Int modifier in order for the divination to succeed.

The Becoming (Su): Finally upon reaching 10th level, a saer’vahn’s soul as part of their pact with lolth becomes hers and the saer’vahn transforms further into a fiend gaining +2 Constitution, Immunity to poison, Damage reduction 5/magic, Darkvision 60 feet (reduction), Resistance to Fire 10 and their type changes to Outsider. At this stage the Drow now appears as an ebon skinned, muscular yet sinuous creature with long knife like class and needle sharp teeth. Their long white hair grows long and down their backs and their eyes glow with an inner red light. They have a tendency to move on all fours when running and at other times stand hunched with their clawed hands before them ready to strike as they sniff the air for signs of their quarry. Saer’vahn at this point can still use tools and wear clothing, armour and even speak but are now more thing than Drow.

The Saer’Vahn Spell List:
A Saer’Vahn must choose their spells from the following list:
1st level: Disguise self, Detect poison, Feather fall, Ghost sound, Obscuring mist, True strike, Sleep, Alarm.

2nd level: Alter self, Cats grace, Detect thoughts, Blur, Knock, Invisibility, Pass without trace, Rope trick, Locate object.

3rd level: Deep slumber, Deeper darkness, Arcane sight, Magic circle against good, Displacement, Gaseous form.

4th level: Clairvoyance/Clairauidence, Dimension door, Freedom of movement, Greater invisibility, Locate creature, Modify memory, Enervation.

Saer’Vahn Advancement
Level Attack Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +0 +2 +2 Swift Tracking, Use Poison, Death Attack, Token 0 - - -

2nd +2 +0 +3 +3 Lolth’s Blessing (+2 Dex), Claw & Bite 1 - - -

3rd +3 +1 +3 +3 Sneak Attack +1d6, Hide in Plain Sight 2 0 - -

4th +4 +1 +4 +4 Lolth’s Blessing (+2 Dex), +1 Natural Armour 3 1 - -

5th +5 +1 +4 +4 Marked Foe 3 2 0 -

6th +6 +2 +5 +5 Lolth’s Blessing (+2 Str), Sneak Attack +2d6 3 3 1 -

7th +& +2 +5 +5 Traceless Passage 3 3 2 0

8th +8 +2 +6 +6 Lolth’s Blessing (+2 Str) 3 3 3 1

9th +9 +3 +6 +6 Sneak Attack +3d6 3 3 3 2

10th +10 +3 +7 +7 The Becoming 3 3 3 3


THE SAER’VAHN (Certain Chaos)
Saer’Vahn Origins
“Lil waela lueth waela ragar brorna lueth wund nind, kyorlin elghinn” (The foolish and unwary find surprises and among them, waiting death)

The Saer’Vahn, pronounced (Sair Varn) date back almost to the Crown Wars, during which the Illyithiri elves (the Drow) warred with their surface cousins and were banished to the underdark. Out of the Chaos that was created during that time, today’s Drow were born, and to perpetuate chaos, and to create fear, as well as to remove those who would cause her problems. Lolth put into place a plan, by which she would have her priests test those most skilled to find the perfect subjects, those who met the required qualities. These Drow, Lolth would spirit away to a place in the Abyss, where she would have them trained and conditioned, and infused with her dark vile power, to make these chosen Drow the ultimate slayers, of course the price was the Drow’s Soul, not that they were given the choice to refuse mind.
When those chosen would finally be returned to their cities, they would no longer belong to any noble house, or family, they were given instructions to form hidden groups called “Hezjel” which means “the Hidden” in undercomman, these Hezjel would lay in wait for the call from their goddess, they were bound to no rules, and no authority other than Lolth’s. She would often use a Saer’Vahn to remove a Drow noble, leaving evidence to implicate another house simply to create chaos, the Saer’vahn are so skilled at slaying without detection, that this has worked thousands of times over the centuries. It is unknown for certain how many dead the Saer’Vahn are responsible for, but it would be wise to suspect far, far more than they have ever be accredited for. Occasionally the Hezjel would be given leave to contact a Drow house and offer their services in the removal of a rival, the reasons they are allowed to do this are uncertain, but no doubt it is part of furthering Lolth’s aims, and breeding more fear and Chaos.
No other faction in the underdark has ever created as much fear, and terror in the Drow and their enemies than the Saer’Vahn, their name is only spoken in hushed whispers if at all, for fear that to do so may draw their attention. In some underdark cultures like the Svirfnebli, the stories they tell their children of bogey men, and creatures who will slip into their rooms and cause them hurt unless they do as they are told and behave, all stem from the myth created by the awesome abilities of the Saer’Vahn.

Saer’Vahn Structure
“Xun izil dos phuul quarthen, lueth dro” (Do as you are ordered, and live)

Contrary to the mystique of the Saer’Vahn brotherhood, they are actually not just lone individuals, but a network, of well organized and informed operatives. There is one Hezjel sect in each Drow city. And within each Hezjel there is a ranking structure.
Those who are newly initiated, and have only just been given the Dark Blessing are called “Kyorlin Elghinn” (waiting death), every six Kyorlin Elghinn are overseen, and given orders by the next highest ranking position in Saer’Vahn Hezjel’s called the “Veldrin del Elghinn” (Shadows of Death), every six of these reports in turn to the Highest ranking member of each
Hezjel who is called “Jabbuk del Elghinn” (Master of Death).
Every Hezjel reports to a Handmaiden of Lolth via magical means, this may be the same handmaiden or different, but it or they in turn, report direct to Lolth.

Saer’Vahn Purpose
“Vel’uss zhaun alur taga lil quarval-sharess?” (Who knows better than the goddess?)

The Purpose of the Saer’Vahn within Drow society is actually very crucial, following the tenets of the Drow’s spider goddess, they promote chaos, they inspire fear and terror, and more importantly they almost never fail. They remove rivals, and enemies, those who threaten or upset Lolth’s plans, they are used to foster disputes, and cause general panic. They are the nightmare of any civilized world.
Not even the Drow noble houses know the structure of the Saer’Vahn, or even what a Hezjel is, and they definitely do not know why they do what they do, or who for, the only thing anyone is certain of, is that the Saer’Vahn are almost perfect killing machines, capable of going where almost none can undetected. And that in their passing there is always someone, or something left dead.

Saer’Vahn Methods
“Nindyn vel’uss kyorl nind ratha thalra elghinn dal lil alust” (Those who watch their backs meet death from their front).

Nothing inspires fear like a Saer’vahn hunting you, except the knowledge a Saer’Vahn IS hunting you. Their abilities are without a doubt unmatched and awesome, but their reputation has made them feared and dreaded even in the corrupt Drow society.
They employ numerous techniques, but most commonly, they will identify a foe by gathering information on their habits, description, locale etc, this is done mostly by magic or scrying, but occasionally personally. Once the target is found, a single Saer’Vahn is chosen for the job, the rank of Saer’Vahn is determined by the judged strength and skill of the foe, it is rare for
More than one to be sent on any mission, except where the foes are in vast numbers, or are extremely tough beyond normal means. The Saer’Vahn also have a policy of avenging their dead, this is mostly because Lolth does not want them to gain the reputation of being vanquish able. And so if one Saer’Vahn fails, two will follow, and then three, and so on, up to an entire Hezjel if needs be, but no existing records have ever indicated an instance where that many have ever been needed.
Once a mark is tracked to their locale, they are commonly marked quickly, so that they may be tracked should the need arise, they never underestimate their prey. They will then lie in wait, watching from a distance, learning their preys tactics and routine, and when the time is right they wait until the target in the ideal place for them to finish their job, and move in for the kill, they try to deliver the killing strike as quickly and quietly as possible. This they refer to as “Belbol del Elghinn” which roughly translated means “Gift of Death”, and once done they are always sure to remove all traces of their presence afterwards, by normal means or magical.
Once the mark is dead they collect the victims soul in a soul gem and return to their Hezjels with the gem as proof. If necessary they can use the gem to extract any useful information, all of which is filtered back through the ranks to Lolth keeping her very well informed without the need for overuse of avatars.
The use of the Soul Gems is integral, as while a soul is in them, they deceased cannot be raised, or resurrected, this promotes the image that anyone slain by a Saer’Vahn is dead forever, as commonly if such miracles are to be performed they are done in the first few days.

Saer’Vahn Specialized Items
“Lil alurl velve zhah lil velkyn uss” (The best knife is the unseen one)

All Saer’Vahn are provided with below specialized Equipment, and access to a few unique items, of Drow manufacture. Note these items are not available anywhere, and even in Drow society they are not available for sale, they are ONLY found on Saer’Vahn.

Adamantine Kill Discs (Exotic Ranged)
An Adamantine kill disc is a vicious disc shaped with handgrips on the top surface, it is perfectly weighted and shaped for
Throwing. They have serrated edges along the rim of the disc; these awesome weapons can ct through flesh and bone like butter, and wood and stone with a bit more effort. They have a 20 hardness, and 40 hit points. And provide the user a natural +1 to attack rolls because of the Adamantine used to make them, and when used to sunder or attack objects ignore all hardness below 20.
Cost Damage Critical Range Increment Weight Type
N/A 2d4 18-20/x2 30 ft. 3lb Slashing

Tri Bolt Hand Crossbows (Exotic Ranged)
A tri Bolt Hand Crossbow, is a unique design, they appear as normal Hand crossbow, except they are made of Adamantine as
Opposed to wood, and have a design that allows the launching of three quarrels at once, as opposed to one, the quarrels are
Arranged in a triangular pattern, and to load the crossbow they are pushed into the firing end, which pushed the string back until it catches; this action requires a strength of at least 13 to perform.
The quarrels are slightly smaller than normal hand crossbow quarrels, the weapon is 20 Hardness, and 40 hit points because of
It’s Adamantine construction, and it provides the user a natural +1 bonus to attack rolls.
Cost Damage Critical Range Increment Weight Type
N/A 1d3x3 18-20/x2 30 ft. 5lb Piercing

Reinforced Leather
The Saer’Vahn use a special process of reinforcing leather in vital places with an Adamantine weave, this adds a little to the weight, but provides comparable protection as Studded leather, with little of the hindrances. The secret of this amours construction and how to make a thin weave of Adamantine is not known outside of the Saer’Vahn. Not enough adamantine is used in the construction to provide damage reduction as a full suit of adamantine light armor normally would.
Cost Armor bonus Max Dex Armor Chk Spell fail Weight
N/A +3 +5 0 10% 20lb

MAGIC ITEMS
“lil valsharess del veldrin, belbau orthae faer belbol” (The queen of shadows, gives holy magical
gifts)

These Magic Items, are not found on every Saer’Vahn, but may be used by them, the higher-ranking Saer’Vahn are more likely to have more of them. These items are not provided to all automatically, the below items are simply those created by and used exclusively by the Saer’Vahn.

Bracers of Draining
These Adamantine bracers 20 hardness, 40 hit points, are worn around the forearms of the Saer’Vahn, They allow the wearer to drain the life from a target on a touch attack 1/Day, if the target is drained 6d6 Hit points. The Saer’Vahn gains an amount equal to that drained, up to normal maximum +10, these temporary Hit points vanish after one hour.
Caster Level: 12th; Prerequisites: Craft Wondrous magic Item, Vampiric touch;
Market Price: 17,400 gp; XP Cost: 696; Cost to Make: 8,700 gp; Time to Make: 18 days

Dark Power Amulet
The Dark power amulet, are made of Obsidian, and engraved with the silver symbol of Lolth, they must be worn over naked skin to function, and if worn by a person of any non-evil alignment they receive no benefits. The amulet when worn it provides continual regenerative abilities, granting the Saer’Vahn regeneration 1 point, allowing them to treat all damage as non lethal, which they heal at one point of damage each round from any source except fire and acid, which does actual lethal damage to them they cannot regenerate.
While this amulet is in contact with the Saer’Vahn’s flesh they can also regenerate lost limbs, organs, or any other body part. Note only damage taken while wearing the amulet, is regenerative.
Caster Level: 15th; Prerequisites: Craft Wondrous magic Item, Regenerate;
Market Price: 182,000 gp; XP Cost: 7,280; Cost to Make: 91,000 gp; Time to Make: 183 days

Soul gems
These magical clear, multi faceted gems, are designed to hold the life essence of a recently deceased person, for a short time. Basically when a Saer’Vahn slays a target if a soul gem is placed upon the deceased persons forehead within 3 rounds of their death, their soul is pulled into the gem. Once a gem is full it glows and sparkles with white light. A soul gem will hold the spirit of a deceased for 6 days and nights, at the beginning of the seventh day, the soul gem shatters and the spirit goes free to it’s afterlife. Note while a soul is within a gem it can be questioned as if by a Speak with Dead spell 1/day, and the contained souls body cannot be raised, or resurrected while their soul is in the gem, it can however be animated.
Caster Level: 20th; Prerequisites: Craft Wondrous magic Item, Magic jar, speak with Dead;
Market Price: 6,600 gp; XP Cost: 264; Cost to Make: 3,300 gp; Time to Make: 7 days

Shadow Cloak
These cloaks, are made from black spider silk, and enchanted with special rites, they allow the wearer to Shadow Walk once per day. When activate the wearer is transported to the realm of Shadow, where he can remain for 6 hours, every 10 minutes within this realm, the wearer can move at a rate of seven miles distance relative to the prime material plane, thus being able to move through the shadow plane and return to the prime long distances away in a short time.
Caster Level: 18th; Prerequisites: Craft Wondrous magic Item, Shadow Walk;
Market Price: 38,880 gp; XP Cost: 1,555; Cost to Make: 19,440; Time to Make: 39 days

“Vel’uss dhu olist dal lil elamshinn” (who can hide from the will of Lolth)
skinny_rat_boy

06-02-04, 07:15 AM
Thayan Executioner
Among the Red wizards servants none are more evil or deranged as the Thayan executioner. These twisted souls are used by the Red wizards to an great extent. They usually execute prisoners in the Red wizards gruesome prisons all day long, but sometimes executioners are given more important task which is mostly often destructive and extremely violent assasinations. Unlike the Red wizards other servants the Executioner holds no respect towards his wizard lord, but as long as the Executioner is kept busy the Red wizard has nothing to fear. A thayan executioner in battle is a terrifying sight, cutting down enemy after enemy without pardon, using leverage and strength with great efficiency.
Fighters and Barbarians are the most common executioner closely followed by rouges and the odd ranger.
Hit Die:d12

Requirements
A character must qualify for all of the following requirements, to qualify to become a Thayan Executioner.

Region: Thay

Base Attack Bonus:+7

Skills: Intimidate 5 ranks, Use Rope 2 ranks

Feats: Cleave, Power Attack

Special: Must have delivered at least one succesful coup de grace.

Class Skills
All of the following are class skills to an thayan executioner. Climb, Craft, Intimidate, Jump, Sense motive, Use Rope, Knowledge(anatomy), Knowledge(local).
Skill Points At Each Level: 2+int modifier

Class Features
All of the following are class features of the Thayan Executioner.
Weapon And Armor Proficiencys: The Thayan Executioner gains proficiency with the greataxe and the scourge since these are the common weapons of the Executioner.

Powerblow: Whenever an executioner hits and deals damage with a greataxe the opponent must succeed at a fortitude saving throw(DC=10+Executioners class level+str modifier)or be nauseated by the immense pain for 1 round.

Oblivious: (Ex)Thayan executioners are used to hear their victims beg for mercy or even trying to influence them with magic or threaten them. As a result to this the Thayan executioners are immune to all fear and charm effect be it mundane or magical.

Red Wizards Favor: (Su)At level 4 the Thayan Executioner is rewarded with a magical tattoo that covers most of his face. This grants him a +2 bonus to intimidate checks and allows him to use Bulls Strength 1/day as a spell like ability.

Fearful Prescence: (Su)The Thayan Executioner symbols the very cruelty of Thay, and the most experienced Executioners can make use of this and may once per day per level invoke a fear effect in a opponent.

LvL - BsB - Fort - Ref - Will - Special
1 +1 +2 +0 +0 Powerblow
2 +2 +3 +0 +0 ---
3 +3 +3 +1 +1 Oblivious
4 +4 +4 +1 +1 Red Wizards Favor
5 +5 +4 +1 +1 Fearful Prescence
jodo2379

06-02-04, 02:39 PM
Valgard i think your spellbreaker class is pretty cool and it is true to the warcraft3 origins.As a dm that works full time i have little time to come up with my own prestige classes that have plenty of fluff to go along with them.You guys just keep coming up with the coolest classes for example the bullrider was totally unexpected and unique.Again i would like to request for somebody,if interested,in working up a githyanki prestige class to represent the ones who have forsaken the lich queen and fled to Toril.
Neo

06-02-04, 07:01 PM
THE RISEN FIEND:

Contrary to popular belief not all Draegloth half fiends occur due to the union between a Drow and a glabrezu during a ceremonial ritual. Indeed now that a number of Draegloth over the generations have occurred within Drow society the genetic propensity for draegloth to occur in any bloodline that can trace a draegloth in their family line now exists for any Drow children from that point on to at some point spontaneously undergo a transformation into a draegloth as their fiendish bloodline takes over and the Drow matures.
The risen fiend is one such individual, one of their ancestors was a draegloth who later sired children with a normal Drow and the dormant trigger for the draegltoh transformation was passed through each successive generation until the character, in whom it is active. Risen fiends are commonly followers of lolth, having a tendency to also be sorcerers (explaining their predisposition to magic use), but do not necessarily have to be lolth worshippers all the same.

Hit Die: d8

Requirements
To qualify to become a Risen Fiend, a character must fulfil all of the following criteria:
Alignment: Any Chaotic
Race: Drow elf
Base Attack Bonus: +6
Skills: Knowledge (religion) 8 ranks, Knowledge (planes) 2 ranks
Feats: Alertness, Blind Fight, Power Attack
Language: Abyssal
Special: Must have performed some significant service in the name of Lolth.

Class Skills
The Risen Fiend's class skills (and the key ability for each skill) are Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int) and Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the Risen Fiend prestige class:
Weapon and Armour Proficiency: Risen Fiends are proficient with no additional arms or armours.

Natural Armour Increase (Ex): Starting at 1st level the risen fiend gains a point of natural armour, which stack with existing natural armour (if any). As their skin thickens, a risen fiend takes on more and more of a draegloth-like appearance, growing sinuous limbs and long grey-white fur. The risen fiend gains another point of natural armour at 4th level and a final point at 7th.

Deepening Darkness: The Risen Fiend gains the Deepening Darkness feat as a free bonus feat, which increases the number of times the Drow may use his Darkness spell-like ability by three times per day.

Claw and Bite (Ex): Starting at 2nd level, a risen fiend gains claw and bite attacks if he does not already have them. Use the values below or the disciple’s base claw and bite damage values, whichever are greater.

Size Bite Damage Claw Damage
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6

A risen fiend is considered proficient with these attacks. When making a full attack, a risen fiend uses his full base attack bonus with his bite attack but takes a –5 penalty on claw attacks. The Multiattack feat reduces this penalty to only –2.

Ability Boost (Ex): As a risen fiend gains levels in this prestige class, his ability scores increase as noted on Table below: Risen Fiend advancement.
These increases stack and are gained as if through level advancement.

Resistances (Ex): From 3rd level, a risen fiend begins to gain the resistances they will have once their transformation into a dreagloth is complete. Initially the risen fiend must choose one resistance from among the following Acid, Cold, Electricity or Fire and they receive a resistance 5 in it. Upon reaching 5th level they choose a second one from the list (cannot choose the one they chose previously again) and the resistance in this and the previous choice are now both resistance 10. When the risen fiend reaches 7th level they choose a third resistance from the remaining two and all three resistances now become resistance 15. Finally when the risen fiend reaches 9th level they gain the final resistance and all four resistances become 20.

Desecrate (Sp): From 2nd level, a risen fiend can cast the spell desecrate 1/day as though cast by a sorcerer of the same level.

Large: When the risen fiend becomes 5th level, they grow in size becoming a large sized creature, as a result of this as Large creatures risen fiends suffer a -1 size penalty to Armour Class and attack rolls, and a -4 size penalty to all Hide checks. They also have double the lifting and carrying limits of a medium creature.

Unholy Blight (Sp): When the risen fiend has reached level 9, they gain the ability to cast unholy blight 1/day as though cast by a sorcerer of the same level.

Forever Damned (Su): Finally upon reaching 10th level the transformation of the Drow into a draegloth half fiend is complete. The character gains a +4 bonus to their Strength score; Immunity to poison, and sleep; they receive a further +2 increase to their natural armour bonus and to complete the transformation their type becomes Outsider.

Risen Fiend Advancement
Level Attack Fort Ref Will Special
1st +1 +2 +2 +0 Natural Armour +1, Deepening Darkness

2nd +2 +3 +3 +0 Ability boost (+2 Str), Claw & Bite

3rd +3 +3 +3 +1 Resistances 1, Desecrate 1/day

4th +4 +4 +4 +1 Ability boost (+2 Str), Natural Armour +2

5th +5 +4 +4 +1 Large, Resistances 2

6th +6 +5 +5 +2 Ability boost (+2 Con)

7th +& +5 +5 +2 Natural Armour +3, Resistances 3

8th +8 +6 +6 +2 Ability boost (+2 Str)

9th +9 +6 +6 +3 Resistances 4, Unholy Blight 1/day

10th +10 +7 +7 +3 Forever Damned
Valgard

06-03-04, 04:51 AM
Originally posted by jodo2379
Valgard i think your spellbreaker class is pretty cool and it is true to the warcraft3 origins.As a dm that works full time i have little time to come up with my own prestige classes that have plenty of fluff to go along with them.You guys just keep coming up with the coolest classes for example the bullrider was totally unexpected and unique.Again i would like to request for somebody,if interested,in working up a githyanki prestige class to represent the ones who have forsaken the lich queen and fled to Toril.

:) Lots of thanks, jodo2379, I'm only trying to make this funnier and learning better the game when doing it. Your githyanki prestige class request is very interesting, maybe I'm going to work on it, but you, other guys, don't leave this away. I'm going to learn some little things about the githyanki to build that.
Neo

06-06-04, 10:54 PM
DWARVEN FORGEPRIEST:

Among the Dwarven clans all across Faerun the skill of their smiths is undisputed, forging weapons and armour and constructing dwarfholds of incredible beauty and resilience, yet none are so skilled or respected among their number than the Forgepriests.
A forgepriest is one blessed by their deity with the secrets of crafting the likes of, which no normal smith can possibly hope to re-create. They can bind the elements to their creations or create items of incredible strength or resilience. All forepriests are well versed and trained in the ancient arts of runecrafting too and frequently enrune items they create with magical effects that can be called upon in times of need.

Hit Die: d8

Requirements
To qualify to become a Dwarven Forgrepriest, a character must fulfil all of the following criteria:
Race: Any Dwarven subtype
Patron: Dugmaren Brightmantle, Dumathoin, Laduguer or Moradin
Base Fortitude Save: +6
Skills: Craft (armoursmithing, Weaponsmithing or stonemasonry) 13 ranks, Craft (one of the other two not chosen) 8 ranks, Knowledge (religion) 4 ranks.
Feats: Skill Focus (craft-any one of the three above), Craft Arms & Armour, Inscribe Rune
Special: Ability to cast 5th level divine spells and access to the Craft domain.

Class Skills
The Forgepriest's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (arcane) (Int), Knowledge (architecture & engineering) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Class Features
All the following are class features of the Dwarven Forgepriest prestige class:
Weapon and Armour Proficiency: Forgepriests are proficient with all simple and martial weapons, and light armours.

Spells Per Day: A forgepriests training focuses on magic that will aid him in his work of crafting magical arms and armour. Thus, when a character gains an odd level of forgepriest, he gains new spells per day as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however gain any other benefit a character of that class would have gained (improved chance of turning undead, for example).
If a character had more than one divine spellcasting class before he became a forgepriest, he must decide to which class he adds each level of forgepriest for purposes of determining spells per day when he adds the new level.

Mastercrafting: A forgepriest is able to produce items of such craftsmanship that they are a class above masterwork. This new quality of items is referred to as masterpiece items. Masterpiece items as with masterwork may be weapons, armour, shields, or tools. As with masterwork items, masterpiece items confer a bonus on its use through its exceptional craftsmanship, not through being magical. To create a masterpiece item, you create the masterpiece component as if it were a separate item in addition to both the standard item and the masterwork item. The masterpiece component has its own price (1,200gp for a weapon or 600 gp for a suit of armour or a shield) and a craft DC, which varies depending upon the nature of the masterpiece effect. Once the standard, masterwork, and masterpiece components are completed, the masterpiece item is finished. Note: The cost you pay for the masterpiece item is one-third of the given amount, just as it is for the cost of raw materials.
Masterpiece Effect Craft Skill Craft DC
+1 Attack Bonus (on top of Masterwork bonus) Weaponsmithing 25
+1 Damage bonus Weaponsmithing 30
Increased Threat Range 1 step (20,19-20,17-20,15-20 etc.) Weaponsmithing 35
Increased Critical Multiplier +1 (x2, x3, x4, x5 etc.) Weaponsmithing 40
+1 Armour Bonus Armoursmithing 30
-1 Armour Check Penalty (on top of Masterwork bonus) Armoursmithing 25
+1 Maximum Dexterity Bonus Armoursmithing 30
10% Weight Reduction Armour or Weaponsmithing 25
+5 Hardness Armour or Weaponsmithing 30
+20% Hit Points Armour or Weaponsmithing 25
+50% Item value Varies 30
+2 Circumstance bonus to a Tool (on top of masterwork bonus) Varies 25

Masterpiece bonuses are varied as shown on the table above and are in addition to an items masterwork bonus. No more than one masterpiece effect can be applied to a single masterpiece item. So a masterpiece greataxe for example could have a +1 damage bonus or an increased threat range but could not have both.

Productivity: A forgepriest is so adept at crafting items on a large scale and with such regularity that when crafting normal non-magical, non-masterwork items they are always created in half the time normally required. For purposes of crafting they only need to meet have the items price for it to be complete instead of the full amount.

Built to Last (Ex): From 2nd level, a forgepriest has mastered the Dwarven techniques of forging as taught to them by thier god, enabling them to create items or structures that will last for hundreds of years. A forgepriest adds +1 hardness for every other level of this prestige (round down), and +5 hit points as a bonus to any item they craft for each and every level in this prestige. For example: Durenor, has 5 levels of Forgepriest and adds +2 hardness and 25 hit points to the basic hardness and hit points of the material for a common item of that type when he crafts one. So when crafting a greataxe, which normally has 5 hardness and 10 hit points, the ones he crafts have 7 hardness and 35 hit points.

Bonus Feats: Starting from 3rd level, a forgepriest receives a bonus feat every third level (3rd, 6th, and 9th), which must be either an Item Creation feat, Magical Artisan, or a Metamagic feat.

Bind Element (Su): Upon reaching 4th level, a forgepriest learns the secrets of the elements and how to bind them to there magical craftings. In effects when the forgepriest forges magical arms or magical armour they can add certain special abilities as laid out below for just additional gold piece cost on the item, no additional XP cost. This special ability does NOT count towards the maximum enchantability of an item.
Element Special Ability (weapon) Price Special Ability (armour) Price
Earth Shock +1 bonus Electricity Resistance +18,000gp
Air Throwing +1 bonus Sonic Resistance +18,000gp
Fire Flaming +1 bonus Fire Resistance +18,000gp
Water Frost +1 bonus Cold Resistance +18,000gp

For example: If Durenor the 7th level Cleric / 5th level Forgepriest was crafting a +1 Greataxe it would normally cost 320gp for the masterwork great axe + bonus squared (1x1=1) x 2,000gp = 2,000gp for a total cost of 2,320gp and 93 xp. He decides to bind the element of fire to the axe, which as a +1 bonus is priced the same as the +1 greataxe, therefore costing him another 2,320gp but does NOT cost another 93 xp. So Durenor binds the element to the +1 Great Axe, making it a +1 Elemental Great Axe (Fire) and it costs him 2,320gp to make (remember half the base price is the cost to produce a magic item), and it has a market price 4,640gp and 93 xp to make and will take five days to make.

Runecraft (Ex): A forgepriest from 5th level gains a +1 bonus on Craft checks made to inscribe runes. Magical runes are commonly applied to arms and armours they make.
Number of Uses or Trigger Method Base Price Forgepriest Level1
One Spell level1 x caster level x 50 gp -
Charges3 Spell level1 x caster level x charges x 50 gp 3rd
Charges per day3 Spell level1 x caster level x charges x 400 gp 8th
Permanent (Until spell level1 x caster dispelled) level x 2,000 gp 8th
Works when touched Base cost -
Works when read Base cost x 2 or passed 3rd
1 A 0-level spell counts as ½ level.
2 The minimum forgepriest level to inscribe a rune of this type. “_” indicates the default ability granted by inscribe rune feat.
3 If the spell has a component or XP cost, add that cost times the number of charges to the base price of the rune.
4 If the spell has a component or XP cost, add 100 times that cost to the base price of the rune.

Improved Runecasting (Su): A forgepriest of 3rd level and again at 8th level, gain the ability to create runes that function more than once and have different kinds of triggers. These extra features increase the cost of the rune, as shown on the table.

Fortified Item (Su): Upon reaching 7th level, a forgepriest learns the secrets of magical girding their creations. In effects when the forgepriest forges magical arms or magical armour they can add certain special abilities as laid out below for just additional gold piece cost on the item, no additional XP cost. This special ability does NOT count towards the maximum enchantability of an item.
Fortification (weapon) Price Special Ability (armour) Price
Fortified +1 +1 bonus 25% Fortification +1 bonus
Fortified +2 +2 bonus 50% Fortification +2 bonus
Fortified +3 +3 bonus 75% Fortification +3 bonus

A Fortified weapon counts as being a greater enhancement than normal for the purposes of overcoming damage reduction. For example a +1 longsword with the Fortified +1 bonus counts as a +2 weapon for the purposes of overcoming damage reduction. The +1 longsword however still only adds +1 to attack and damage rolls as normal.

Bind Item (Su): finally upon reaching 10th level, a forgepriest is able to specifically bind a weapon or armour to a specific individual during it’s crafting. To do this the person it is to be bound to must be present and a ceremony that takes 4 hours and ends in the forgepriest expending some gold pieces in raw materials and experience points to forge the bond as follows.
Caster level of Item + level of person being bonded x 500 gp and costs 1/25 Xp also.
So for example: Durenor our 7th level Cleric / 7th level Forgepriest is forging a +1 Battleaxe for his nephew, he pays the usual gold and xp costs to make the item as usual and at the end of the ceremony he decided to bind the axe to his nephew. His nephew spends the next four hours in his uncles forge while Durenor performs the ceremony. His nephew is a 5th level Fighter.
Durenor made the battle axe as a 3rd level item so the cost to forge the bond is 3rd x 5th x 500gp = 7,500gp and will cost 300 xp, the gold and experience is deducted and the ceremony completes with the bond having been forged.
Once an item is bound to an individual they can as a free action “recall” the item to their hand when called from any distance, provided it is on the same plane of existence. This means that the weapon or armour cannot be lost, stolen or otherwise misplaced.

Dwarven Forgepriest Advancement
Level Attack Fort Ref Will Special Spells / Day
1st +0 +2 +0 +2 Mastercrafting, Productivity +1 level of existing divine class

2nd +1 +3 +0 +3 Built to Last -

3rd +2 +3 +1 +3 Bonus Feat, Improved Runecasting +1 level of existing divine class

4th +3 +4 +1 +4 Bind Element -

5th +3 +4 +1 +4 Runecraft +1 +1 level of existing divine class

6th +4 +5 +2 +5 Bonus Feat -

7th +5 +5 +2 +5 Fortified Item +1 level of existing divine class

8th +6 +6 +2 +6 Improved Runcasting -

9th +6 +6 +3 +6 Bonus Feat +1 level of existing divine class

10th +7 +7 +3 +7 Bind Item -
Admiral Yi Sun Shin

06-08-04, 06:57 PM
Here is a prestige class that I made in case you are a cleric of Clanggedin Silverbeard and can't find any decent prestige classes to be...

Champion of Clanggedin (http://mywebpage.netscape.com/poopx101/Champion+of+Clanggedin.pdf)

It is a .pdf file so u'll need adobe reader or acrobat...

Also, could someone provide some input on how well the class was made and if it is balanced at all....thanx.
Neo

06-08-04, 07:53 PM
Originally posted by Admiral Yi Sun Shin
Here is a prestige class that I made in case you are a cleric of Clanggedin Silverbeard and can't find any decent prestige classes to be...

Champion of Clanggedin (http://mywebpage.netscape.com/poopx101/Champion+of+Clanggedin.pdf)

It is a .pdf file so u'll need adobe reader or acrobat...

Also, could someone provide some input on how well the class was made and if it is balanced at all....thanx.

Very strange spellcasting progression.. usually its every level, every other level, every third level etc... but nothing then something for three levels then nothing again and then something for three levels is very odd.

Also your Prestige class benefits, where applicable need to be specified as being Supernatural (Su), Spell-like (Sp) or Extraordinary (Ex).

Honourable Strike and Lingering death read as Supernaturals

Improved Diehard i'd say would be an Extraordinary extension of what was a feat. so Ex for that one.

Fearless Death reads as being supernatural but the Inspire Fear facet is Spell-like.

Otherwise it looks fine imo.
Admiral Yi Sun Shin

06-08-04, 08:47 PM
Thanks Neo, I'll take your word for what all those abilities should be regarding supernatural, extraordinary, spell-like...as far as the spell progression, it is the same one used by the hospitaler in the Complete Divine...I used it as a median between the two extremes of very divine oppose and being more combat oriented, so instead of losing 5 levels of divine spells, the PrC only loses 3 levels of divine spells.
Sofista

06-09-04, 01:32 PM
Another bladesinger. Hope someone finds it useful.

Bladesinger

About the class, see “Complete Elves Handbook”, “Tome and Blood” errata, among other sources.

Hit Die: d8

Requirements

Race: elf or half-elf
Base Attack Bonus: +5
Feats: Combat Casting, Expertise, Still Spell, Weapon Focus (longsword)
Skills: Concentration 4 ranks, Perform 3 ranks (dance, sing and anyone other), Tumble 3 ranks
Spellcasting: ability to cast 1st level arcane spells
Special: Find a master bladesinger willing to train you (usually involves tests of valour) and spending x (DM's discretion, usually 50+ years) number of years training in the ancient elvish sword and magic style.

Class skills

The bladesinger’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Jump (Str), Knowledge (arcana) (Int), Perform (Cha), Spellcraft (Int), Tumble (Dex)

Skill points at each level: 2 + Int modifier



Class Level Base Attack Bonus Fort Ref Will Special
1 +0 +0 +2 +2 Elfblade, parry feat
2 +1 +0 +3 +3 Bonus feat
3 +2 +1 +3 +3 Spellsong I
4 +3 +1 +4 +4 Casting song
5 +3 +1 +4 +4 Bonus feat
6 +4 +2 +5 +5 Spellsong II
7 +5 +2 +5 +5 Armored song
8 +6 +2 +6 +6 Bonus feat
9 +6 +3 +6 +6 Spellsong III
10 +7 +3 +7 +7 Song of Fury

Spell casting: +1 lvl/odd numbered bladesinger class level.

Class features

*Note: All these class features, with the exception of bonus feats, are usable only while the character uses one hand to wield his elfbalde and the other is kept free.

Elfblade: The bladesinger, after decades of training and learning the ancient elven bladesong style, wields his longsword, with wich he is familiar (after at least one month of training), as if it were a light weapon. When using his familiar weapon, he may use his dex bonus instead of his str bonus (as per the weapon finesse feat).

Parry feat: The bladesinger receive this bonus feat as a consequence of his training in the bladesong fighting style.

Bonus feats: The bladesinger gains bonus feats. He may choose any feat from the following list: any metamagic feat, any parry-related feat (see below), Combat Reflexes, Dodge, Improved Critical (longsword), Improved Disarm, Mobility, Quick Draw, Spring Attack, Whirlwind Attack.

Spellsong: The bladesinger may cast spells as a free action during a full attack action. The maximum spell level equals the Spellsong level (1st for Spellsong I and so on).

Casting song: The bladesing can take 10 when he makes concentration check for casting spells defensively.

Armored song: The bladesinger ignores arcane spell failure when wearing light armor.

Song of fury: When using the full attack action, the bladesinger can make one extra attack in a round at his highest base attack, but this attack and each other attack made that round suffer a –2 penalty. This penalty applies for 1 round, so it affects attacks of opportunity and parry attempts the bladesinger might make before his next action.

Appendix

Parry related feats (General, Fighter) (introduced in Dragon #301)

Parry

You are skilled at deflecting the attacks of your enemies.

Prerequisites: Dex 13+, Int 13+, Expertise

Benefit: After a melee attack roll to hit your character has been made, but before damage is assigned, you may attempt to parry the bolow. you may only attempt to parry an attack against a weapon up to two size categories larger than the one you wield. Natural attacks are considered to be weapon two size categories smaller than the creature's size. You cannot parry an attack when unarmed, when wearing medium our heavy armor, or when you are denied your Dexterity bonus to AC. Attempting a parry uses up a an attack of opportunity for the round. You may only make one parry attempt a round.
To parry, you must make a melee attack roll in an attempt to surpass the attack roll that you are trying to parry. When wielding a light weapon, you gain a +4 bonus to your parry roll. If you succeed, the attack fails and deals no damage normally. In either case, making a parry attempt gives your opponent the opportunity to make a disarm attempt against the weapon you are parrying with. Attempting to disarm you is a free action that does not provoke an attack of opportunity, and failure does ot allow you to make a disarm attempt in return.


Expert Parry

You may parry multiple attacks by the same creature.

Prerequisites: Dex 13+, Int 13+, Combat Reflexes, Expertise, Improved Parry, Parry.

Benefit: Your parry attempts can be divided among multiple creature's attacks or a single creature's attacks as you see fit. Each parry attempt uses up an attack of opportunity granted by the Combat Reflexes feat.


Guarded Defense

You parry with surpassing deftness.

Prerequisites: Dex 13+, Int 13+, Expertise, Improved Disarm, Parry, base attack bonus +4 or higher.

Benefit: When you make a parry attempt, it does not provoke an automatic disarm attempt.


Improved Parry

You may make many parry attempts in a round.

Prerequisites: Dex 13+, Int 13+, Combat Reflexes, Expertise, Parry

Benefit: You may make a number of additional parry attempts in a round equal to your Dexterity bonus. Just as you cannot make multiple attacks of opportunity against the same creature in a round, you cannot attempt to parry multiple attacks made by a single creature ina a round. Each parry attempt uses up an attack of opportunity granted by the Combat Reflexes feat.


Incredible Parry

You can parry attacks from weapons much larger than the one you wield.

Prerequisites: Dex 13+, Int 13+, Expertise, Parry, base attack bonus +6 or higher

Benefit: You may parry an attack from a weapon up to three size categories larger than the one you wield.

Special: This feat can be taken multiple times. Each time it is taken, you can parry a weapon one size category larger than you otherwise could. Thus, a character who had taken this feat three times could parry a Gargantuan weapon with a dagger.


Protective Parry

Your training enables you to defend not only yourself, but also friendly creatures adjacent to you.

Prerequisites: Dex 13+, Int 13+, Expertise, Parry.

Benefit: When a creature that you threaten is attacked, you may use a parry attempt for the round to parry a blow that would hit that creature.

Normal: You may only attempt to parry attacks directed to you.

Special: If you have the Improved Parry feat, you may parry multiple attacks against allies within the area you threaten with your weapon, but you cannot protect any creature more than once per round. If you have the Expert Parry feat, you may parry multiple attackes that would hit the same creature regardless of their source. In both cases, parrying for another creature uses up a parry attempt and a possible attack of opportunity for the round.
Arthan "Heavy Fist"

06-09-04, 09:24 PM
GEV,

I'm only modding a few powers for the Doomguide, let me know if you need a full write up.

The Doomguide PrC is located in Faiths and Pantheons pg 186.

Modify:
Bond of Fatal Touch: Increase duration to 1 turn / charisma bonus point. Limit weapons effected to bastard sword.

Add:
Greater Spiritual Weapon: A 5th Level version of the 2nd level spell, allows the Doomguide to use any of her Bond of Fatal Touch bonuses through this spiritual weapon. A doomguide may only empower one weapon at a time. IE: Either her real sword or a spiritual weapon not both.
Valgard

06-12-04, 01:34 PM
Here is the request from jodo2379, the githyanki PrC. You'll need the Expanded Psionics Handbook if you want to play it. Originally, I wanted to call it "Githyanki psychic outlaw", because I thought in making a non-psionic version of it, but I then thought that psionics is one of the most important aspects of githyanki. Of course, any suggestion, recommendation or error you find will be well-read.

GITHYANKI OUTLAW
The ancient humanlike beings from the Astral Plane known as githyanki come from a tyrannic faithless society ruled by the powerful lich-queen. No githyanki can place his faith in no other than the lich-queen despite she is not a deity. A small number of members of this race dare to oppose this rulership as a final decision that threads their lifes. The most well-prepared of them use the talented psychic powers of their race to become githyanki outlaws.
Githyanki psychic warriors are the best who can qualificate this prestige class, thought combat-oriented wilders and psions of the kineticist and nomad disciplines also can find interest in the githyanki outlaw class features.
NPC githyanki outlaws usually work in the Material Plane to find a new way of life and they work with new non-githyanki friends, but they are always hiding and fleeing from other githyanki mercenaries working for the lich-queen.
Hit Dice: d6

REQUIREMENTS
To qualify to become a githyanki outlaw, a character must fulfill all the following criteria.
Race: Githyanki.
Alignment: Any chaotic.
Base Attack Bonus: +3.
Skills: Concentration 8 ranks.
Feats: Mobility, Spring Attack.
Psionics: Able to manifest 1st-level powers.
Special: Must have forsworn the lich-queen of the githyanki (for example, by worshiping a deity).

CLASS SKILLS
The githyanki outlaw class skills (and the key ability for each skill) are Autohypnosis* (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (psionics)* (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Psicraft* (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
* New skills from the Expanded Psionics Handbook.
Skill Points at Each Level: 6 + Int modifier.
THE GITHYANKI OUTLAW
Class Base Attack Fort Ref Will Special Powers known
Level Bonus Save Save Save
1st +0 +0 +2 +2 Sidestep Charge, Detect Psionics +1 level of existing manifesting class
2nd +1 +0 +3 +3 Githyanki concealment --
3rd +2 +1 +3 +3 Revengeful strike +2 +1 level of existing manifesting class
4th +3 +1 +4 +4 Dimension step 1/day +1 level of existing manifesting class
5th +3 +1 +4 +4 Lucid buffer --
6th +4 +2 +5 +5 Revengeful strike +4 +1 level of existing manifesting class
7th +5 +2 +5 +5 Transporter +1 level of existing manifesting class
8th +6 +2 +6 +6 Dimension step 2/day --
9th +6 +3 +6 +6 Revengeful strike +6 +1 level of existing manifesting class
10th +7 +3 +7 +7 Githyanki banishment +1 level of existing manifesting class
CLASS FEATURES
All the following are class features of the githyanki outlaw prestige class.
Weapon and Armor Proficiency: Githyanki outlaws are proficient with all simple and martial weapons and with light armor.
Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of githyanki outlaw to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before she became a githyanki outlaw, she must decide to which class she adds the new level of githyanki outlaw for the purpose of determining power points per day, powers known, and manifester level.
Sidestep Charge (Ex): At 1st level, a githyanki outlaw gains Sidestep Charge (see page 51 of the Expanded Psionics Handbook) as a bonus feat, even if she does not meet the prerequisites. If the character already has this feat, she gains no benefit.
Detect psionics (Ps): All githyanki outlaws have an ache in their hearts because of the fact that any githyanki hunter or other creature could being watching them, so they have developed a psychic enhancement that permits them to use detect psionics at will as a psi-like ability.
Githyanki concealment (Ex): The training of the githyanki outlaw makes her more capable of avoiding attacks from other githyanki. This ability gives the same benefit as the cloak dance feat (see page 44 of the Expanded Psionics Handbook) except that the character only gains the concealment benefit against other githyanki or humanoid creatures that have been trained in githyanki fighting techniques.
Revengeful strike (Ex): Beginning at 3rd level, a githyanki outlaw hyperawareness and knowledge of the githyanki fighting techniques allows her to make a cunning attack against distracted opponents of his own race. The githyanki outlaw gains a +2 insight bonus on her attack roll and her damage roll (if the attack hits) for the first attack she makes against a githyanki opponent that has been dealt damage in melee by another character since the githyanki outlaw's last action. At 6th level the insight bonus increases to +4, and at 9th level the insight bonus increases to +6. This extraordinary ability works only against other githyanki or other humanoid creatures that have been trained in the githyanki fighting styles.
Dimension Step (Su): A githyanki outlaw of 4th level or higher can slip psionically between spaces as if using the psionic dimension door power, once per day. The character cannot bring any other creatures with her. Her manifester level for this effect is equal to her githyanki outlaw level. At 8th level, the githyanki outlaw can use these power one additional time per day.
Lucid Buffer (Ex): At 5th level, a githyanki outlaw becomes especially skilled at resisting mental attacks. She gains a +4 competence bonus on saving throws against all compulsions and mind-affecting effects. This ability is active even if the githyanki outlaw is unconscious, stunned, or otherwise helpless.
Transporter (Ex): At 7th level, a githyanki outlaw learns both psionic teleport and psionic plane shift. These powers are in addition to any powers the character normally learns by advancing a level.
The githyanki outlaw treats these powers as if they were 3rd-level powers on her class list. This means, among other things, that manifesting these powers costs 5 power points. (If the character does not have a high enough manifester level to manifest 3rd-level powers, such as might be the case for some psychic warriors who qualify for this class, the character cannot manifest these powers until she has attained the required manifester level.)
Githyanki banishment (Su): At 10th level, a githyanki outlaw knows some secrets about the planar travels of the githyanki, so he can make banish other githyanki. This ability works just like a turning attempt except the following: The ability only affects githyanki (the outlaw is, of course, not affected), the character doesn't need any focus, the effective "cleric" level is one half the githyanki outlaw level, substitute all charisma-based modifiers or variables (such as times per day or any needed roll) to intelligence-based, "turned" creatures are treated as if affected by a banishment spell that sends them back to the Astral Plane (if the effective level is double of the githyanki banished he is not slained). This ability does not function in the Astral Plane.
Valgard

06-13-04, 10:01 AM
Here is the revision to 3.5 rules of the Shifter prestige class. I have added the wild empathy as a class feature because the 3.0 shifter had animal empathy as an exclusive skill. I also adjusted and added some shapes, such as removing the beast shape (no longer exists in 3.5), adding fey shape, deathless shape (Book of Exalted Deeds) and an special native outsider shape, and Colossal size.

SHIFTER
The shifter has no form that she calls her own. Instead, she clothes herself in whatever shape is most expedient at the time. While others base their identities largely on their external forms, the shifter actually comes closer to her true self through all her transformations. Of necessity, her sense of self is based not on her outward form, but on her soul, which is truly the only constant about her. It is the inner strength of that soul that enables her to take on any shape and remain herself within.
At first, the shifter can risk only humanoid forms and familiar animal shapes. As she grows more comfortable with her own true shapelessness, however, she can assume more outlandish forms. Eventually, she knows herself so well that she feels just as comfortable in the shape of a completely different creature type as she does in her own. At that point, her past-even her race becomes irrelevant, since external form no longer matters to her.
The shifter's path is ideal for a spellcaster of any race who has experienced shapeshifting and yearns for more of it. Such a character can be a great force for either good or ill in the world; an evil shifter in particular poses a terrible threat, for she can appear anywhere, in any form. The same opponents may face her again and again, in one shape after another, never realizing that they actually face a single, formless enemy.
Hit Dice: d8

Requirements
To become a shifter, a character must fulfill the following criteria.
Feats: Alertness, Endurance.
Spells: Able to cast 3rd-level spells.
Special : Alternate Form - must either know polymorph or have a natural alternate form, alter self, polymorph self, shapechange, or wild shape ability.

Class Skills
The shifter's class skills (and the key ability for each skill) are Climb (Str),Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Spot (Wis), Swim (Str), and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.THE SHIFTER
Class Base Attack Fort Ref Will Special
Level Bonus Save Save Save
1st +0 +2 +2 +0 Greater wild shape 1/day (Small or medium, humanoid shape), wild empathy
2nd +1 +3 +3 +0 Greater wild shape (animal shape, monstrous humanoid shape)
3rd +2 +3 +3 +1 Greater wild shape 3/day (Large or tiny, plant shape)
4th +3 +4 +4 +1 Greater wild shape (giant shape, vermin shape, fey shape)
5th +3 +4 +4 +1 Greater wild shape 5/day (Diminutive or huge, magical beast shape)
6th +4 +5 +5 +2 Greater wild shape (aberration shape, ooze shape), supernatural ease
7th +5 +5 +5 +2 Greater wild shape 7/day (Fine, dragon shape, native outsider shape)
8th +6 +6 +6 +2 Greater wild shape (undead shape, deathless shape, construct shape)
9th +6 +6 +6 +3 Greater wild shape 9/day (Garganutan, elemental shape, outsider shape)
10th +7 +7 +7 +3 Greater wild shape (Colossal), evershifting formClass Features
The following are class features of the shifter prestige class.
Weapon and Armor Proficiency: Shifters gain no weapon or armor proficiencies.
Wild Empathy (Ex): Shifters gain the wild empathy class feature, rolling 1d20 + Shifter level + Cha modifier. If the character already had druid or ranger levels, the shifter levels are added to the wild empathy roll.
Greater Wild Shape (Sp): Beginning at 1st level, the shifter can take the form of another creature. Greater wild shape works like wild shape, with the following exceptions. As she rises in level, the shifter gains the ability to assume the forms of creatures with types other than animal (see table for details), though she cannot choose a form that normally has more Hit Dice than she herself does. She can designate at the time of the change which pieces ofher equipment meld into her new form and which do not. Nonmelded equipment alters its size to match that of her new form, but retains its functionality. The shifter cannot, however, use any equipment unless she has either an appropriate appendage or a magical means of compensating for the lack of one. Any piece of equipment that is separated from her reverts to its original form.
At 1st level, the shifter is limited to humanoid forms of Small and Medium. Thereafter, she can use greater wild shape two more times per day for every two shifter levels she gains, and her range of available creature sizes and types increases as shown on the table. When she gains the ability to adopt an undead shape at 8th level, she may become incorporeal if she chooses the form of a creature with that subtype.
If the shifter already has the wild shape ability from another class, she may convert her uses per day of wild shape to uses per day of greater wild shape on a one-for-one basis. She may also mix and match the benefits of the two abilities as desired to gain the maximum advantage for any daily use. Thus, a Drd8/shifterl has up to four uses per day of greater wild shape, and she could use the ability to become a Large humanoid (because an 8th-level druid can become a Large creature and a 1st-level shifter can adopt the form of a humanoid). In the same manner, a Drd8/Shifter2 could become a Large monstrous humanoid if she wished.
Supernatural Ease: At 6th level, the character's greater wild shape ability becomes supernatural rather than spell-like. It still requires a standard action and can be suppressed in an antimagic field, but its use no longer provokes attacks of opportunity and never requires a Concentration check.
Evershifting Form: At 10th level, the shifter has reached the pinnacle of her shapechanging abilities. From this point on, she can use greater wild shape once per round, as a move action, as many times per day as she wishes. She gains the shapechanger sub-type, and gains darkvision (60 feet), which remains in effect regardless of her form.
In addition, the shifter no longer suffers ability penalties for aging and is not subject to magical aging, though any aging penalties she may already have suffered remain in place . Bonuses still accrue, and the shifter still dies of old age when her time is up.
Poiniard

06-14-04, 08:57 PM
The Wyvern-Rider: Wyverns can be trained for aerial combat, and are typically used in mountainous regions as cavalry (because of their ferocity) or scouts (because of their eyesight, hearing and other senses). A special bond develops between the wyvern and the humanoid brave enough to attempt to control such a beast.

Hit Die: d10

Requirements:
Race: Human, Dwarf, Orc, Half-orc
Base Attack Bonus: +8
Dexterity 13
Ride 4 ranks.
Handle Animal: 6 ranks.
Feats: Mounted combat


Class Skills: Balance (Dex), Climb (Str), Escape Artist (Dex), Listen (Wis), Jump (Str), Spot (Wis), Use Rope (Dex), Tumble (Dex), Wilderness Lore (Wis), Intuit Direction (Wis), Ride (Dex), Handle Animal (Cha), Wyvern Empathy (Cha), Intimidate (Cha), Concentration (Con)
Skill Points at Each Level: 4 + Int modifier.

Level-----Bab-----Fort----Ref----Will
1st---------+1------+2------+0------+0
2nd--------+2------+3------+0------+0
3rd--------+3------+3------+1------+1
4th--------+4------+4------+1------+1
5th--------+5------+4------+1------+1
6th--------+6------+5------+2------+2
7th--------+7------+5------+2------+2
8th--------+8------+6------+2------+2
9th--------+9------+6------+3------+3
10th------+10-----+7------+3------+3

Class Features
Level----Class Feature(s)
1st------- wyvern empathy, wyvern familiarity
2nd------ mounted archery, flyby attack
3rd------
4th------ immunity to poison, improved evasion
5th------
6th------ share saving throws, share spells
7th------ mounted spellcasting
8th------
9th------ intuitive riding
10th-----wyvern mastery


Class Features
All the following are class features of the wyvern rider prestige class.

Weapon and Armor Proficiency: Wyvern riders are proficient with all simple and martial weapons, light armor, medium armor and shields.

Wyvern Empathy: The wyvern rider gains the ability to train in this skill which is specific to the prestige class. Wyvern empathy is treated exactly like the ranger/druid skill animal empathy, except it applies only to wyverns. A +1 synergy bonus is applied to wyvern empathy for every 3 ranks in the intimidate skill.

Wyvern Familiarity: The wyvern rider gains a +5 circumstance bonus to his ride skill while mounted on any wyvern and wearing light or medium armor. The wyvern-rider also gains the ability to control which target his mount attacks in combat using which means (bite, claw, wing, sting+poison, improved grab, snatch). This control can be made verbally, with the knees or through the use of reins and is considered a free action.

Wyvern-Mounted Archery: The wyvern rider gains a bonus feat, mounted archery, when the rider is wearing light or medium armor and mounted on a wyvern.

Flyby Attack: They wyvern rider gains a bonus feat, ride-by attack, when the rider is wearing light or medium armor and mounted on a wyvern.

Immunity to Poison: The wyvern rider gains complete resistance to wyvern poison.

Improved Evasion: If the wyvern is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw.

Share Saving Throws: The wyvern uses its own base save or the wyvern rider’s, whichever is higher.

Share Spells: At the wyvern rider’s option, he may have any spell he casts on himself also affect his mount. The mount must be within 5 feet. If the spell has a duration other than instantaneous, the spell stops affecting the wyvern if it moves farther than 5 feet away and will not affect the wyvern again even if it returns to its rider before the duration expires. Additionally, the wyvern rider may cast a spell with a target of "You" on his mount. The wyvern and his rider can share spells even if the spells normally do not affect wyverns, and the wyvern may also benefit from spells that normally only affect familiars.

Mounted Spellcasting: The wyvern rider does not need to make a Concentration check to cast a spell while riding a flying moving mount, and may "take 10" when making a Concentration check to cast defensively while mounted. In addition, the wyvern rider adds his full class level to the levels of his previous spellcasting class when determining the level-based effects of spells he casts while mounted.

Intuitive Riding: The wyvern rider gains all the bonuses of a military saddle while mounted on a wyvern, regardless of what type of saddle, if any, is used. Note that this bonus is cumulative with the wyvern familiarity class feature. In addition, any time a wyvern rider falls from the saddle, his wyvern will keep him from falling out on a successful reflex save.

Wyvern Mastery: The wyvern rider gains a +20 bonus to his handle animal and wyvern empathy skills when applied to wyverns. A character with Wyvern Mastery requires only one month to train a wyvern. The wyvern rider no longer suffers any ill effects from the death of his mount.

Training the wyvern: Wyverns used as mounts are reared and trained, not summoned or befriended. This usually requires a fairly large infrastructure in which to house, maintain, feed and train the wyvern(s). It takes a year to rear a wyvern and three months to train one. It is during this latter period that the wyvern becomes comfortable and accustomed to its future rider. Once the empathic link has been established between wyvern and rider, the wyvern-rider must spend a minimum of 10 hours per week training with his mount. If this requirement is violated, the wyvern becomes unruly and is subject to a -5 circumstance check on all attempts to control or ride it until the training regimen has been re-established. The wyvern-rider must be present 10 hours per week during the three month training period, but does not have to do the rearing or training himself. This is in fact typically undertaken by an NPC class known as wyvern-trainers, although certainly a wyvern rider with sufficient skill in handling animals could rear and train his own mount, given enough time and money and a suitable youngling. If the wyvern dies, the wyvern-rider must attempt a Fortitude saving throw (DC12). If the saving throw fails, the wyvern-rider loses 100 experience points per class level. A successful saving throw negates any lost experience.

Wyvern Features

Rider Bonus Natural Int Maneuver

Level------HD----Armor----Adj--------Class
1-3---------+2------+4---------6----------poor
4-7---------+4------+6---------7--------average
8-10-------+6------+8---------8----------good


Bonus HD: These are extra Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount's base attack bonus and base save bonuses, as normal.


Natural Armor: This is a bonus to the mount's natural armor rating.

Int Adj: The mount's intelligence score (the wyvern becomes smarter than normal animals of its kind).

Maneuverability Class: Flight maneuverability class of wyvern is improved as shown.
Myrth

06-15-04, 02:39 AM
Very nice work in here I must say!

I was wondering if you take requests?

If so, would you perhaps be interested in creating a guildmage for me? I'm looking for one with bonus item creation and metamagic feats, kind of a independant guild, so no XP costs, but perhaps higher gold cost. Improved spell acuisition, as i perhaps 3 spells learned pr. level. Bonus feats to be considered also:

Magical Artisan
Improved Counterspelling
Portal Master

As for the guild I was picturing something like the Cloaks of Mulmaster or maybe one more of the neutral sort. An independant and neutral guild. The members pay something like 50-100 gold a month (expensive!) and then have access to libraries, lectures, and so on...
Raistlin_the_mage

06-15-04, 08:32 AM
Do you have anything on The Metamage?
Green Elven Vampire

06-23-04, 10:30 PM
Hello girls and guys...

I'm soooooooo sorry I haven't been on the boards or regulating this thread in the past 3 weeks, but I have been promoted in my career to Soús Chef and my hours now range about 60 to 70 a week. That leaves me very little time to do much of anything. But... I promise to catch up on all the past posts and PrC's and place them all on the index list as needed.

I hope you all understand the power and responsability that comes with being a Soús Chef, and that I will do all I can to find time for you all when I can. Other than that, keep up the good work and I'll see you all soon.

Sincerely,
GEV.
XunValDorl of HouseKilsek

06-23-04, 10:38 PM
Spell Lord
(Specialty Cleric of Azuth)


http://www.sullen.darkbow.dk/images/deities/Azuthsymbol.jpg

http://www.geocities.com/shareebee9/files/wizard21.gif http://www.geocities.com/shareebee9/files/wizz.gif


Azuth (ah-zooth) is the deity of arcane spellcasters, rather than magic itself. A somber father figure of a god, he has a dry, sardonic wit and appreciates subtle humor. He carries the Old Staff, a divine artifact with the powers of a staff of power and a staff of the magi and the ability to reflect or absorb magic.
His church embraces the use of magic for constructive purposes and tries to acquire copies of every spell ever made (sometimes resorting to spying and temporary theft) so that the loss of a spellcaster doesn't mean the loss of unique repertoire of spells. The Azuthan church also sponsors mage fairs, tries to curb the use of destructive and deceitful magic, and gives away spellbooks and minor magic items to people with the potential to become a spellcasters.
Clerics of Azuth prey for their spells at dusk. The only official holy day of the church is the celebration of the ascention of a new Magister; however, meals within an temple are accompanied by the reading of works on the ethics of amgic use and the philosophy of magic. Many clerics multiclass as sorcerers or wizards.
History/relationships : Azuth was the first Magister, the mightiest of mortal wizards. His powers was so great that he defeated the deity Savras in a protracted magical battle that lasted on and off for years. He finally imprisoned Savra's essence in a staff. Azuth rose to divinity wit the help of Mystra and he has been her servant, friend and advisor ever since. His subordinates are the specialized Faerûnian deities of magic; Savras, freed from the staff, and Velsharoon. He is friendly with deities of knowledge, art, and, study, but opposes deities of falsehoods and wanton destruction, such as Cyric.
Dogma : Reason is the best way to approach magic, and magic can be examined and reduced to its component parts through study and meditation. Maintain calm and use caution in your spellcasting and magic use to avoid making mistakes that even magic cannot undo. Use the art wisely, and always be mindful of when it is best not to use magic. Teach the wielding of magic and dispense learning items throughout Faerûn that the use and knowledge of magic may spread. Live and teach the idea that with magical power comes grave responsibility. Learn every new spell you discover and make a copy for the temple library. Do not hoard your knowledge, and encourage creativity in magic in all ways and at all times.

Special followers of Azuth are known as Spell Lords.
I designed this PrC with Azuth in mind. but you are free to
change what you like and make it for another deity. Please
leave your comments.



BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Power of Azuth
2. +1 +0 +0 +3 Speed of Azuth +1 to caster level
3. +1 +1 +1 +3 Knowledge of Azuth
4. +2 +1 +1 +4 Touch of Azuth +1 to caster level
5. +2 +1 +1 +4 Lesson of Azuth I
6. +3 +2 +2 +5 Memory of Azuth I +1 to caster level
7. +3 +2 +2 +5 Lesson of Azuth II
8. +4 +2 +2 +6 Memory of Azuth II +1 to caster level
9. +4 +3 +3 +6 Shield of Azuth
10.+5 +3 +3 +7 Protection of Azuth +1 to caster level


Hit Dice: d8
Skills: 2 + Int Mod.
Skills: Alchemy (Int), Concentration (Con), Craft (Any) (Int),
Decipher Script (Int), Knowledge (All skills taken individually)
(Int), Sense Motive (Wis), Spot (Wis).

Requirements: Must be able to cast 4th level or higher divine spells.
Knowledge (Religion) 8 ranks (Azuth).
Knowledge (Arcana) 5 ranks
Spellcraft 8 ranks
Must have the Magic domain. Must worship Azuth.


Power of Azuth: With this gift, the Spell Lord may
cast spells from the Sorcerer/Wizard spell list, in
addition to priest spells. Spell Lords cast these as Wizards equal to
their Spell Lord level. For example, a 1st level Spell Lord casts
Arcane spells as a 1st level Wizard and cannot gain spells that are
not available to a 1st level mage. Spell Lords pray for their arcane
spells instead of studying to memorize them, and chosen Wizard
spells replace clerical spells potentially available for use that day.
(In other words, the arcane spell occupies a priest spells slot.
Further, a Spell Lord may only take Sorcerer/Wizard spells from
a single school (Abjuration, Alteration, Necromancy etc..). This
school is determined when the first Sorcerer/Wizard spell is
requested from Azuth. From that point on, all Sorcerer/Wizard
spells prayed for by the Spell Lord must be from that school
and cannot be from any other, with the exception of the
Universal school of magic, which is always available. (Example),
A first level Spell Lord is the equivalent of a 1st level Wizard, so
the Spell Lord gets to use his priest spell slots to pray for 3 zero
level arcane spells and 1 first level arcane spell. You use your
Wisdom to determine bonus spells, and to determine the DC of
your arcane spells, just like a Wizard uses his Intelligence. The
same rule applies about your Wisdom having to be high enough
to have access to higher level spells. (Example) with a 15 Wisdom
you can cast up to 5th level spells.

Speed of Azuth: With this gift the
Spell Lord gains the casting speed of the Lord of Spells. The Spell
Lord gains the Quicken Spell feat, except that it only uses a spell
slot three levels higher.

Knowledge of Azuth: Upon receiving this gift the Spell Lord gains a +4 bonus
to his Spellcraft and Knowledge Arcana skills.


Touch of Azuth: By means of this
gift, the Spell Lord can Identify magical items by touch. Use of this
ability cannot awaken any curse or item powers. The duration of the
identify is instantaneous. An item may only be identified once by a
particular Spell Lord, another attempt on the same item can’t be
made until the Spell Lord gains another level. This ability can
be used at will for a total of 2/day.

Lesson of Azuth I: This gift bestows one of Azuth’s lessons. The Spell Lord gains a meta-magic feat.

Memory of Azuth I: This gift can affect any one spell that the Spell Lord has already in memory.
Once the spell is chosen by silent will of the Spell Lord, the gift
cannot be shifted to another spell. The chosen spell becomes castable thrice without any additional preparation, loss of other memorized spells, or loss of spell preperation slots. The first use of the spell chosen to be affected by this gift is cast as normal in all respects, but the second and third castings of the chosen spell are under the affects of the Silent, and Still Spell feats. The two additional spells are cast just like you would a normal spell in regards to how many spells per round you can cast. The DC for these additional spells is the same as the original spell. This gift cannot affect a spell that is already under the affects of this gift. They don’t stack. Only one Memory of Azuth I gift may be in use on a given spell slot at a time; any attempt to use multiple Memory of Azuth I gifts on a given spell in memory results in the Spell Lord being Feebleminded as cast by a Wizard of the Spell Lord’s level. Memory of Azuth I may not stack with Memory of Azuth II. but they can be used along with each other, just on different spells slots. This takes ability is a free action. It can be used 1/2 days. The extra spells last until cast, or dismissed which counts as being cast. This gift can be used on arcane spells gained from being a Spell Lord.

Lesson of Azuth II: This gift bestows another of Azuth’s lessons on the Spell Lord. He gains another meta-magic feat.


Memory of Azuth II: This gift enables the Spell Lord to bring back into memory two duplicates
of the last spell cast before this gift, in order to enable that spell
to be cast twice again. A spell used with this gift appears as two
phantom spells that can be carried in addition to the normal spell
load of the Spell Lord. Each of these extra spells can be unleashed
by silent act of will with a normal casting time that counts as a
partial action, and doesn’t need any sort of components. Spells
that still require an XP cost are still paid with XP as normally.
If the Spell Lord so desires, one of the recalled spells can
precisely duplicate in efficacy (hit points of damage, area of
affect, etc…) the original spell from which the gift copied it’s
phantom spells or—if this exact duplicate is the second recalled
spell to be unleashed—it’s called twin. A Spell Lord may only
carry in mind one spell that used this gift(that it, two Phantom
Spells) and one uncast spell using this gift at a time. Using this
gift again while one is still in effect result in the Spell Lord
being Feebleminded as the spell cast by a Wizard of the Spell
Lord’s level. This gift can’t be used on 7th lvl or higher spells.
This gift can be used 1/2 days. Using it is a free action. The
duration ends when the spells are cast or dismissed, which
counts as being cast. This gift can be used on the arcane spells
that the Spell Lord gets.

Shield of Azuth: This gift enables the Spell Lord, or a touched recipient immune to all magical effects on the round after this gift is used. This immunity includes an immunity to previously applied protections and aids and on going effects. The spell does not prevent such magics from operating; it simply prevents the protected being from being affected in any way by them for one round. This ability takes a standard action to use, and it can be used 1/week.

Protection of Azuth: This is the greatest gift that a Spell Lord can receive from Azuth. The school of magic that the Spell Lord chose at first level is the school of magic that the Spell Lord has been granted a resistance to. This applies for all arcane spells. The Spell Lord is still able to cast protections on himself if the school he chose is one that he is resistant to. The Spell Lord is granted a 25 SR vs. spells that come from the school that he chose to be able to cast arcane spells from.
JRR

06-24-04, 04:40 PM
Everyone has their own idea on how the bladesinger is supposed to work and here is mine. Tell me what you think.
[EDIT] I have done a few manipulations to the class and feats to mimic the 2ed bladesinger more.

BLADESINGER
Hit Dice: D8

Requirements
Race: Elf or half-elf

Base Attack Bonus: +5

Skills: Concentration 5 ranks, Perform (dance) 4 ranks, Perform (sing) 1 rank, Spellcraft 5 ranks, and Tumble 4 ranks.

Feats: Combat Casting, Combat Expertise, Weapon Focus (any medium-sized melee weapon), Bladesong Fighting Style.

Spellcasting: Ability to cast 1st level arcane spells.

Class Skills
The bladesinger’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge all skill taken individually (Int), Perform (Cha), Sense Motive (Wis), Spellcraft (Int), Tumble (Dex)*.
*A bladesinger may make a Perform (dance) check rather than Tumble when attempting a Tumble check.
Skill Points: 4 + Int modifier.

Class Features
All of the following are features of the bladesinger prestige class.
Weapon and Armor Proficiency: The bladesinger gains armor proficiency light armor. She does not gain any weapon proficiencies and must follow the rules stated in the Bladesong Fighting Style feat.

Armored Casting (Ex): At 1st level the Bladesinger reduces her arcane spell failure by 10% while wearing light armor.

Bladesong Mastery (Ex): The Bladesinger gains the Improved Bladesong Fighting Style feat at 1st level, even is she does not meet the prerequisite. After the Bladesinger chooses her favored weapon, she loses all proficiencies with weapons that are not similar to the chosen weapon. i.e. Velanya takes her first level of Bladesinger and chooses to use the whip. She now loses all weapon proficiencies with weapons that do not behave in a similar manner. She can use a flail with no penalty, but not a longsword.

Spell Stance (Ex): The bladesinger may take 10 when making a Concentration check to cast defensively.

Unfeasible Combatant (Ex): At second level the bladesinger is treated as having a weapon one size larger when defending against disarm or sunder attempts.

Improved Armored Casting (Ex): Upon reaching 5th level the Bladesinger no longer risks spell failure while wearing light armor.

Improved Bladesong Mastery (Ex): The bladesinger gains the Greater Bladesong Fighting Style feat, even if she does not meet the prerequisite.

Spell Attack (Su): If the bladesinger makes a full attack using the normal number of attacks (i.e. 1 attack per 5 points of base attack bonus), she may also cast a single 1 action spell as a free action.

Impossible Combatant (Ex): At ninth level the bladesinger is treated as having a weapon of two sizes larger when defending against a disarm or sunder attempt.

Improved Spell Attack (Ex): When using a spell attack, the bladesinger may attack with the normal -5 to hit per extra attack instead of -3, to gain a shield bonus to her armor class equal to her bladesinger level divided by 2.

Perfect Bladesong Mastery (Ex): At 10th level the bladesinger has become the perfect master over her weapon. This increases the damage dice of her weapon by one category and the critical threat range by 1 point, i.e. a longsword with 1d8 damage and 19-20/x2 critical now deals 1d10 damage and 18-20/x2 critical. This ability stacks with magically keen weapons and/or the Improved Critical feat.

Bladesinger
Lvl BAB Fort Ref Will Special Spells Per Day
1st +1 +0 +2 +2 Armored casting, bladesong mastery, spell stance +1 level of existing arcane class
2nd +2 +0 +3 +3 Unfeasible combatant
3rd +3 +1 +3 +3 Uncanny dodge +1 level of existing arcane class
4th +4 +1 +4 +4 Improved armored casting +1 level of existing arcane class
5th +5 +1 +4 +4 Improved bladesong mastery
6th +6 +2 +5 +5 Spell attack +1 level of existing arcane class
7th +7 +2 +5 +5 Improved uncanny dodge +1 level of existing arcane class
8th +8 +2 +6 +6 Impossible combatant
9th +9 +3 +6 +6 +1 level of existing arcane class
10th +10 +3 +7 +7 Perfect bladesong mastery +1 level of existing arcane class

BLADESINGER TRAINING [REGIONAL]
You have spent the years of your youth studying the art of the bladesong and learning every niche of the elven way of life.
Perquisites: Elf or half-elf.
Benefit: Perform (dance) is a class skill for your current class and all future classes. You start play with 4 free ranks in this skill and a +1 insight bonus that you may add to you attack rolls or your AC as a free action. You lose this bonus anytime you would lose your Dex bonus to your AC.
Special: You may select this feat only as a 1st-level character. You may only have one regional feat.
This feat stacks with all Bladesong Fighting Style Feats.

BLADESONG FIGHTING STYLE [GENERAL]
You have learned the rudiments of the ancient elven fighting style, the bladesong.
Perquisites: Elf or half-elf, Dex 15, Int 15, Combat Expertise, Weapon Focus (any one-handed weapon), Perform (dance) 1 rank. Must devote a minimum of 10 years training with another character, who has at least 5 levels in the bladesinger prestige class, or you have the Bladesinger Bloodline feat.
Benefit: While wearing light armor and wielding only the weapon you had a Weapon Focus in when you chose this feat, you may add you Int modifier to your attack rolls or your AC as an insight bonus. This may be split any way you choose. You lose this bonus any time you would lose your Dex bonus to AC.
If you use a shield or any weapon besides the one you have chosen you lose all of the benefits of this feat.
Special: Once you choose the Bladesong Fighting Style you lose (and cannot regain) all Weapon Proficiencies from weapons that are not similar. If you chose the longsword as your favored weapon you could still use all heavy swords without penalty, but if you use a quarterstaff you suffer the -4 non-proficiency penalty.
Unlike other fighting styles, the bladesong stacks with all Single Weapon Fighting Style and Two-handed Fighting Style feats.
A fighter may choose Bladesong Fighting Style as one of his bonus feats.

IMPROVED BLADESONG FIGHTING STYLE [GENERAL]
You are an expert at the art of the bladesong.
Perquisites: Elf or half-elf, Dex 17, Int 17, Combat Expertise, Weapon Focus (any one-handed weapon), Bladesong Fighting Style, Perform (dance) 5 ranks, base attack bonus +6.
Benefit: You no longer provoke attacks of opportunity from doing any of the special combat moves, including: disarm, trip, sunder, etc. If you later gain Improved Disarm, Trip, Sunder, etc., you get an additional bonus +6 rather than +4.
Special: Unlike other fighting styles, the bladesong stacks with all Single Weapon Fighting Style and Two-handed Fighting Style feats.
A 1st-level bladesinger gains Improved Bladesong Fighting Style as a bonus feat, even if she does not have the prerequisite for it.
A fighter may choose Improved Bladesong Fighting Style as one of his bonus feats.

GREATER BLADESONG FIGHTING STYLE [GENERAL]
You are a master at the art of the bladesong.
Perquisites: Elf or half-elf, Dex 19, Int 19, Combat Expertise, Weapon Focus (any one-handed weapon), Bladesong Fighting Style, Improved Bladesong Fighting Style, Perform (dance) 8 ranks, base attack bonus +11.
Benefit: When determining the number of attacks you get each round you subtract -3 from your base attack bonus instead of 5 while using the weapon you have chosen for the bladesong and wearing light armor. You may have no more than four attacks in this manner.
Special: Unlike other fighting styles, the bladesong stacks with all Single Weapon Fighting Style and Two-handed Fighting Style feats.
A 5th-level bladesinger gains Greater Bladesong Fighting Style as a bonus feat, even if she does not have the prerequisite for it.
A fighter may choose Greater Bladesong Fighting Style as one of his bonus feats.
Syllepsis

06-25-04, 01:20 PM
I love making prestige classes (and base classes)... but im currently STUCK on vacation for a month.. WITHOUT my dnd books :( im living off of these message boards, but i have one thing driving me crazy! im currently in the middle of a FR series in which a drow deathsinger (a bard PrC if u havn't read the books..) is a character! I would like to request that someone make it for me, since i can't right now! thnks to any who take up the challenge! And keep up the good work, everyone who has posted on here has done amazing work!

syll
Green Elven Vampire

07-01-04, 08:39 PM
Well folks, this thread has been updated finally and everyones PrC's are on the Index list with their names. Keep up the great work and I'll keep updating.

Game hard!
Chernin

07-04-04, 02:23 PM
DAGGER OF THE DARK ONE v1.0

This is a (another) variant of the Ninja-Of-The-Crescent-Moon-PrC. I made it specially for my top-BBEG as the ultimate terror of my players.
My villain was a vampire so I had no interest in kuji-kiri (hypnotic pattern with hand gestures), improved kuji-kiri and gaseous form.
In order to meet the requirements he had 2 monk levels so the monklike armor bonuses were not attractive, too.
In the end I integrated some elements from other “Ninja-PrC” and since the the new PrC was more powerful I raised the requirements.
(pretty useless since I tailored this PrC on my villain…no way he could not meet them)

Hit Die: d6

Requirements:
To qualify to become a Dagger of the Dark One (DotDO), a character must fulfill the following criteria:
Alignment: non-good
Base Attack Bonus: 8
Skills: Move Silently 13, Hide 13, Balance 5 ranks, Climb 5 ranks, Jump 5 ranks, Tumble 5 ranks,
Feats: Improved Unarmed Strike, Deflect Arrows, Quick-Draw, Mobility, Combat Reflexes, Improved Initiative
Special: Evasion class feature, must contact the Cult of the Dark One*

Class Skills:
DotDO class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.

Level BAB Fort Ref Will
--------------------------
1 +0 +0 +2 +2
2 +1 +0 +3 +3
3 +2 +1 +3 +3
4 +3 +1 +4 +4
5 +3 +1 +4 +4
6 +4 +2 +5 +5
7 +5 +2 +5 +5
8 +6 +2 +6 +6
9 +6 +3 +6 +6
10 +7 +3 +7 +7
*
Level Special Abilities Spells
-----------------------------------------------------------
1 Speed of Darkness, Sneak Attack +1d6
2 Improved Evasion, Acobatics + 5
3 Poison Use, Sneak Attack + 2d6
4 Fast Climb, Silencing Attack, Acrobatics + 10
5 Fast Sneak, Sneak Attack + 3d6
6 Hide in Plain Sight, Opportunist
7 A Thousand Faces, Sneak Attack + 4d6
8 Invisibility, Slippery Mind
9 Blindsight, Sneak Attack + 5d6, Acrobatics + 15
10 Always Sneaky, Ethereal Jaunt

Class Features:
Weapon and Armor Proficiency:
DotDO gain no proficiency with any weapon or armor.

Speed of Darkness (Ex):
The strength of a DotDO’s attack lies in his ability to strike quickly at exposed areas and fade away. A DotDO adds his Intelligence modifier to his initiative roll.

Sneak Attack:
If a DotDO can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The DotDO attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the DotDO flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two levels thereafter. Should the DotDO score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a DotDO can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A DotDO can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The DotDO must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A DotDO cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

If a DotDO gets a sneak attack bonus from another source, the bonuses on damage stack.

Improved Evasion (Ex):
This ability works like evasion, except that while the DotDO still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless DotDO does not gain the benefit of improved evasion.

Acrobatics (Su):
DotDO gains a +5 competence bonus on balance, climb, jump, and tumble checks. At 4th level, this bonus increase to +10 and at 9th level to +15. For the purposes of jumping distance the DotDO’s maximum distance is no longer limited by their height. In addition, a DotDO can always choose to take 10 on a balance, climb, jump, or tumble check, even when circumstances would normally prevent it.

Poison Use:
DotDOs are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Fast Climb (Ex):
At fourth level, the DotDO can now move his normal speed as a full round action or half his speed as a move equivalent action with a successful Climb check. He also retains his Dex bonus to AC while climbing.

Silencing Attack (Su):
If the DotDO successfully hits a flat-footed opponent with a melee attack, the opponent is unable to speak for one round. This prevents casting spells with a verbal component and shouting warnings and alarms.

Fast Sneak (Ex)
At level five, the DotDO can move at his normal speed while using Hide and Move Silently without suffering a penalty to those skills.

Hide in Plain Sight (Su):
A DotDO can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a DotDO can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Opportunist (Ex):
Once per round, the DotDO can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the DotDO’s attack of opportunity for that round. Even a DotDO with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

A Thousand Faces (Su):
At 7th level, a DotDO gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Invisibility (Sp):
The DotDO can turn invisible (as the spell Invisibility, but targeting himself only) once daily for each level of DotDO.

Slippery Mind (Ex):
At 8th level, if a DotDO is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell’s effects occur normally.

Blindsight (Ex):
Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the DotDO maneeuvers and fights just as well in darkness as in light. Invisibility and darkness are irrelevant, though the DotDO still cannot discern ethereal beings. The DotDO’s blindsight extends for 60 feet.

Allways Sneaky (Ex):
The DotDO is always considered to be taking a 10 on his move silently and hide. Unless the DotDO chooses to suppress this ability others much make a spot and listen check to notice the DotDO’s presence..

Ethereal Jaunt (Sp):
By focusing his inner energies, the DotDO can become ethereal for a moment or two. Three times a day as a free action, the DotDO can make a ethereal jaunt (as the spell of the same name, except the duration is only 1 round).

=============
*In my campain the Cult of the Dark One is a major (if very secretive) evil Organisation/Church. The venerate a Demon-Lord (the full program: (demi-)human sacrifices, subverting the masses to the worship of the Dark One, dealing in poisons..…amassing power whatever it takes)
Cult of the Dark One = THE evil guys for my players
The Daggers of the Dark One are his elite assasins/strikeforce/saboteurs
skinny_rat_boy

07-07-04, 07:53 PM
i just cant seem to decide.........................
There is a lot of PrC ideas that i have been thinking about lateley............ the problem is that i only have time to make one, which of the following would you like to see????

: Soulflayer
: Painbound Of Loviatar
: Illuskan Skirmisher
: Bendmage
: Keeper Of Keys
: Malice Of Malar
Poiniard

07-08-04, 08:09 AM
The Drowslayer: Though the insidious Drow are feared by nearly all surface (and for that matter, subterranean) creatures, there are some who hate them with a fury and have devoted their lives to ridding the world of their presence. These rare individuals can come in many shapes and sizes, from any land or creed, of any race or appearance. Someone who has run afoul of the Drow (and lived to tell the tale) may choose to forsake all things of his former life and become a professional hunter of the Drow, bent on revenge and fueled by hatred.

The Drowslayer does not draw his skills and prowess from any divine or arcane source, although some Drowslayers attribute their powers to the will of the gods they serve. Nevertheless, the Drowslayer has perfected the art of killing his sworn enemy by extensive study and practice and by honing his combat skills to the utmost they can be.

By their very nature, Drowslayers must be extremely hardy, strong and valiant to maintain a profession of such difficulty and danger. They also tend to be somewhat unstable emotionally, completely consumed by their hatred for their enemy and bent on their destruction. All Drowslayers make a solemn oath against the Drow in some form or another, and are bound by that oath. If they fail in its responsibilities they become ex-Drowslayers and cannot continue to gain levels in the class.

Hit Die: d10

Requirements:
Base Attack Bonus: +8
Knowledge (Drow) 6 ranks
Knowledge (The Underdark) 6 ranks
Language:: Undercommon
Feats: Expertise, Iron Will, Great Fortitude
Special:You must have faced Drow in battle in their own environment (the Underdark), been injured by a Drow (normal damage, magic damage or even something as esoteric as emotional scarring. Use DM discression on this requirement) and have devoted a significant portion of your life before or since the event to the study of the Drow and their ways.

Class Skills: Climb (Str), Jump (Str), Move Silently (Dex), Hide (Dex), Intimidate (Cha), Gather Information (Cha), Spot (Wis), Listen (Wis), Craft (Int), Profession (Wis), Knowledge (Drow) (Int), Knowledge (Underdark) (Int).
Skill Points at Each Level: 4 + Int modifier.

Level-----Bab-----Fort----Ref----Will
1st---------+1------+2------+0------+2
2nd--------+2------+3------+0------+3
3rd--------+3------+3------+1------+3
4th--------+4------+4------+1------+4
5th--------+5------+4------+1------+4
6th--------+6------+5------+2------+5
7th--------+7------+5------+2------+5
8th--------+8------+6------+2------+6
9th--------+9------+6------+3------+6
10th------+10-----+7------+3------+7

Spells Known:
----------1st-----2nd-----3rd----4th
1st---------0-------------------------
2nd---------1------------------------
3rd---------1------------------------
4th---------1-------1----------------
5th---------1-------1-------0--------
6th---------1-------1-------1--------
7th---------2-------1-------1-------0
8th---------2-------1-------1-------1
9th---------2-------2-------1-------1
10th--------2-------2-------2-------1

*Note – the Drowslayer may receive more spells for having high Charisma, as per table 1-1 in the Players Handbook on page 8.

Spells:
1st – magic weapon, cure light wounds, remove fear, entropic shield
2nd – cure moderate wounds, continual flame, searing light, aid
3rd – cure serious wounds, protection from elements, fire shield, daylight
4th – cure critical wounds, dismissal, neutralize poison, dispel magic

Class Features
Level----Class Feature(s)
1st------- Sworn Enemy, Oath of Vengeance
2nd------ Avenging Fury
3rd------ Practiced Resistance
4th------
5th------ Eyes of My Enemy
6th------ Deadly Precision
7th------
8th------ Sun Strike
9th------
10th----- Drow's Bane

Weapon and Armor Proficiency: The Drowslayer is proficient with light, medium and heavy armor, shields, and all simple and martial weapons.

Sworn Enemy: Starting at 1st level, the Drowslayer begins his career by naming the Drow as his sworn enemy. This can be applied to the entire Drow race, a group or an individual. Regardless, the Drowslayer sees all Drow as a menace and will do as much harm to them as he can, even if his quarrel is with a single person. By swearing them his enemy, the Drowslayer receives a +1 bonus to hit all Drow (note this ability works only on drow elves, and no other subrace of the Elven family).

Oath of Vengeance:Also at 1st level, the Drowslayer takes his Oath of Vengeance, which binds him to his task of defeating the Drow. This oath acts as a code of conduct and governs most every aspect of the Drowslayer’s life. The Drowslayer must adhere to the following:
-Never show mercy to a defeated Drow; never flee from battle with Drow
-Refuse to surrender even in hopeless situations
-Never take a course that leads too far from the goal of defeating the Drow
-Never consciously or willingly aid the Drow in any way
-Allow his personal spoils from victories against Drow to go only toward further means of defeating them (ie, if his money is not going to weapons and items to help him kill drow, or to hire people to help him kill drow or what have you, he is not fulfilling the oath).

The oath does not restrict a Drowslayer from ever leaving the Underdark and doing anything other than killing Drow. No Drowslayer is invincible. However it does keep a Drowslayer out of any endeavor that would deflect him from his pursuits for any extended period. Drowslayers will join adventuring parties, but will not stay with them should their interests turn elsewhere. If a party is hunting the orc slaves of a formidable Drow army, this can be considered fighting against the Drow. If a party is chasing down a dragon on the other side of Oerth, that has nothing to do with Drow, this can be considered deviating from the course.
If at any time the Drowslayer willfully breaks his oath, he becomes and ex-Drowslayer and cannot gain any more levels in the prestige class. There is no way for an ex-Drowslayer to regain his status. A Drowslayer would rather die than break his oath and submit to his enemies. Note: A Drowslayer may willingly break his oath once his thirst for revenge has been quenched, if, for example, he finally found and killed the Drow priestess responsible for murdering his family. He may return to a “normal” life at this point, his quest fulfilled. Mostly, though, vengeance is a game of diminishing returns and Drowslayers keep their profession for life, as it becomes almost an obsession.

Avenging Fury: At 2nd level, the Drowslayer gains the extraordinary ability to strike a Drow with a powerful, hate-fueled blow once per day. To use this ability, he must declare an attack as an Avenging Fury attempt. He then adds his charisma modifier (if positive) to his attack roll and adds his levels of Drowslayer to the damage. For example, a fighter 10/drowslayer 3 with a 13 charisma would add 1 to his attack roll and 3 to his damage roll. This ability can be used once per day, and counts as a smite ability. The feat Extra Smiting in the Defenders of the Faith supplement can add to the number of smite attempts per day. This ability may only be used against Drow. If an Avenging Fury attack roll misses, the smite attempt is still lost for that day.

Practiced Resistance: Starting at 3rd level, the Drowslayer develops an innate resistance to the poisons often used by his enemy and other dangerous denizens of the Underdark. He gains a +2 resistance bonus on all Fortitude saves against poisons, such as those from Drow arrows.

The Eyes of My Enemy: At 5th level, the Drowslayer has spent so much time underground hunting Drow that he has grown accustomed to the darkness and developed an acute sense of sight even in the blackest places. This is an extraordinary ability that grants the Drowslayer 60 foot darkvision.

Deadly Precision: Drowslayers who have reached 6th level are so practiced in the art of killing Drow that their attacks become uncannily precise can more easily hit the vital areas of their targets. Any edged weapon the Drowslayer uses gains an effect identical to the keen weapon property. This ability works only against Drow, and is not part of the weapon but rather is in the skill of the wielder. This is an extraordinary ability.

Sun Strike: At 8th level, a Drowslayer may imbue his weapon with a magical effect that allows him to call forth a blinding explosion of sunlight against a single target. As a standard action, the Drowslayer may enchant his weapon with the spell sunburst as cast by a 9th level sorcerer. He may do this 3 times per day. Once the weapon is “charged,” it will remain so for 10 rounds, but is discharged on any successful melee hit. Imbuing a weapon with this power in battle provokes an attack of opportunity. He may only use this ability on his own weapons. The spell-like ability is automatically canceled 1 round after the weapon leaves the Drowslayer’s hand for any reason. The Drowslayer may have only one Sun Strike imbued weapon at a time.

Drow’s Bane: At 10th level, the Drowslayer has reached the pinnacle of skill in fighting the Drow. He can imbue one magic weapon of his choice with the bane ability for the cost of increasing the weapon’s bonus by +2, as if he had the Craft Magic Arms and Armor feat (he does not need this feat to use this ability). This ability may only be used once, upon a single weapon. If lost or stolen, the Drowslayer must make every attempt to retrieve the weapon. If the weapon cannot be recovered or is destroyed the Drowslayer may craft another after one year and one day.
The Simbul

07-12-04, 02:28 AM
Here is the version of the Archmage prestige class which was not published in the Forgotten Realms Campaign Sourcebook. It was virtually identical to the Hierophant in terms of prerequisites, lack of spellcasting progression (but increase in caster level), the ability to select a metamagic feat in place of a high arcana ability, and in that choosing a high arcana ability did not require the loss or expenditure of a spell slot.

It is taken from a post on Sean K. Reynolds website here (http://www.seankreynolds.com/rpgfiles/prestige/ZZZoriginalarchmage.html), and it is the version I use in my campaigns. I have updated the Archmage as printed in the 3.5 D&D System Reference Document (Open Gaming Content) and have restored it to its original un-published (and in my opinion, superior) version here in the standard PrC format for anyone who wishes to use it:

ARCHMAGE
Hit Die: d4.
Requirements
To qualify to become an archmage, a character must fulfill all the following criteria.
Skills: Knowledge Arcana 15 ranks.
Feats: any metamagic feat.
Spells: Ability to cast 7th-level arcane spells.

The Archmage

BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 High Arcana
2. +1 +0 +0 +3 High Arcana
3. +1 +1 +1 +3 High Arcana
4. +2 +1 +1 +4 High Arcana
5. +2 +1 +1 +4 High Arcana

Class Features
All the following are Class Features of the archmage prestige class.
Weapon and Armor Proficiency: Archmages gain no proficiency with any weapon or armor.
Spells and Caster Level: Levels in the archmage prestige class, even though they do not advance spell progression in the character’s base class, still stack with the character’s base arcana spellcasting levels to determine caster level.
High Arcana: Every level, an archmage gains a special ability of her choice from among those described below.

Arcane Fire (Su): The archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of archmage) that deals 1d6 points of damage per class level of the archmage plus 1d6 points of damage per level of the spell used to create the effect.

Arcane Reach (Su): The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet.

Mastery of Counterspelling: When the archmage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled.

Mastery of Elements: The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting.

Mastery of Shaping: The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.

Metamagic Feat: An Archmage can choose a metamagic feat in place of one of the high arcana abilities described here if desired.

Spell Power: This ability increases the archmage’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). This ability can be selected more than once, and changes to effective caster level are cumulative.

Spell-Like Ability: An archmage who selects this type of high arcana can use one of her arcane spell slots to permanently prepare one of her arcane spells as a spell-like ability that can be used twice per day. The archmage does not use any components when casting the spell, although a spell that costs XP to cast still does so and a spell with a costly material component instead costs her 10 times that amount in XP.
The spell-like ability normally uses a spell slot of the spell’s level, although the archmage can choose to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level.
The archmage may use an available higher-level spell slot in order to use the spell-like ability more often. Using a slot three levels higher than the chosen spell allows her to use the spell-like ability four times per day, and a slot six levels higher lets her use it six times per day.
If spell-like ability is selected more than one time as a high arcana choice, this ability can apply to the same spell chosen the first time (increasing the number of times per day it can be used) or to a different spell.
pyrognome

07-16-04, 12:20 PM
has anyone thought of revamping the Gnome Artificer for 3.5? i am going to make an attempt and any input would be appreciated.
Rastapopalous

08-11-04, 06:26 AM
I would just like to suggest that you tone down some of your prestige classes. The Moon Owls ability that denies even a rogue's dex to ac is a bit extreme as this isnt actually possible as the whole point of the ability is that a rogue is ALWAYS on alert and ready for anything.
Green Elven Vampire

08-13-04, 04:56 PM
Originally posted by Rastapopalous
I would just like to suggest that you tone down some of your prestige classes. The Moon Owls ability that denies even a rogue's dex to ac is a bit extreme as this isnt actually possible as the whole point of the ability is that a rogue is ALWAYS on alert and ready for anything. The whole point of the Moon Owl is that they are a special breed of Rogue. The pre-reques balance it all out too. Will you also suggest that the Shadow Lord's ability to "shadow pounce" is unfair as well?

The Moon Owl specializes in intrigue, thievery and constant vigilance... therefore they can out-wit most other rogues well enough to deny them their one single ability. Other than that I've gotten some great reviews on the Moon Owl PrC as well as my others which I think are more powerful. :)

Ohhh, btw... SIMBUL... Great Archmage!!!!! Keep up the wonderful work.
isaac anthony

08-13-04, 10:17 PM
newb alert :bigeyes:

so me and some friends started playing again recently, for the first time in like 10 years...

anyway, i was looking at the spellsword class (complete fighter) and i dug it, but i thought it was a bit powerfull.

i've been suggesting lowering hp to d4, changing the armor fail to start at 5% at max at 25%, and maybe even getting rid of the casting through the sword thing (i just mainly like the armor part).

but adding casting at every level rather than every-other. the other option was to replace the spell-sword stuff with more bonus to hit/dmg to make it less powerfull.

thoughts on this?
Antarx

08-13-04, 10:40 PM
this is my first PrC. I hope you find it funny

The Knight of Forest: Shadoweir (http://boards1.wizards.com/showthread.php?s=&threadid=292602)
RadicalTaoist

08-18-04, 12:25 AM
Hey, could I put up a request for Chultan Peninsula themed PrCs? Serpent Kingdoms already has the Serpent Hunter, but I was looking for stuff along the lines of:
Seeker of the Uluu Thalongh (see sidebar in the Chult region in the original 3rd edish FRCS)
Volcano watcher (for Chultan fire genasi)
divine prestige classes for Ubtao worshippers
Dinosaur rider
Jungle Raider (Olidamarra temple raider designed for jungle habitat, think Indy Jones)
Herbmaster (for druids with the Brew Potion feat, access to the most lethal poisons and powerful healing/restorative magic)
Any help would be appreciated, I am running a mission-based Chultan campaign.
Sehr'Adyn the Red Wizard

08-18-04, 07:06 PM
ehy ther everyone...i thought i would post a new PrC i've been working on for my campaign, and was hoping to get some feedback from the rest of you...

Coven Witch/ Warlock

Hit Dice: d4

Requirements:
Knowledge (Arcana): 8 ranks
Feats: two metamagic feats, one of which must be cooperative casting
Spells: must be able to spontaneously cast spells of 2nd level or higher
Special: must pass an initiation test from other witches/ warlocks in the coven based on characters ability and ingenuity in casting spells.

Class Skills: Alchemy, Concentration, Craft, Diplomacy, Knowledge, Spellcraft.

Skill Points: 2+int mod at each level

Class features:
Weapon and Armor: gain no new weapon or armor proficiencies

Spells per Day: as if gaining a level in prior spellcasting class

Improved Familiar: at 1st level the witch/ warlock gains an improved familiar (as the feat). This familiar also gives him/ her access to the spell pool when in contact.

Spellpool: when in contact with their familiar witches and warlocks gain access to the spellpool. At 1st level tehy have access to 1st-3rd level spells, at 4th level they have acces to 4th-6th level spells, and at 7th level they have access to 7th-9th level spells.
However, unlike a wizard's spellpool, witches/ warlocks don't incur spell levels as spellpool debt, but instead must use hit points equal to the spell levels they use, either their own or others. This comes from the witches belief that blood is the fundamental source of life and power.

Bonus Feat: at 2nd and 9th level the witch/ warlock gains a bonus feat. This can be a metamagic feat or an item creation feat.

New Spell: at 5th and 8th level the Witch/ Warlock gains a new spell known. This can be a spell of any level up to one level lower than their current maximum spell level.

Grand Witch/ Warlock: at 10th level the witch/ warlock gains the status as Grand Witch/ Warlock, allowing them to lead their own coven. It also allows them to incur half again as much spellpool debt before being denied access to the spellpool (4.5 times caster instead of the usual 3)


Class Level BaB Fort Ref Wil Special Spells per Day
1st +0 +0 +0 +2 Improved Familiar +1 level
Spellpool 1.
2nd +1 +0 +0 +3 Bonus Feat +1 level
3rd +1 +1 +1 +3 +1 level
4th +2 +1 +1 +4 Spellpool 2. +1 level
5th +2 +1 +1 +4 New Spell +1 level
6th +3 +2 +2 +5 +1 level
7th +3 +2 +2 +5 Spellpool 3 +1 level
8th +4 +2 +2 +6 New Spell +1 level
9th +4 +3 +3 +6 Bonus Feat +1 level
10th +5 +3 +3 +7 Grand Witch/ +1 level
Warlock


This PrC is based on the guild mage from "tome and blood"...and "MoF"...i just felt sorcerers weren't justly represented
DarkKazn

08-20-04, 12:00 PM
These are all kick ***** PrCs. I have used a couple of them in D&D and the are balanced. Also if it isn't to much could someone make a unmaxed Dragoon PrC?
Rogue Extraordinaire

08-20-04, 04:22 PM
The Shadow Shaper
“To light a candle is to cast a shadow.”
The Shadow Shapers are those who have come to realize that shadow is the only real thing in existence. Before light there was only shadow, Shadow Shapers see this as the truth of the world and draw power from the one source they find to always be there for them; if you take away light, there will be shadow, that will never change.
Hit Die: d8
Requirements
To become a Shadow Shaper, a character must meet these prerequisites.
Skills: Hide 10 ranks, Move silently 10 ranks.
Feats: Blind-Fight.
Special: You must travel to the plane of shadow and wait in the darkness, with no form of light, until a creature native of the plain attacks you. You must defeat the foe and consume one pound of it’s flesh before returning to your home plain.

Class Skills: Bluff (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skill Points per Level: 4 + Int Modifier.

Level BAB Fort. Ref. Will. Special
1------ +0---- +0----- +2---- +0-----Blindsight, Know the Shadows

2------ +1---- +0----- +3---- +0----- Dimming Lights

3------ +2---- +1----- +3---- +1----- Sneak Attack +1d6, Hide in Plain
Sight

4------ +3---- +1----- +4---- +1----- Cloak of Shadows

5------ +3---- +1----- +4---- +1----- Shadow Strike

6------ +4---- +2----- +5---- +2----- Sneack Attack +2d6

7------ +5---- +2----- +5---- +2-----

8------ +6---- +2----- +6---- +2----- Shadow Cradle, Shadow Stride

9------ +6---- +3----- +6---- +3----- Sneak Attack +3d6, Shadow
Form

10---- +7---- +3----- +7---- +3----- Deep Shadow

Class Features

Weapon and Armor Proficiencies: The Shadow Shaper gains no new proficiencies.

Blindsight (Ex.): The Shadow Shaper does not need to rely on sight when in his element; darkness. At first level the Shadow shaper gains blindsight at a distance of his intelligence modifier times five.

Know the Shadows (Ex.): The Shadow Shaper knows the shadows so well that when making a hide or move silently check, she does not take movement penalties. Furthermore, when attempting any skill check in darkness, she gains her Shadow Shaper level as a synergy bonus to that check. Also when making any attack that originates in an area of shadow, the Shadow Shaper gains a bonus to her attack roll of one half her levels in this prestige class.

Dimming Lights (Su.): The shadow shaper can, as a standard action, dim all the lights within thirty feet of her by a factor of ten percent per level of Shadow Shaper she is.

Sneak Attack (Ex.): If the Shadow Shaper catches an opponent off guard, she can make an attack that will deal extra damage. When ever a foe is denied their Dexterity bonus to their AC, the Shadow Shaper can make a sneak attack for extra damage.

Hide in plain sight (Ex.): The Shadow Shaper can use the Hide skill even while being observed, as long as she is within five feet of some kind of shadow.

Cloak of Shadows (Su.): As a Standard action, the Shadow Shaper can bring a swirling mass of shadows around him granting twenty percent miss chance.

Shadow Strike (Su.): The Shadow Shaper can reach through the shadows to strike at her enemies. The Shadow Shaper can strike an opponent up to ten feet away through the shadows and catch her off guard, denying the target their dexterity bonus to AC. The Shadow Shaper can do this as many times per day as her Charisma Modifier.

Shadow Cradle (Su.): The Cloak of Shadows ability now provides full concealment to the Shadow Shaper.

Shadow Stride (Su.): The Shadow Shaper can leap through one shadow and come out another via the Dimension Door spell. The shadow through which she exits must be within eyesight. The Shadow Shaper cannot Shadow Stride through her Cloak of Shadows, or her own shadow.

Shadow Form (Su.): The Shadow Shaper can become a pure mass of writhing shadows as per the Ethereal Jaunt spell. The Shadow Shaper can maintain this Shadow Form for as many rounds as she has Charisma Modifier. This ability is usable once a day.

Deep Shadow (Su.): At tenth level, the Shadow Shaper is so in tune with the darkness, that she can enter any shadow and use it like a portal to a miniature plane of shadow that she creates (to create this pocket plane requires twenty-four hours of meditation in total darkness). The Shadow Shaper can make ranged attacks or cast spells from within this plane and the target is denied their Dexterity bonus to AC unless they succeed at a Spot Check DC: equal to the Shadow Shaper’s total ranks in the Hide skill plus their Wisdom Modifier plus their Know the Shadows bonus. Whoever makes the Spot Check can make attacks or target the Shadow Shaper with spells (the shadow shaper is treated as ethereal, only able to be hit by spells or +1 or better weapons and even then they still suffer a 50% miss chance, and her Shadow Cradle ability will stack with this bonus if activated, but its bonus is reduced to 25%. This miss chance is only taken into account when a physical attack is made at the Shadow Shaper, spells penetrate the Shadow Cradle ability normally, but the Shadow Shaper is still considered ethereal for the purposes of spell casting. Force effects are not effected), but to all others, they appear to have completely disappeared. To enter this pocket plane requires a move equivalent action and the Shadow Shaper can move at a rate of only ten feet per round in any direction (up, down and even through physical objects, however, anything that leaves the Deep Shadow, such as arrows, becomes instantly corporeal, so she cannot shoot through walls) while in the Deep Shadow. While in the Deep Shadow, the Shadow Shaper can see only sixty feet onto the Prime Material Plane. The daylight spell has a percent equal to the caster's level to dispel the pocket plane, ejecting the Shadow Shaper. If a Sunburst spell is cast upon the area, the Shadow Shaper is forcibly ejected from the plane and takes two points of temporary Wisdom damage (Fortitude Save negates) as well as the damage from the Sunburst spell. If the caster makes the Spot Check necessary to see the Shadow Shaper, she can cast Sunbeam upon her with the same circumstances if she succeeds in the ranged touch attack. The Shadow Shaper can enter the Deep Shadow five times a day plus her Intelligence Modifier and can remain inside for up to one minute per point of Intelligence Modifier.
Lir of Shar

08-20-04, 04:47 PM
Deep Shadow is a bit powerful, I'd reccomend that you restrict number of times per day it's useable, maybe 1 per level of Shadow Shaper plus your Int modifier.

IMO that would make it perfectly fine

-Lir
Rogue Extraordinaire

08-21-04, 11:41 PM
I revised the Deep Shadow Ability, so feel free to tear the new one apart as well, I appreciate the help.
Trinian-Blackfalcon

08-22-04, 09:28 AM
Here's my go at a PrC, suggestions would b much appreciated.

The Transmogrifier
Hit Dice: d4

Requirements:

Skills: Knowledge (Arcana) 8

Feats: Spell Focus: Transmutation, Greater Spell Focus: Transmutation

Special: Must pass a test given by the Transmogrifier’s guild, and must know 8 transmutation spells

Class Skills

Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (All skills, taken individually) (Int), Profession (Wis), Scry (Int), and Spellcraft (Int)
Skill Points at each level: 2 + Int modifier.

Class Features:

Weapon and Armour Profiency: The Transmogrifier gains no extra proficiencies.

Spell Per Day: The Transmogrifier gains spells as if it had gained one level in its previous arcane spell casting class, but no other abilities.

Extra Transmutation: At every even level the Transmogrifier gains one extra transmutation spell at any level spell she can cast.

School Sacrifice: The Transmogrifier is specialized in the art of transmutation, and her spells take a -1 save DC to one school of her choice, as well as they have a -1 chance of dispelling that school and penetrating spell resistance with a spell of that school.

Transmogrifier: Starting at third level, every odd level the Transmogrifier adds the number listed to her spell save DC’s of Transmutation, as well as for penetrating spell resistance with a transmutation spell and dispelling transmutation spells.

Permanent Metamorphosis I-III (Sp): The Transmogrifier has perfected the art of transmuting to the point where he can imbue something with small powers permanently. He may choose one spell from this list per Metamorphosis, if he so chooses he may substitute a higher level ability for a lower.

Metamorposis I

-Mage Hand (As per the level 0 spell, continuously on)

-Expedious Retreat (Lasts for a number of rounds equal to Transmogrifier level, standard action to activate)

-Jump (Add only +10, distance is limited by double your normal limit)

-Feather Fall (Activates when you fall more than 5 feet)

Metamorphisis II

-Message (At will)

-Spider Climb (Continuously on)

-Burning Hands (As the level 1 spell at will, may keep it active for a number of rounds equal to Transmogrifier level)

-Darkvision (As per the spell, continuously on)

-Alter Self (3/day)

Metamorphisis III

-Water Breathing (Self only, continuous)

-Haste (3/day)

-Slow (3/day)

-Dimension Door (3/day)

-Fly (1 hour/ day)

Wizards Base Attack Bonus, low ref, high fort and will
Level++Special+++++++++++++++Spells
1 School Sacrifice +1 spells per day
2 Extra Transmutation +1 spells per day
3 Transmogrifier +1 +1 spells per day
4 Extra Transmutation +1 spells per day
Permanent Metamorphosis I
5 Transmogrifier +2 +1 spells per day
6 Extra Transmutation +1 spells per day
7 Transmogrifier +3 +1 spells per day
Permanent Metamorphosis II
8 Extra Transmutation +1 spells per day
9 Transmogrifier +4 +1 spells per day
10 Extra Transmutation +1 spells per day
Permanent Metamorphisis III


Well, there it is. Advice'd be useful, and appreciated, as would suggestions for the metamorphisis's.
Chephren

08-31-04, 03:10 AM
I'm curious if anyone has looked into making a PrC involving the Tattoo Magic feat?

Any of you master builders up for the challenge?
Orkz

08-31-04, 09:10 AM
Since it was gone:


Basic thoughts: A Ninja is a silent warrior, used to kill an enemy warlord before the day of battle or to break into a fortification, opening the doors for your army or removing some guards. They are not always fighting alone, Ninja raids on huge castles happened quite often.

So we need a stealthy but fighting build. First of all - even so Ninja of the Crescent Moon has it - it should not have fighter BAB. A ninja may be a fearsome enemy but his main ability is to strike from the shadows. Saves should be good, in all 3 stats, because of his superior physical and mental training. Class Skills should include the arts of Silence and all physical skills like climb with quite a lot of Skillpoints.

A ninja should not be good or evil, he and his order may stirke at good and evil and the ninja is only deicated to his assignment, not to the urges of good or evil.

BAB and SAVES

BAB: Medium (like Monk, Rogue, etc.)
Saves: Monk like (+1 on all saves every 2nd level)

Abilities a Ninja should have:
I compiled this from the prestige classes assasin (DMG), NotCrM (S&F) and Ninja Spy (OA).

Sneak Attack - one of the Ninjas basic abilites is to strike with surprise
Acrobatics - on of the main skills too is to reach your enemy at first by climbing, swimming etc. but the boni from Ninja Spy (+20! competence) were oo far off for me.
Poison use and immunity...
exotic weapons - special weapns for ninja use
supreme stealth abilities - hide on plain sight and thousand faces
always sneaky...

Requirements:
BAB 6+
2d6 or more Sneak Attack
Evasion Class Feature
Spring Attack Feat
Hide and Move Silently 10 Ranks
Climb and Disguise 5 Ranks
dedication to a ninja order
alignment not good, nor evil


Weapons and Armor:

The Ninja should be proficient with simple weapons, as well as light armor. He should not automatically be proficient with all Ninja Weapons (OA), but gain some of those later as feats as he progresses in his training.

Skills could maybe contain, but i am not sure about those:
Alchemy, forgery, Gather Information, Heal, Innuedo, Intimidate, Perform, Pick Pocket, Read Lips, Use Magic Device, Wilderness Lore


The actual Build:

Skills:

Skillpoints / Level: 6+Int on:
Balance, Bluff, Climb, Concnetration, Craft, Disable Device, Disguise, Escape Artist, Hide, Intuit Direction, Jump, Listen, Move Silently, Open Lock, Search, Sense Motive, Spot, Swim, Thumble, Use Rope

HitDice: d8

Ninja LevelProegression:

01 BAB+0 Saves +2/+2/+2
ExoticWeapon I, PoisonUse, +1d6 SneakAttack

02 BAB+1 Saves +3/+3/+3
ImprovedEvasion, ki-breath, BleedingAttack

03 BAB+2 Saves +3/+3/+3
Acrobatics I, Leap of the Clouds, +2d6 SneakAttack

04 BAB+3 Saves +4/+4/+4
ExoticWeapon II, FastClimbing, SilencingAttack

05 BAB+3 Saves +4/+4/+4
WaterWalk, FastSneak, +3d6 SneakAttack

06 BAB+4 Saves +5/+5/+5
HideOnPlainSight, PoisonImmunity

07 BAB+5 Saves +5/+5/+5
GaseousFrom, SlipperyMind, +4d6 SneakAttack

08 BAB+6 Saves +6/+6/+6
ExoticWeapon III, Blink, BlindSight

09 BAB+6 Saves +6/+6/+6
Acrobatics II, Invisibility, ThousandFaces, +5d6 SneakAttack

10 BAB+7 Saves +7/+7/+7
AlwaysSneaky, AbundantStep, EtherealJaunt


Ninja Abilities Explained:

ExoticWeapon
The Ninja gains an Exotic Weapon Proficiency from the following List each time he get's this ability: Blowgun, Chain or SpikedChain, Fukimi-Bari, HandCrossbow, Kusari-Game, Nektode, Ninjato, Shikomizue, Shuriken, WarFan

PoisonUse
The Ninja does not risk accidentialy poisoning himself when applying poison.

ImprovedEvasion
The Ninjas Evasion increases to supernatural Levels. He does still got get damag on an successful ref-Save, but the Damage when he does not Succeed is halfed.

ki-breath
The Ninja adds his ninja level to CON checks made to determine how long he can hold his breath.

BleedingAttack
When dealing a successfull SneakAttack the ninja can sacrifice one of his d6 to deal a bleeding wound. The Wound continues to bleed for 1 point per turn until treated with Heal.

Acrobatics I
The ninja gains an +5 insight Bonus to the Skills: Balance, Climb, Jump, Swim and Thumble. This increases to +10 on Level 9.

Leap of the Clouds
The ninjas jump distance is no longer limited by his height.

FastClimbing
The ninja can move half his speed per successfull climb check and does not loose his DEX-Bonus to AC while climbing.

SilencingAttack
When dealing a successfull SneakAttack the ninja can sacrifice one of his d6 to deal a silencing strike. The Enemy is unable to speak or scream for one round.

WaterWalk
The Ninja must concentrate for a full round and can walk on liquids as if they were firm ground. He can only take a single move or move equivalent action while walking on water.

Fast Sneak
The Ninja can move his normal speed while sneaking.

HideOnPlainSight
As long as within 10 ft. of some shadow the Ninja can hide while being observed.

GaseousFrom
The ninja can use gaseous form as by the spell targeted on himself. 1/day for every 2 Ninja Levels.

PoisonImmunity
The Ninja is immune to all Poisions.

SlipperyMind
As the rouge ability, he can re-roll when being mind-controlled

Blink
The ninja can Blink as by the spell 3/day to confuse his enemies in combat.

BlindSight
The ninja gains 60 ft. Blindsight.

Invisibility
The ninja can turn invisible as by the spell targeted on himself. 1/day for every 2 Ninja Levels.

ThousandFaces
The ninja can alter self at will.

AlwaysSneaky
The ninja is considered to always take 10 on move silently and hide unless he wants to be heared or seen.

AbundantStep
The ninja can use Dimensional door 1/day

EtherealJaunt
The Ninja can turn ethereal for his ninja Level rounds per day.


Comments
This class seems like an über-build, simply combining both major Ninja PrC, but it is not. From NotCrM it does *not* get the good fighter BAB, the Monk like AC Bonus, no Opportunist ability, no kuji-kiri.
From Ninja Spy i lowered the invisibility and gaseous form 1/level uses per day to 1/2, cut away the 4th exotic weapon proficiency, slow fall and reduced acrobatics to a +5/+10 instead of a +10/+20 and always take 10 for acrobatics ability.

Still tooo powerfull?
Rogue Extraordinaire

08-31-04, 11:34 AM
I Hardly consider myself a master builder, but I am interested so I'll give it a whirl.

If nobody likes the final product, feel free to scrap it and make o ne of your own, I don't even mind if you want to steal some of the abilities I make.
Rogue Extraordinaire

08-31-04, 09:20 PM
Tattoo Caster

Requirements:
Race: Human from Thay
Spell Casting: Ability to cast third level arcane spells
Skills: Craft: Tattoo 8 ranks, Spellcraft 8 ranks
Feats: Tattoo Focus and a total of three other metamagic feats

Class Skills: same as wizard’s skill list, and I’m too tired to right it out right now.

Class Features:
Weapon and Armor Proficiencies: the Tattoo Caster gains no new proficiencies with weapons or armor.

Tattoo Components (Ex): The Tattoo Caster no longer needs to buy spell components aside from ink and other necessary tools for creating tattoos.

Tattoo Artist (Ex): The Tattoo Caster adds this number to all Craft: Tattoo checks she makes.

Strength of Ink (Ex): The Tattoo Caster may create a temporary tattoo that she can use as a focus for spells. She adds the number presented in the chart to the DC of a single spell school of her choosing. The Tattoo Caster can create as many of these tattoos as she desires, but may not make two tattoos for the same school. The tattoo lasts one hour per Tattoo Caster level she posses. The Craft Check for making one such tattoo is 10 + the increase to the DC x 2

Tattoo of Power (Su): The Tattoo Caster can inscribe a magical tattoo upon himself that activates a spell of the designated level (one, two or three) three times a day as a free action. To create a Tattoo of Power requires a Craft: Tattoo check, DC 10 +
Spell Level x 2.

Scribe Tattoo (Ex): The Tattoo Caster can inscribe magic tattoos on other willing creatures. Once a day plus half the number of Tattoo Caster Levels she posses, she can cast the Create Magic Tattoo spell presented in the FRCS.

Level BAB Fort Ref Will Special
1-----+0-----+0-----+0-----+2-----Tattoo Component, Tattoo Artist + 2
2-----+1-----+0-----+0-----+3-----Strength of Ink + 1
3-----+1-----+1-----+1-----+3-----Tattoo Artist + 4, Tattoo of Power I
4-----+2-----+1-----+1-----+4-----
5-----+2-----+1-----+1-----+4-----Tattoo Artist + 6, Scribe Tattoo
6-----+3-----+2-----+2-----+5-----Strength of Ink + 2, Tattoo of Power II,
Circle Leader
7-----+3-----+2-----+2-----+5-----Tattoo Artist + 8
8-----+4-----+2-----+2-----+6-----
9-----+4-----+3-----+3-----+6-----Tattoo Artist + 10, Tattoo of Power III
10----+5-----+3-----+3-----+7-----Strength of Ink + 4

The Tattoo Caster also gains + 1 level of arcane spellcasting class every level
Orkz

08-31-04, 11:25 PM
Now we at least know who paints all those tattooed monks :)
Lee Warlow

09-01-04, 12:03 AM
Guys and dolls.

seeing you are the voices of reason on prestige classes, I am playing a whisper gnome who has 4 levels of rogue and worships Waukeen.

I am planning next to take cleric levels, I have the feats magic in the blood and dodge and am looking for a good rogue/cleric prestige class, other than divine seeker. Any ideas.

Thank you for your time.
KingDes

09-02-04, 09:10 AM
is there a "magnetic Mage" post already up?
JuneBlue

09-08-04, 03:31 AM
I'm currently investigating a prestige class that has not been mentioned in any of the previous threads i've viewed over the years, and i'm curious to know if any one has writings or material on a Tempus PRC for his clerics. My character is currently involved with the barbaric church and a PC that has gained the Divine Favor of the War God. I would likel to intensify the experience with some general lore about the organization. I'm actually quite amazed at how little information there is about the Foehammer and his church. His doctrine alone runs a controversial line; IMO Tempus' chaotic nature conflicts with almost every rational notion the High Council gives ear to, and yet he still sits on a seat next to Tyr. I guess i'm just trying to vindicate his purpose and place among the the inner circles of the gods and finding myself quite mistified in the process. Anyway ... philosophy aside, any info would be greatly appreciated.. thanks ..

JB
Phoenix0124

09-08-04, 11:42 PM
I have a thing for drow and elves and i always thought maybe there were certain elves that maybe taught themselves how to hunt and kill drow. It's alignment to me can varie from a person's view. Some might think the act is evil, because not all drow are evil and to just hunt them down is wrong and others might think that because it's the way elves are raised and it's not evil, but the one thing i do believe that the drow hunter would have to be Chaotic. So i will just let you decide on how you want take it. I'm just giving guide lines.

BA----F----R----W
1-----1----1-----1
2-----2----2-----2
3-----2----2-----2
4-----3----3-----3
5-----3----3-----3
6-----4----4-----4
7-----4----4-----4
8-----5----5-----5
9-----5----5-----5
10----6----6-----6

Requirements
Race: Elf or half-elf
Alignment: Chaotic Good, Chaotic Evil, or Chaotic Neutral
BA:+6
Skills: Move Silently & Hide 8 ranks, Spot & Listen 6 ranks
Feats:Blind-Fight, Alertness
Special: Must of went into the Underdark and killed a drow just to kill one and make it back to the surface alive. The kill must be your hand and no one elses
Skills: Bluff, Hide, Knowledge (the underdark), Knowledge (Drow), Listen, Move Silently, Spot, Sense Motive, Survival
Skill points: 4+Int modifer
Hit Dice: D8


Favored Enemy (1st-3rd-5th-7th-9th)
+2 on Bluff,Listen,Sense Motive, Spot, Surival checks when using theses skills against Drow. Also, +2 bonus on damage against Drow as well. This ability goes up by 2 points each odd lvl to a max of +10. (Bonuses from the Ranger class do stack. This is only against drow and half-drows)

Drow Vision
At 2nd lvl gain darkvision of 60 ft. A Drow Hunter gets this from his trainning and fighting drow in their element darkness.At 6th lvl his darkvision becomes 120ft and loses his low-light vision.

Spell Resistance
At 4th the drow hunter gains a spell resistance of half his total lvls, rounded down + 11. At 8 lvl the spell resistance becomes your total lvls + 11.

Drow Bane
At 10th Lvl the Drow Hunter weapons that he uses in combat against drow become bane weapons and do a extra +2d6 of damage against drow. This also makes weapons use against Drow a +1 weapon and it stacks with other bonus that the weapon may have.(This is only against drow or half-drows)
Dawnspeaker

09-14-04, 09:22 AM
I'm working on some 2e speciality priest conversions and figured I'd share a few.

Feywarden of Corellon Larethian

Hit Dice: d8

Requirements

To quality to become a feywarden, a character must fulfill all the following criteria
Race: Elf or Half-Elf (non-drow)
Base Attack Bonus: +3
Alignment: Any good
Skills: Craft (any) 4 ranks, Knowledge (religion) 6 ranks, Perform (any) 4 ranks
Special: Able to cast 3rd level divine spells
Patron: Corellon Larethian


Class Skills:
The feywarden's class skills (and the key ability for each skill) are Concentraton (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Perform (Cha), Ride (Dex), Spellcraft (Int)
Skill Points at Each Level: 2+Int modifier

10 level class

BAB: Average
Fort Save: Poor
Ref Save: Good
Will Save: Good
Spellcasting progression: +1 divine casting each level


Level Special
1st Chosen of Corellon, Elven Works
2nd faerie fire
3rd magic weapon
4th Grace of the Coronal
5th Strength of the Coronal
6th Resist the Unclean, racial enemy
7th minor creation
8th greater magic weapon
9th major creation
10th Light of Corellon


Class Features
All the following are class features of the feywarden prestige class

Weapon and Armor Proficiency: Feywardens gain no proficiency in weapns or armor

Chosen of Corellon (Ex) When dealing with elves and half-elves a feywarden receives a +2 bonus to all Charisma related cehcks.

Elven Works (Ex): A feywarden receives a bonus equal to his class level on all craft or perform checks when making weapon or armor, or writing a new poem or song.

Faerie Fire (Sp): Once per day a feywarden may cast faerie fire as a spell-like ability with a caster level of his class.

Magic Weapon (Sp): Once per day a feywarden may cast magic weapon as a spell-like ability with a caster level of his class, at 8th level this increases to greater magic weapon

Grace of the Coronal (Su): Once per day, a feywarden may receive a divine bonus to his Dexterity by one-half his class level for a number of rounds equal to his class level.

Strength of the Coronal (Su): Once per day, a feywarden may receive a divien bonus to his Strength by one-half his class level for a number of rounds equal to his class level.

Resist the Unclean (Ex): At 6th level a feywarden receives a +2 racial bonus to save vs poison. This bonus increases to +4 vs. spider venom.

Racial Enemy (Ex): At 6th level a feywarden receives a +2 bonus on attack, damage, and spell DC against a single racial enemy of the elves. They may select from drow elves, goblins, and orcs.

Creation (Sp): Once per day a feywarden may cast minor creation as a spell-like ability with a caster level of his class, at 9th level this increases to major creation

Light of Corellon (Sp): Once per day a feywarden of 10th level may cast either prismatic spray or sunburst at a caster level equal to his class level.
Dawnspeaker

09-14-04, 09:23 AM
Halcyons of Aerdie Faenya

Hit Dice: d6

Requirements

To quality to become a halcyon, a character must fulfill all the following criteria
Race: Elf, Half-Elf, Aarakocra, or Kenku
Base Attack Bonus: +3
Alignment: NG, CG, N, CN
Skills: Knowledge (nature) 4 ranks, Knowledge (religion) 8 ranks
Feats: Improved Initiative, Exotic Weapon Proficiency (blow gun)
Special: Able to cast 3rd level divine spells
Patron: Aerdie Faenya

Class Skills:
The halcyon's class skills (and the key ability for each skill) are Climb (Str), Concentraton (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Spellcraft (Int), Spot (Wis), Tumble (Dex)
Skill Points at Each Level: 2+Int modifier

10 level class

BAB: Average
Fort Save: Poor
Ref Save: Good
Will Save: Good
Spellcasting progression: +1 divine casting each level


Level Special
1st Air Domain, Light as a Feather
2nd Bird Shape 3/day
3rd Fly
4th Command the Wind 1/day
5th Bird Shape 4/day
6th Control Winds
7th Overland Flight, Command of Wind 2/day
8th Bird Shape 5/day
9th Control Weather
10th Servant of Wind, Command the Wind 3/day


Class Features
All the following are class features of the halcyon prestige class

Weapon and Armor Proficiency: Halcyon gain no proficiency in weapns or armor

Air Domain At 1st level a halcyon gains access to the Air domain, if they already have access to it they gain access to another domain of Aerdie Faenya

Light as a Feather (Su): A halcyon is always considered under the effect of a feather fall spell. This is a supernatural ability and cannot be dispelled. This can only be used in light armor.

Bird Shape(Sp): Three timse per day a halcyon may take the shape of any natural bird. This works exactly like a druids wild shape ability. She may turn into a bird shape one additional time per day for every 3 levels she obtains.

Fly (Sp): Once per day a halcyon may cast fly as a spell-like ability with a caster level of his class, at 7th level they may instead use overland flight This can only be used in light armor.

Command the Wind(Su): Once per day, a halcyon may control the winds in her area. She may creature a shield of swirling air around her giving her an effect similiar to protection fron normal missles, she may also cause a gust of wind or whispering wind effect. She may command the wind one time extra per day for every three levels she obtains. This can only be used in light armor.

Control Winds (Sp): Once per day, a halcyon may control wind as a caster of their class level.

Control Weather (Sp): Once per day, a halcyon may control weather as a caster of their class level.

Servant of Wind Once per week a halcyon may summon a huge air elemental. The elemental has maximum hit points per HD, and remains for 100 minutes. It is friendly to the caster and obeys commands. It remains until destroyed, dismissed, or the time expires.
Dawnspeaker

09-14-04, 09:25 AM
Delvesonns of Dumathoin

Hit Dice: d8

Requirements

To quality to become a delvesonn, a character must fulfill all the following criteria
Race: Dwarf
Base Attack Bonus: +5
Alignment: LG, LN, N
Skills: Craft (blacksmithing or weaponsmithing) 10 ranks, Craft (stonemasonry) 6 ranks, Knowledge (religion) 10 ranks
Feats: Stoneshaper
Special: Able to cast 3rd level divine spells
Patron: Dumathoin

Class Skills:
The delvesonns' class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Spellcraft (Int)
Skill Points at Each Level: 2+Int modifier

10 level class

BAB: Average
Fort Save: Good
Ref Save: Poor
Will Save: Good
Spellcasting progression: +1 divine casting each level starting at 2nd level


Level Special
1st Speak with Stones 1/day, Lore
2nd Secrets of the Mind
3rd Shape the Stone
4th
5th Speak with Stones 2/day
6th One with the Stone
7th Shape the Stone 2/day
8th Stoneskin
9th Passwall
10th Speak with Stones 3/day, Eternal Keeper


Class Features
All the following are class features of the halcyon prestige class

Weapon and Armor Proficiency: Delvesonns gain no weapon or armor proficiency

Speak with Stones (Sp) At 1st level a delvesonn may speak with the earth as per the stone tell spell with a caster level equal to his character level. He may do this once per day for every five levels.

Lore (Ex): A delvesonn gains a lore ability identical to that of the loremaster. Their lore score is their class level+Int modifier.

Secrets of the Mind (Su): A delvesonn is protected at all times as if wearing a ring of mind shielding, this protects him from detect thoughts, know alignment, and similiar psionic powers.

Shape the Stone (Sp): Once per day a delvesonn may manipulate rock as if with the stone shape spell with a caster level equal to his character level. He may do this once per day for every four levels after 3rd.

One with the Stone (Sp): Once per day a delvesonn may bond with rock as if using meld with stone spell with a caster level equal to his character level.

Stoneskin(Sp): Once per day a delvesonn may cast a stoneskin spell with a caster level equal to his character level.

Passwall(Sp): Once per day a delvesonn may cast a passwall spell with a caster level equal to his character level.

Eternal Keeper (Su): At 10th level a delvesonn evolves into the perfect servant of Dumathoin. His skin slowly begins to calcify, until it is composed entirely of rock. His skin is a light gray hue and his beard is a cluster of stalactites, their eyes remain normal except the irises, which sparkle like deep green emeralds. The delvesonn's type changes to elemental (earth). He gains DR 10/adamantine, +5 natural armor bonus and all immunities with his new type. He can also be turned by a cleric with access to the Air domain. He no longer suffers aging penalties and is immortal unless slain.
Dawnspeaker

09-14-04, 10:06 AM
Darkmask of Vhaeraun

Hit Dice: d6

Requirements

To quality to become a darkmask, a character must fulfill all the following criteria
Race: Male Drow
Base Attack Bonus: +5
Alignment: NE, CE
Skills: Craft (poison) 6 ranks, Disguise 8 ranks, Hide 4 ranks, Knowledge (religion) 4 ranks, Move Silently 4 ranks
Feats: Stealthy, Swift and Silent
Special: Able to cast 2nd level divine spells, sneak attack +1d6
Patron: Vhaeraun

Class Skills:
The darkmask's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft(poison) (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Hide (Dex), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Spellcraft (Int)
Skill Points at Each Level: 4+Int modifier

10 level class

BAB: Average
Fort Save: Poor
Ref Save: Good
Will Save: Good
Spellcasting progression: +1 divine casting each level


Level Special
1st Darkfire 1/day
2nd sneak attack +1d6
3rd Alter Self
4th Darkfire 2/day
5th sneak attack +2d6
6th Locate Object
7th Cloak of Shadows
8th sneak attack +3d6, Darkfire 3/day
9th Shadow Form
10th Poison Blade


Class Features
All the following are class features of the halcyon prestige class

Weapon and Armor Proficiency: Delvesonns gain no weapon or armor proficiency

Darkfire (Sp) At 1st level a darkmask may use darkfire spell with a caster level equal to his character level. He may do this once per day for every four levels after 1st.

Alter Self Sp): Once per day a darkmask may use alter self spell with a caster level equal to his character level.

Locate Object (Sp): Once per day a darkmask may use locate object spell with a caster level equal to his character level.

Cloak of Shadows (Su): Once per day a darkmask may creatue a flowing cloak of shadows around himself. It grants him a circumstance bonus equal to his class level on all Hide checks, as well as granting him 20% concealment. This lasts for a number of minutes equal to his class level, though removing it also dispels the cloak.

Shadow Form (Su): Once per day a darkmask may transform into a mere shadow. In this form he may slip underneath cracks in doors and windows. He must move along a surface at all times. He is considered ethereal in this state and can only be hurt by magical weapons though even they have a miss chance. Spells effect him normally. He can remain in shadow form for one round per class level.

Poison Blade (Su): At 10th level once per day, a darkmask may imbue any dagger with a deadly poison. Any enemy injured by the weapon must make a Fort save (DC: 10+Darkmasks class level+Int modifier) or suffer initial damage of 1d4 Dex, and secondary of 1d4 Con damage.
Dawnspeaker

09-14-04, 11:24 AM
Alaghor of Clangeddin Silverbeard

Hit Dice: d8

Requirements

To quality to become an alaghor, a character must fulfill all the following criteria
Race: Dwarf
Base Attack Bonus: +6
Alignment: LG, LN
Skills: Craft (armorer or weaponsmithing) 8 ranks, Knowledge (religion) 5 ranks, Perform (sing) 3 ranks
Feats: Blind-Fight, Leadership, Weapon Focus (battle axe)
Special: Able to cast 2nd level divine spells
Patron: Clangeddin Silverbeard

Class Skills:
The alaghor's class skills (and the key ability for each skill) are Climb (Str) Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Perform (sing), Ride (Dex), Spellcraft (Int)
Skill Points at Each Level: 2+Int modifier

10 level class

BAB: Average
Fort Save: Good
Ref Save: Poor
Will Save: Good
Spellcasting progression: +1 divine casting each level each even level starting at 2nd level.


Level Special
1st First Favored Enemy, Smite Infidel 1/day
2nd Might of Battle
3rd Inspire Allies 1/day
4th Spiritual Hammer
5th Second Favored Enemy
6th Inspire Allies 2/day
7th Speed of Battle
8th Might of the Many
9th Inspire Allies 3/day
10th Third Favored Enemy, Whirlwind of Blades


Class Features
All the following are class features of the alaghor prestige class

Weapon and Armor Proficiency: Alaghor's gain no weapon or armor proficiency

Favored Enemy (Ex) At 1st level an alaghor gains a favored enemy from the following list Dragons, Giants, Humanoid (goblins), Humanoid (orcs), Humanoid (reptialian). He receives a +2 bonus against this enemy much as a ranger does. Every 5 levels he gains another favored enemy from this list at +2, and may assign another +2 to any of his chosen enemies.

Smite Infidel (Su): Once per day a alaghor may smite an enemy of the dwarven race (any being with a deity other then the dwarven pantheon). He receives a bonus to hit equal to his Cha bonus and inflicts his class leve in extra damage. This stacks with a paladins smite evil ability.

Inspire Allies(Su): An alaghor may inspire allies into battle. By singing for one round and for as long as the alaghor continues to sing, all allies that can hear him receive a +2 morale bonus on saving throws against charm or fear effects and a +1 morale bonus on attack and weapon damage rolls. This lasts as long as the dwarf continues to sing and for five rounds afterwards. While singing the alaghor can fight but cannot cast spells or active magic items by eitehr spell completion or command word. At 6th and 9th level he may inspire allies an additional time per day.

Spiritual Hammer (Sp) Once per day an alaghor may cast a spiritual hammer spell, with a caster level equal to his character level.

Might of Battle (Sp): Once per day an alaghor may increase his strength as if with a bull's strength spell, with a caster level equal to his character level. At 8th level he gains the ability to do a mass bull's strength.

Speed fo Battle (Sp): Once per day an alaghor may increase his attacking speed as if with a haste spell, with a caster level equal to his character level.

Whirlwind of Blades (Sp) Once per day an alaghor may surround himself with a whirling field of axe blades as if with a blade barrier spell, with a caster level equal to his character level.
Dawnspeaker

09-14-04, 01:10 PM
Aquarians of Deep Sashelas

Hit Dice: d8

Requirements

To quality to become an alaghor, a character must fulfill all the following criteria
Race: Aquatic Elf, Aquatic Half-Elf, or Malenti
Base Attack Bonus: +2
Alignment: CG
Skills: KNowledge (nature) 4 ranks, Knowledge (religion) 8 ranks, Swim 8 ranks
Special: Able to cast 3rd level divine spells
Patron: Deep Sashelas

Class Skills:
The aquarian's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana), Knowledge (history), Knowledge (nature), Knowledge (religion) (Int), Spellcraft (Int), Swim (Str)
Skill Points at Each Level: 2+Int modifier

10 level class

BAB: Average
Fort Save: Poor
Ref Save: Good
Will Save: Good
Spellcasting progression: +1 divine casting each level


Level Special
1st Water Domain, Turn undead, Aquatic Empathy
2nd Favored Enemy (sahuagin)+2, Speak with dolphins
3rd Charm Person
4th Summon Cetacean 1/day
5th
6th Favored Enemy (sahuagin) +4
7th Divination
8th Summon Cetacea 2/day
9th Summon Water Elemental
10th Cetacean Shape 1/day, Favored Enemy (sahaugin) +6


Class Features
All the following are class features of the alaghor prestige class

Weapon and Armor Proficiency: Aquarian's gain no weapon or armor proficiency

Water Domain: At 1st level an aquarian gains access to the Ocean domain. If he already has this domain he gains access to another one of Deep Sashelas domains.

Turn undead (Su) An aquarian's class levels stack with his cleric levels to turn aquatic undead--such as lacedons and sea zombies. When turning other types of undead his class level in aquarian is considered three levels lower.

Aquatic Empathy (Ex): An aquarian has wild empathy but only to aquatic creatures. This is equal to his class level+Cha modifier

Favored Enemy (Ex): When fighting or using skills against sahaugin's aquarian's gain a +2 bonus.

Speak with Dolphins (Su):Aquarians can speak with dolphins as if using speak with animals at will. Dolphins are also always considered friendly to the aquarian.

Charm Person (Sp) Once per day an aquarian may cast a charm person spell, with a caster level equal to his character level.

Summon Cetacea (Su) An aquarian may summon a cetacea to his side to aid him. He may summon up to 2HD of dolphins or whales per class level. He may do this twice per day at 8th level..

Divination(Sp) Once per day an aquarian may cast a divination spell, with a caster level equal to his character level.

Cetacean Shape (Su) Similiar to a druids while shape ability, an aquarian may take the shape of a dolphin or whale once per day. This behaves as the shapechange spell for duration and the like except he is limited to which forms he may choose.
JPVicioso

10-07-04, 06:23 AM
I Know some people have praised the work on this thread from Green Elven Vampire, but after reading the thread I couldn't pass the chance to congratulate all of the Posters who contiruted with all the PrCs and thank The Green Elven Vampire for the idea and work on the index.

Keep posting ! My thanks in advance !
JPVicioso

10-07-04, 07:36 AM
I´ve noticed that other people have congratulated Green Elven Vampire on this idea and maintenance of this thread. I want to join my voice to theyr's and praise Green Elven Vampire! Also a word of recognition to the work of all those who posted PrCs. Great Work!

My Favorite is the elven assassin (and I don't like elves very much).

Keep up the good work !
:D

P.S.: Sorry about the double post but on the first time it returned an error message while I temporarilly went offline due to connection problems... Sorry, first post.
Everwatchful

10-09-04, 10:28 PM
Hi!

I'm new here and I would apreciate some help. I'm playing an aasimar 4 lvl. Fighter/ 5 lvl. Divine Champion/ 10 lvl. Paladin of Helm. I'm about to become Epic and I would like to have a prestige class exclusive to Helm's paladins. If you could make it an epic class then I would appreciate it.

Thanks a lot and remember...Helm sees everything (even when you're in the bathroom), you will never hide anything from his eyes!!!!
Unleash

10-11-04, 01:16 AM
Hi, second draft of this PrC,
its an extremely specific PrC for the FR, destined for Paladins and Clerics that would like a hint of psionics in their life.

Is it too powerful ? :)


Martyrs’ Progeny Prestige Class:

The Martyrs’ Progeny is an independent organisation found within Torm’s Temple in Tantras. It’s members are all children of parents that sacrificed themselves in the famous conflict between Torm and Bane which happened in Tantras in 1358 DR. These children exhibit strange powers related to strength and courage.They all have come to accept their parents noble sacrifice in the name of the greater good. Thus, these now highly pious zealots have sworn to take up arms in Torm’s name and for their parents honor. Utterly confident they are blessed by the True God, and that they possess mysterious powers related to the Invisible Art, these bastions of good stride boldly towards Evil while brandishing magical weapons summoned from the very essence of their souls.
Hit Die: d8.

Requirements

To qualify to become a Martyrs’ Progeny, a character must fulfill all the following criteria.

Alignment: LG
Patron Deity: Torm
Skills: Knowledge (Religion) 8 ranks, Knowledge (History – The Vast) 2 ranks, Knowledge (Local – The Vast) 2 ranks, Knowledge (Psionics 2 ranks).
BAB: +4

Spells: Ability to cast Detect Evil.
Special: Parents must have willingly sacrificed themselves to grant Torm’s victory against Bane in 1358DR. Must swear an oath to serve Torm’s Church in Tantras.
Must have a reserve of at least 1 power point.



Class Skills

The Martyrs’ Progeny class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion), Knowledge (Local), Knowledge (History), Profession (Wis), Ride (Dex), Sense Motive (Wis), SpellCraft (Int).

Skill Points at Each Level: 2 + Int modifier.



Lvl BAB Fort Ref Will Special

1 +0 +0 +0 +2 Lay on Hands, +1 level of existing divine spellcasting class
2 +1 +0 +0 +2 -,+1 level of existing divine spellcasting class
3 +2 +1 +1 +3 Wrath of the Righteous +1 level of existing divine spellcasting class
4 +3 +1 +1 +4 Blessings of the Martyrs I, +1 level of existing divine spellcasting class
5 +3 +1 +1 +4 Equilibrium, +1 level of existing divine spellcasting class
6 +4 +2 +2 +5 Mercy of the Just, +1 level of existing divine spellcasting class
7 +5 +2 +2 +5 Purity of Heart, +1 level of existing divine spellcasting class
8 +6 +2 +2 +6 Blessings of the Martyrs II , +1 level of existing divine spellcasting class

9 +6 +3 +3 +6 -, +1 level of existing divine spellcasting class
10 +7 +3 +3 +7 Selfless Devotion, +1 level of existing divine spellcasting class



Class Features

All the following are class features of the Martyrs’ prestige class.

Weapon and Armor Proficiency: Martyrs’ Progeny gain no proficiency with any weapon or armor.

Spells per Day: When a new Martyrs’ Progeny level is gained, the character gains new spells per day as if he had also gained a level in any one divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Martyrs’ Progeny to the level of whatever other divine spellcasting class the character has, then determines spells per day and caster level accordingly.

If a character had more than one divine spellcasting class before he became a Martyrs’ Progeny, he must decide to which class he adds each level of Martyrs’ Progeny for the purpose of determining spells per day.

Lay on Hands (Su): at 1st level, the MP gains LoH if he has 12 CHA, if he already has this class ability, it stacks with previous levels to determine the amount of HP healed. (healing aspect)


Wrath of the Righteous (Ex): Upon attaining 3rd level, a Martyrs’ Progeny who has a minimum of 12 CHA can mentally summon a melee weapon infused with divine energy fueled from his own soul. Half this weapon’s damage is treated as Psionic (thus bypasses DR of x/psionics or x/ magic) and the other half (rounded down) is divine and not subject to any form of damage reduction.

The stronger his faith, thus the higher his CHA, the bigger array of melee weaponry he can chose from. The list from which he chooses his summoned melee weapon his the one found in table 7-5: Weapons in the PHB at p.116 and 117. The melee weapon he summons uses the same proficiencies as it's normal material counterparts uses, and thus the Martyrs' Progeny is subject to normal proficiency rules. This divine melee weapon can be summoned as a move action and dissolves into nothingness if it releases the MP’s grasp. A MP may throw a summoned melee weapon once up to it’s listed range increments in the PHB but it disapears instantly after either scoring a hit or missing the target. He may add his STR bonus if any, as per normal when throwing and wielding his weapon.

In addition, a Wrath of the Righteous weapon always sheds a colored light as a torch would (20 ft. bright illumination, 20ft shadowy illumination). The light’s color reflects the Martyrs’ Progeny’s current state of heart: White for serenity, Silver for humility, Gold for combativity.

Once he choses his weapon(s) he cannot change it until he gains another CHA ability stat point, at which point he’s free to choose another type of weapon to summon.


N.B. : A MP with Soulknife levels must choose wether to use abilities gained with Wrath of the Righteous and apply them to his mindblade instead (Ex. Equilibrium, Purity of Heart) or treat them as 2 seperate weapon philosophies.

N.N.B.: A MP with at least 1 Soulknife level can convert his weapon to a shortsword equivalent of Arms of the Righteous, same goes for a MP with the Shape Mind Blade Ability, even though if he doesn't have a CHA mod. of +2 that would normally be prerequisite to be able to summon a shortsword, same goes for a MP with SK levels that can summon a Bastard Sword or 2 Shortswords.(strength aspect)



CHA Mod. Weapon Category

+1 Simple Weapons / Light
+2 Simple Weapons / Light, One-Handed
or Martial / Light
+3 Simple Weapons / Light, One-Handed,
Two-Handed or
Martial / Light, One Handed
+4 and up Simple Weapons / Light, One- Handed,
Two-Handed or
Martial / Light, One-Handed, Two-Handed

N.B.: A Martyrs' Progeny can always summon 2
weapons if his CHA mod. is high enough to
summon both of the weapons (ex. 1 Martial Light
and 1 Martial One-Handed requires a CHA of 16
minimum. While 2 Simple Light weapons require
at least a CHA of 12).


Blessing of the Martyrs (Ex): At 4th and 8th level, the MP gains a bonus feat from the following list (must meet the prerequisites): Divine Cleansing, Divine Shield, Glorious Weapons, Quicken Turning, Sacred Healing.


Equilibrium (Ex): At 5rd level, if a MP has 12 ranks of Concentration , his mind’s stalwart resolve and psionic abilities allow him to summon his WotR as a free action that does not provoke an attack of opportunity, even in the face of adversity. His mind is able to imposes order on his soul, even in the midst of the most chaotic of battlefields. (order/law aspect)

Mercy of the Just (Ex): At 6th level, if the MP wishes so, his summoned weapon may deal subdual damage instead of lethal, with no penalty on the attack ; he may change this damage as a free action. The MP considers Tyr, god of justice, Torm’s lord, to be the only force to have the right to judge his foes for their wrongdoings, and thus most often then not , choses to bring them alive to face Tyr’s justice. (duty aspect)

Purity of Heart (Ex): When he reaches 7th level his summoned weapon is treated as good-aligned for purposes of damage reduction. (good aspect)


Selfless Devotion(Su): At 10th level, the Martyrs' Progeny is now the living aspect of Torm, which grants him a special touch ability almost identical to the Pisonic Power called Empathic Transfer, but casted with a manifester level of 12 and the following specifications:

He may use this ability once per day, for a number of rounds equal to his CHA mod +3.
He aborbs damage these allies take on subsequent rounds after casting, by transfering some of it to himself. The round after he manifests this power, he can heal as much as 10d10 of damage per ally, per round if he wishes.
Using this ability is a standard touch action that provokes AoOs but the MP may also use a full-round action to touch up to 6 friends.
(protection aspect)


THE FINE PRINT

Code of Conduct or Oath: Work with your DM in order to come up with a CoC or an oath that's appropriate for a Tormian church in his campaign. This should be as "limiting" as a Paladin of Torm's CoC or Oath.

A Martyrs’ Progeny who ceases to be lawful good, who willingfully commits an evil act, chooses another god as her patron deity or violates her code of conduct or oath, loses all Martyrs’ Progeny Spells and Special Abilities. She may not progress any farther in levels as a Martyrs’ Progeny. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description, page 201 of the Player’s Handbook), as apropriate.
EX- MARTYRS’ PROGENY Like a member of any other class, a Martyrs’ Progeny may be a multiclass character, but multi class Martyrs’ Progeny face a special restriction. A martyrs’ Progeny who gains a level in any other class other than Martyrs’ Progeny may never again raise his Martyrs’ Progeny level, altough he retains all his class abilities. If a character adopts this class, he must pursue it to the exclusion of all other careers. Once he has turned off the path, he may never return.

Multiclass Note : A paladin who becomes a Martyrs’ Progeny may continue advancing as a paladin.
Keldrin Moonflower

10-13-04, 03:55 PM
Masters of the Arcane are spellcasters who have mastered the ability to cast arcane spells. They may a sorcerer who has studied immensly on his power or a wizard whose study of magic has led to his own natural power to manifest etc.

Prereq:

Skills:spellcraft 14rnks,k(arcana)14rnks
Feats:skill focus:spellcraft, skill focus:k(arcana)
spells: the ability to cast 4th level spells as both a wizard and sorcerer

HD:d4
BAB:as wizard
SAVES:as wizard

Weapons and armor:Masters of the arcane gain no new proficiencies

Spells:at each level Masters of the arcane gain new spells as if he gained a level of sorcerer and wizard. He gains no other benefits of advancing in that class.

Improved familiar:At 1st level masters of the arcane gain the improved familiar feat for free.

Arcane mastery(empowered):At fourth level if a master of the arcane shares a spell as both a wizard and sorcerer spell then he can channel extra arcane power into it and it is then treated as an empowered spell. Instead of being cast a higher spellslot this spell cost both a wizard spell per day and a sorcererspell per day.

Arcane mastery(maximized):At 8th level the chosen spell is now treated as a maiximized and empowered spell.
UberJoker

10-31-04, 04:28 AM
My inspiration for this class came about when I was wanting to make a evoker that specialized in lightning. My reasoning for choosing Halruaa for this feat and the prestige class was that Halruaa has the flying ships and has some other unique air spells.

This PrC was, at first, based heavily off of the RWoT PrC. It now has one extra feat worth of prereqs than the RWoT, but it doesnt have the bonus feats the RWoT does. Thoughts on whether I should put those back in would help.

I first posted this PrC back in the summer and I wanted to continue to finish balancing it. I have taken into consideration the advice that was on that last thread and here is the new version.Thoughts and ideas please.


Halruaan Storm Mage

Requirements:
To qualify to become a Halruaan Storm Mage, the character must fulfill all of the following criteria:Race: Human from Halruaa
Knowledge (Arcana): 8 ranks
Spellcraft: 8 ranks
Feats: Energy Substitution (Electricity), Bloodline of Air (see below), Spell Focus (Evocation), Piercing Lightning (see below)
Special: Wizard that is specialized in Evocation, Ability to cast 3rd level arcane spells, ability to cast at least three spells with the Electricity descriptor.
Class Skills

Hit Die: d4

Class Skills
Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Profession (Wis), Spellcraft (Int),
Skill Points at Each Level: 2 + Int modifier.



Lvl BAB Fort Ref Will Special Spells per Day
1 +0 +0 +0 +2 Enhanced Specialization +1 Level of Existing Class
2 +1 +0 +0 +3 Spell Power 1 +1 Level of Existing Class
3 +1 +1 +1 +3 Rampaging Lightning (1/day) +1 Level of Existing Class
4 +2 +1 +1 +4 Spell Power 2 +1 Level of Existing Class
5 +2 +1 +1 +4 Thunderbolt +1 Level of Existing Class
6 +3 +2 +2 +5 Spell Power 3, Rampaging Lightning (2/day) +1 Level of Existing Class
7 +3 +2 +2 +5 +1 Level of Existing Class
8 +4 +2 +2 +6 Spell Power 4 +1 Level of Existing Class
9 +4 +3 +3 +6 Rampaging Lightning (3/day) +1 Level of Existing Class
10 +5 +3 +3 +7 Spell Power 5, Greater Thunderbolt +1 Level of Existing Class


Class Features
Enhanced Specialization
Due to the extra time spent to increase the spellcaster’s power, the PC must choose an additional school to be prohibited.

Spell Power
Your caster level and the saving throw DCs for the spellcaster’s powers are increased by +1, this increases to +2 at level 4, +3 at level 6, +4 at level 8, and +5 at level 10.

Rampaging Lightning
The spellcaster gains the ability to apply the metamagic feat Piercing Lightning (see below) to his spell for free. The ability is usable once per day at 3rd level, twice per day at 6th level, and three times a day at 9th level.

Thunderbolt
The spellcaster has become so adept at controlling the power of lightning he has adapted his spells to take advantage of the result of his lightning spells, thunder. The caster can substitute up to 50% of the damage dice rolled (If it is a odd number then you would round down) by one of his spells into sonic damage. (ex. If you cast a lightning spell that would be 6d6 damage normally it could instead do up to 3d6 lightning and 3d6 sonic damage) The spellcaster also has the ability to make his sonic damage ignore all non-magical items and material hardness, but when used in this manner each die of damage rolled must subtract 1 from the damage of each die. (ex. If you cast a 6d6 lightning bolt with this applied it could do up to 3d6 lightning and 3d6-3 sonic damage.) The amount must be chosen before the damage has been rolled.

Greater Thunderbolt
The spellcaster’s control of lightning has increase to the point that he can adapt his spells that do lightning damage to substitute up to 100% of the damage dice rolled and turn it into sonic damage. (ex. If you cast a lightning spell that would be 6d6 damage normally it could instead do up to 6d6 sonic damage). The spellcaster also has the ability to make his sonic damage ignore all non-magical items and material hardness, but when used in this manner each die of damage rolled must subtract 1 from the damage of each die. (ex. If you cast a 6d6 lightning bolt with this applied it could do up to 6d6-6 sonic damage.) The amount must be chosen before the damage has been rolled.

Bloodline of Air [REGIONAL]
Prerequisites: Human (Halruaa), Elf (Halruaa), Half-Elf, Planetouched (Halruaa)
Benefits: You receive a +4 bonus on saving throws against electricity effects. In addition, you cast spells with the Electricity descriptor at a +2 caster level.
Special: This feat may only be taken only as a 1st-level character. You may only have one regional feat.

Piercing Lightning [METAMAGIC]
Benefits: You can only apply this metamagic feat to spells with the electricity descriptor. Piercing lightning spells are so horribly shocking that they are capable of damaging creatures normally unharmed by or resistant to lightning. Piercing lightning spells completely ignore any resistance to cold a creature possesses, bypassing this resistance and dealing damage to the target as if it did not possess any resistance to lightning at all. They are still entitled to whatever other defenses the attack allows (such as saving throws and spell resistance).
Creatures normally immune to lightning can be damaged by piercing lightning spells as well. Piercing lightning spells deal half damage to these creatures (or one-quarter on a successful saving throw).
A piercing lightning spell uses up a spell slot one level higher than the spell’s actual level.
Shun-Lao of the Darkmoon

11-06-04, 01:47 PM
These prestige classes look fairly good. I have a question though. Has anyone made and/or seen a Monk of the Darkmoon prestige class? It doensnt matter if its not 3.5 I can easily convert it. I recently joined an EVIL epic campaign using Gestalt rules starting at 25th level. Right now my character is 25 monk/psion. My monk is part of the Darkmoon order, and I'de like to see a prestige class, but if there isn't one, our DM doesnt have any querks with me making a balanced one. So, if you haven't seen one, does anyone have any ideas for my prestige class? I plan on making it 10 levels. Thanks guys, and gals. (Can't descriminate against our female D&D players ;) )
Shun-Lao of the Darkmoon, Emissary of Darkness
TemporalEnergon

11-13-04, 01:51 PM
KingDes I would love to see that Magnetic Mage PrC :D
skinny_rat_boy

11-14-04, 11:03 AM
Zhentarim Mage

"Better watch your back"

By combining the skills of a rogue and the spell casting cababilities of a sorcerer/wizards the Zhentarim Mage is a capable diplomat or more often assasin. They excel in infiltrating and casting spells completely silent from the cover of darkness.
Zhentarim Mages not very common, since few have the diversity that is needed to become one., however, there are quite a few in zhentil keep(quite sensible) and the moonsea but most of them are on assignments all over Faerun infiltrating other organizations,reportin back to zhentil keep.
Only humans(and in exceptional cases, tieflings) are allowed to begin training as a Zhentarim mage, which involves heavy study,special battle training and casting spells in unusual ways.
Sorcerer/rouges are the most common Zhentil mages but Wizard/rouges are nearly as common a few assasins has been known to undertake the training to become Zhentil mages. One may think that bards are common but since the Zhentil mage concentrates on how to cast spells silently no bard has been known to train as a Zhentil mage.
Hit Die:d4

Requirements
To qualify to become a Zhentil mage a character must fulfill all of the following criteria.
Spellcasting:Must be able to cast 4th level spells and at least three spells from the illusion school.
Skills:Move silently 10 ranks, diplomacy 5 ranks knowledge (arcana) 13 ranks, spellcraft 10 ranks.
Feats:silent spell, spell focus(illusions)
Special: Ability to sneak attack as a rouge or assasin. Must be a member of the zhentarim and gain approval from the chief mages.

Class Skills
Concentration(con), Craft(int), Diplomacy(cha), Intimidate(cha), Knowledge(all skills taken individually), Listen(wis), Move Silently(dex), Profession(wis), Sense Motive(wis),Spellcraft(int), Spot(wis)

Skill Points At Each Level: 4 + int modifier

Class Features
All of the following are class features of the Zhentarim Mage.
Weapon And Armor Proficiency:Zhentarim mages gain proficiency in all simple weapons.
Spells Per Day:At every other level the character gains new spells per day as if he had also gained a level in whatever arcane spellcasting class he belonged to before he added the prestige class.
Sneak Attack:As the rouges ability. This stacks with any sneak attack ability from another class.
Silent Spell: The Zhentarim mage may cast a spell as if it were under the effects of the silent spell feat. He does not need to prepare this spell in advance, and it does not increase the casting time or use a higher spell slot. This ability may be used a number of times per day equal to 1+ the Zhentarim mages charisma bonus (minimum 1/day).
Blessing Of Mask:The Zhentarim Mage gains a permanent +10 magic modifier on all Move Silently checks and the abilty to use shadow mask 3/week as a spell-like ability.
Unholy Bond:The Characters familiar(if any) gains the Fiendish template and may shadowwalk 1/day.
Banes Favour:The Zhentarim Mage gains a +2 modifier on all saves versus any non-magical attack and may use Death knell 1/day as a spell -like ability.

The Zhentarim Mage
LvL BsB Fort Ref Will Special Spells Per Day
1 +0 +0 +2 +2 Silent Spell +1 existing class

2 +1 +0 +3 +3 Sneak Attack +1d6

3 +1 +1 +3 +3 Blessing Of Mask +1 existing class
4 +2 +1 +4 +4 Unholy Bond, Sneak Attack +1 existing class
5 +2 +1 +4 +4 Banes Favour +1 existing class
TemporalEnergon

11-20-04, 08:22 PM
This PrC is based off of the tribal leaders of the Loxo mentioned in Savage Species.


Lox-Fithik: HD1d10

requirements:
race: Loxo
BaB: +5
feats: Leadership, Track

Class Skills: as fighter + Diplomacy and Survival
2+Int mod per level

Lv. BaB Fort Ref Will special
1 +1 +2 +0 +0 Clan chief, Clan sense
2 +2 You know Familiarity sense
3 +3 the rest +2 Leadership Score
4 +4 Defensive pride
5 +5 Presence of chief
6 +6 +4 Cha, Aid sense
7 +7 Improved defensive pride
8 +8 +2 Leadership score
9 +9 Improved presense of chief
10 +10 Perfect chief, Loxo might

Proficiencies: Lox-Fithiks gain no additional proficiencies

Clan Chief: You gain 1 Loxo cohort and all followers are Loxos
Clan sense: You gain a +12 insight bouns on tracking checks to locate other members of your tribe (Cohorts and Followers)
Familiarity sense: You gain a +6 insight bonus on tracking checks to locate creatures native to your tribes native area.
Defensive pride: Members of your clan that are within 100ft. of you gain a +1 morale bonus to AC.
Presence of chief: Members of your tribe that are within 60ft. of you gain a +2 morale bonus on attack rolls.
Aid sense: All members of your tribe gain the benefits of Clan sense.
Improved defensive pride: The bonus granted from Defensive pride raises to +2.
Improved presence of chief: The bonus granted from Presence of chief raises to +4.
Perfect Chief: you gain a +10 bonus to your leadership score and 1 additional Loxo cohort.
Loxo might: Members of your tribe within 30ft. of you gain a +2 morale bonus to strength and fast healing 3.
TemporalEnergon

11-20-04, 08:24 PM
This PrC is based off of the tribal leaders of the Loxo mentioned in Savage Species.


Lox-Fithik: HDd10

requirements:
race: Loxo
BaB: +5
feats: Leadership, Track

Class Skills: as fighter + Diplomacy and Survival
2+Int mod per level

Lv. BaB Fort Ref Will special
1 +1 +2 +0 +0 Clan chief, Clan sense
2 +2 You know Familiarity sense
3 +3 the rest +2 Leadership Score
4 +4 Defensive pride
5 +5 Presence of chief
6 +6 +4 Cha, Aid sense
7 +7 Improved defensive pride
8 +8 +2 Leadership score
9 +9 Improved presense of chief
10 +10 Perfect chief, Loxo might

Proficiencies: Lox-Fithiks gain no additional proficiencies

Clan Chief: You gain 1 Loxo cohort and all followers are Loxos
Clan sense: You gain a +12 insight bouns on tracking checks to locate other members of your tribe (Cohorts and Followers)
Familiarity sense: You gain a +6 insight bonus on tracking checks to locate creatures native to your tribes native area.
Defensive pride: Members of your clan that are within 100ft. of you gain a +1 morale bonus to AC.
Presence of chief: Members of your tribe that are within 60ft. of you gain a +2 morale bonus on attack rolls.
Aid sense: All members of your tribe gain the benefits of Clan sense.
Improved defensive pride: The bonus granted from Defensive pride raises to +2.
Improved presence of chief: The bonus granted from Presence of chief raises to +4.
Perfect Chief: you gain a +10 bonus to your leadership score and 1 additional Loxo cohort.
Loxo might: Members of your tribe within 30ft. of you gain a +2 morale bonus to strength and fast healing 3.
Green Elven Vampire

12-06-04, 03:55 AM
Hey guys, I'm finally back after almost 6 months of being away. I'll update the thread and the index AsAp..

Great work on all the PrC's that have been posted since I've been gone. Fabulous stuff indeed. And thanks for all the compliments and support. :) :P :D
Green Elven Vampire

12-20-04, 12:12 PM
I re-vamped this PrC after several ideas popped into my busy skull and thought I'd share them with you all.


The Spellfilcher of Erevan Ilesere

The Spellfilchers of Erevan Ilesere are a special breed of Rogue/Wizards. They master and combine their knowledge of spells with their utter love of mischief, larceny and intrigue. While no formal or known orders are associated with Erevan's church, countless bands and guilds of elven and half elven rogues have been founded in honor of the Trickster. A Notable example of spellfilchers are the fellowship known as The Knaves of the Missing Page which is based in the vale of Evereska but active all throughout Faerún. There are even some spellfilchers in the ranks of the much lesser-known elven thieves guild in Silverymoon called The Rogues of the Laughing Twilight. They work well with the clergy of Erevan, especially with Divine Seekers and Masked Pranksters, but also just as well with Thief-Acrobats, Shadowdancers and Temple Raiders of Erevan Ilesere. They are among Faerún's most powerfully skilled thieves and wont hesitate to cast a Delayed-bast Meteor Swarm in the main chapel of a rival deity after having stolen a priceless item or artifact from them.

Hit Die: d4.

Requirements: To qualify to become a Spellfilcher, a character must fulfill all the following criteria.

Race: Character must be a Elf or Half Elf.

Skills: Knowledge (religion, arcana) 5 ranks, Disguise 5 ranks, Open Locks 10 ranks, Pick Pockets 5 ranks, Disable Devise 10 ranks.

Feats: Skill Focus (at least one; open locks, pick pockets, disable devise, move silently, hide), Any Metamagic feat and Street Smart.

Spellcasting: Ability to cast Greater Magehand and at least one 3'rd level or higher arcane spell with the chaos, Trickery or luck discriptor.

Special: +2d6 Sneak attack ability. Must have Erevan Ilesere as a Patron Deity.

Class Skills: As the Rogue class skills, plus Knowledge (religion, arcana), Concentration and Spellcraft.
Skill points at each level- 4 + Cha mod.

Class Features:

Weapon & Armor Proficiency: Spellfilchers gain no proficiency with small or light weapons.

Spells per day: A spellfilcher's training focuses on Arcane magic. Thus, when a character gains a new level of SF, she gains new spells per day as if she aso gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not however gain any other benefit a character of that class would have gained.

Pass Glyph: At 1st level The SF gains a +4 bonus on all search, disable devise and open lock checks to locate, disable or bypass magical glyphs, runes and symbols.

Ranged Spellfilch: At 1st level the SF can perform one of the following class skills at a range of 35 feet: Disable Devise, Open Lock or Pick Pocket. There is no increase to the skill check DC for working at a distance and you may take 10 on the check while in shadows. This ability may be used 3/day.

Sneak Attack: At 2nd level she gains sneak attack 1d6 as the rogue ability. This stacks with any sneak attack ability from another class. The damage increases to 2d6 at 5th level, 3d6 at 8th level.

Smiling Defense: At 3rd level she gains a +2 bonus to all saving throws against spells from the schools of Illusion, enchantment, Divination and Transmutation. This increases to +4 at 7th level.

Bonus Feat At 4th level she gains a bonus feat from this list: Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, Improved Familiar, Signature Spell (must meet prereq), Delay Spell, Twin Spell.

Erevan's Sense: At 5th level she posesses an uncanny intuition that warns her of danger. She gains a +4 insight bonus to Reflex saves to avoid traps, +4 dodge bonus to AC against attacks by traps, and a +6 insight bonus on spot checks to spot creatures at the beginning of an encounter.

Defensive Roll: At 6th level she gains the defensive roll ability (see the rogue section in chapter 3 of the PHB).

Bonus Feat: At 7th level she gains a bonus feat from the following list: Alertness, Blind-Fight, Cosmopolitan, Education, Leadership, Lightning Reflexes, Track, Skill Focus (any rogue class skill), Still Spell, Weapon Finesse, Flick of the Wrist, Arteral Strike, Quicker than the Eye.

Tricksters Shroud: At 8th level she gains the ability to cast the Spell resistance spell on herself one time a day giving her SR 12 + caster level. It's a spell-like ability that is cast at her total caster level.

Extend Spell: At 9th level she may cast a spell as if it were under the effects of the Extend Spell feat. She does not need to prepare this spell in advance, and it does not increase the casting time or use a higher spell slot. This ability can be used a number of times a day equal to 1 + Intelligence bonus.

Improvised Sneak Attack: At 10th level She can combine her Rogue and Arcane skills to perform this ability. She can declare one melee or ranged attack she makes to be a sneak attack. The target of improvised sneak attack loses any and all dexterity bonus to AC, but only against this one attack. She does not need to flank her opponent or remain hidden for this to work.
This ability may be used 2/day.

CL-BAB-FS-RS-WS-Special- Spells per day

1'st-+0-+0-+2-+2-- Pass glyph, Ranged spellfilch- +1level

2'nd-+1-+0-+3-+3-Sneak Attack +1level

3'rd-+1-+1-+3-+3-Smiling defense -+1level

4'th-+2-+1-+4-+4-Bonus Feat -+1level

5'th-+2-+1-+4-+4-Erevan's sense, Sneak Attack -+1level

6'th-+3-+2-+5-+5-Defensive Roll -+1level

7'th-+3-+2-+5-+5-Bonus Feat -+1level

8'th-+4-+2-+6-+6-Sneak Attak, Tricsters shroud,+1level

9'th-+4-+3-+6-+6-Extend Spell, +1level

10'th-+5-+3-+7-+7-Improvised Sneak Attack, -+1level
Sage_of_Shadowdale

12-23-04, 07:59 AM
Disciple of Zerthimon

In the far past when the illithid empire of Penumbra spanned the planes and enslaved all life, a lone male of an unnamed species had a stirring in his mind and heart, against the mindblock the illithids imposed. He spread his rhetoric throughout the ranks of his race, exciting the enthralled minds to break their bonds of slavery. One at a time they joined his call. Through torture and betrayal, he joined forces with another of his race, the warrior-queen Gith, and together they smote the illithids from their places of domination. Yet Zerthimon's heart was in freedom, and Gith's was in extermination of all illithids and to eventually subdue all other sentient life under her rule. The Githzerai, as the race now called themselves after their two great leaders, then began a civil war that split the race, and ended with the Pronouncement of Two Skies. The freedom-hearted Githzerai fled to Limbo, where the race was originally spawned. The war-like Githyanki, as they were now called, laid their empire in the Astral Plane and continued their crusades.

Now with their freedom and peaceful seclusion, Zerthimon bestowed upon willing apprentices his philosophy and ideals on war, peace, and life. Each original apprentice created a guide of sorts, The Unbroken Circle of Zerthimon, to continue his teachings into the future. Upon acquiring an Unbroken Circle, a Githzerai wakes to find a mysterious blade in his possession, a Zerth Blade. Only upon unlocking all eight layers of the circle is mastery of the Way of Zerthimon achieved. Each layer of knowledge provides philosophical insight, the passed down powers of Zerthimon, and a strengthening of ones Zerth Blade. These teachings are not forbidden to other races, but rare is the non-Githzerai that understands the Way and cares to follow.

Hit Die: d8

Requirements
To qualify to become a Disciple of Zerthimon, a character must fulfill all the following criteria.
Race: Githzerai
Alignment: Lawful Neutral
Base Attack Bonus: +4
Skills: Concentration 8 ranks, Knowledge (religion) 6 ranks, Sense Motive 6 ranks.
Feats: Improved Unarmed Strike, Iron Will
Spells: Ability to cast 1st-level arcane spells
Special: Still mind class feature. In addition, to become a Disciple the character must acquire an Unbroken Circle of Zerthimon.

Class Skills
The Disciple’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level:4 + Int modifier.

Level BA Fort Ref Will Special Spells per day
1st +0 +2 +2 +2 1st circle
2nd +1 +3 +3 +3 2nd circle +1 level of existing class
3rd +2 +3 +3 +3 3rd circle
4th +3 +4 +4 +4 4th circle +1 level of existing class
5th +3 +4 +4 +4 5th circle
6th +4 +5 +5 +5 6th circle +1 level of existing class
7th +5 +5 +5 +5 7th circle
8th +6/+1 +6 +6 +6 8th circle +1 level of existing class

Class Features
All the following are class features of the Disciple of Zerthimon prestige class.

Weapon and Armor Proficiency: Disciples of Zerthimon gain no proficiency with armor and gain Exotic Weapon Proficiency(Bastard Sword).

Monk Abilities: A Disciple's class levels stack with his monk levels for the purpose of determining his unarmed damage and bonuses to Armor Class and unarmored speed. His class levels do not apply to other monk abilities such as flurry of blows, slow fall, and so on.

Zerth Blade: A Disciple mysteriously acquires a Zerth Blade upon his first awakening after receiving an Unbroken Circle. No manner of loss keeps the Zerth Blade from the Disciple, as it will again appear beside him when he awakens. The blade also changes color and texture in accordance with the Disciple's current strongly-presented emotion. This does not affect it's combat capability. In addition, at each level,
a Zerth Blade gains certain powers partaining to the circle that is unlocked. The Zerth Blade counts as a monk weapon for Disciples. For game statistics, a Zerth Blade is a katana.

Unbroken Circle of Zerthimon: At each level, the character unlocks another segment of the circle, allowing progression to the next circle, and
granting new Disciple powers and abilities for your Zerth Blade. The 1st circle: grants the character the spell-like ability of Magic Missile, once per day. The 2nd circle: grants the character the spell-like ability of Bless, once per day. The 3rd circle: grants the character the spell-like ability of Mage Armor, once per day. The 4th circle: grants the character the spell-like ability of Doom, once per day. The 5th circle: grants the character the spell-like ability of Bull's Strength, once per day. The 6th circle: grants the character the spell-like ability of Shield Other(you are the target, an enemy is the receiver) ), once per day. The 7th circle: this circle is mere philosophy and bestows no powers. The 8th circle: grants the character the spell-like ability of keen edge(works on unarmed), once per day.

Zerth Blade Ability: Each circle grants your blade an advantage of some type. The 1st circle: the blade takes on the Living Metal type, as see in Magic of Faerun. The 2nd circle: the blade now gains a +1 enhancement bonus. The 3rd circle: the blade now grants you the feat Blind-Fighting. The 4th circle: the blade now gains a +2 enhancement bonus. The 5th circle: the blade now sheds light as a torch according to your mood(it can be suppressed at will). The 6th circle: the blade now gains a +3 enhancement bonus. The 7th circle: while the blade is held, all somatic components are replaced by the blade. The 8th circle: the blade now gains a +4 enhancement bonus and generates a field of crackling energy in a 5ft. radius in accordance with your mood(no game effect).
Anias SoulStealer

12-23-04, 07:57 PM
BladeDancer
Guardians by heart, BladeDancers are a group of sword swinging unsung heroes. They have remained a secret society since when they first originated around 1065 DR protecting the top officials of Aglarond. To this day they work doing secret services for the Simbul. Most BladeDancers are assassins, agents of Aglarond, spies, thieves, or just simply bodyguards of Aglarond's highest lords and ladies. They have been known to commit assassinations on Red Wizards and raiding certain enclaves. There is much loyalty within their system and the only way out is death. In one attempt in 1232, the BladeDancers tried to expand their services to the Archendale but failed miserably. For now they plan to stay in Aglarond like they have for 3,000 years. BladeDancers are considered one of the most disciplined organizations in Faerun.

Hit Die: d6

Requirements
To qualify to become a BladeDancer, a character must fulfill all of the following criteria:
Alignment: Any non evil, non lawful
Race: Human, any Elf (all subtypes except Drow)
Base Attack Bonus: +6
Skills: Balance (Dex), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Jump (Str), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex)
Feats: Dodge, Lightning Reflexes, Weapon Focus (longsword)
Special: Must be sponsored by an existing member of the BladeDancers and recieve the Simbul's (or whoever leads Aglarond at the time) approval by performing acts in defense and loyalty to Aglarond.

Class Skills
The BladeDancer class skills (and the key ability for each skill) are Concentration (Con), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Wis), Knowledge History (Int), Knowledge Local (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick Pocket (Dex), Sense Motive (Wis), Swim (Str)

Class Features
All of the following are class features of the BladeDancer prestige class.
Weapon and Armor Proficiency: A BladeDancer is proficient with the longsword, shortsword, rapier, shortbow (normal or composite), crossbow (hand, light, or heavy), shortspear, and kukri. BladeDancers are proficient with light armor, medium armor, light shields, and medium shields.
Sneak Attack: If a BladeDancer can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the BladeDancer's target would be denied his Dexterity bonus to AC (whether he actually has a Dexterity bonus or not), the BladeDancer's attack deals +1d6 points of damage. This extra damage increases by +1d6 points every other level (+2d6 at 3rd level, +3d6 at 5th level, and so on). Should the BladeDancer score a critical hit with a sneak attack, this extra damage is not multiplied. It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less. With a sap or an unarmed strike, the BladeDancer can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because he must make optimal use of his weapon in order to execute the sneak attack. A BladeDancer can only sneak attack living creatures with discernible anatomies-----undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the BladeDancer must also be able to see the target well enough o pick out a vital spot and must be able to reach a vital spot. The BladeDancer cannot sneak attack while striking the limbs of a creature whose vitals are beyond reach. If a BladeDancer gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.
Death Attack: If the BladeDancer studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has additional effect of possibly either paralyzing or killing the target (BladeDancer's choice). While studying the victim, the BladeDancer can undertake other actions so long as his attention stays focused on the target and the target does not detect the BladeDancer or recognize the BladeDancer as an enemy. If the victim of such an attack fails his Fortitude saving throw (DC 10 + the BladeDancer's class level + Intelligence modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim's mind and body become enervated, rendering his completely helpless and unable to act for 1d6 rounds plus 1 round per level of the BladeDancer. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the BladeDancer has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes his save) or if the BladeDancer does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Death Blow: A BladeDancer of 5th level or higher may declare a "Death Blow" before making his attack roll (thus, a failed attack ruins his attempt). If he hits, he deals triple damage with a melee weapon. This ability does not stack at all.
Evasion: At 2nd level, a BladeDancer gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage (such as fireball), he takes no damage with a successful saving throw. Evasion can only be used if the BladeDancer is wearing light armor or no armor. It is an extraordinary ability.
Poison Use: BladeDancers are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Spells: Beginning at 1st level, a BladeDancer gains the ability to cast a small number of arcane spells. To cast a spell, the BladeDancer must have an Intelligence score of at least 10 + the spell's level, so a BladeDancer with an Intelligence of 10 or lower cannot cast these spells. BladeDancer bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the BladeDancer's Intelligence modifier (if any). When the BladeDancer gets 0 spells of a given level, such as 0 1st level spells at 1st level, the BladeDancer gets only bonus spells. A BladeDancer without a bonus spell for that level cannot yet cast a spell of that level. The BladeDancer prepares and casts spells just as a wizard does.
Saving Throw Bonus vs. Poison: BladeDancers train with poisons of all types and slowly grow more and more resistant to their effects. This is reflected by natural saving throw bonus to all poisons gained at 2nd level that increases +1 for every two levels the BladeDancer gains (+1 at 2nd level, +2 at 4th level, +3 at 6th level, and so on).
Uncanny Dodge: Starting at 2nd level, the BladeDancer gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.) At 5th level, the BladeDancer can no longer be flanked, since he can react to opponentson opposite sides of him as easily as he can react to a single attacker. This defense denies rogues or assassins the ability to use flank attacks to sneak attack the BladeDancer. The exception to this defense is that a rogue or assassin at least four levels higher than the BladeDancer can flank him (and thus sneak attack him). At 10th level, the BladeDancer gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps. If the BladeDancer has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability and determine the character's uncanny dodge ability on tha basis.

BladeDancer Spell List
BladeDancers choose thier spells from the following list:
1st Level----change self, ghost sound, spider climb
2nd Level-----alter self, pass without trace, undetectable alignment
3rd Level-----invisibility, misdirection, non detection, shadow mask
4th Level------freedom from movement, improved invisibility, moon blade, poison

BladeDancer Advancement
Spells Per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +0 +0 +2 +0 Sneak atk +1d6, death atk, poison use 0 - - -
2nd +1 +0 +3 +0 +1 save vs poison, uncanny dodge* 1 - - -
3rd +2 +1 +3 +1 Sneak attack +2d6 1 0 - -
4th +3 +1 +4 +1 +2 save vs poison 1 1 - -
5th +3 +1 +4 +1 Sneak atk +3d6, uncanny dodge** 1 1 0 -
6th +4 +2 +5 +2 +3 save vs poison 1 1 1 -
7th +5 +2 +5 +2 Sneak Attack +4d6 2 1 1 0
8th +6 +2 +6 +2 +4 save vs poison 2 1 1 1
9th +6 +3 +6 +3 Sneak attack +5d6 2 2 1 1
10th +7 +3 +7 +3 +5 save vs poison, uncanny dodge*** 2 2 2 1

*Uncanny Dodge - Dex Bonus to AC | Evasion
**Uncanny Dodge - Can't Be Flanked | Death Blow
***Uncanny Dodge - +1 vs traps
Sage_of_Shadowdale

12-24-04, 08:07 PM
It is well known that Lord Kelemvor is against unlife. Undead creatures are the antithesis of Kelemvor's ideals, and his faith in general. All humans have a soft spot though, even those who've ascended to godhood. All over Faerun, good-hearted and just folk are changed into the same creatures who Kelemvor despises. Some of these folk are aware of their ills and not a mindless zombie. It is these folk who hear the tenets of the Lord of Death and choose to follow his way back into the light, or into true death at least. These survivors of the undeath plague are specially chosen by Kelemvor himself, and continue their quiet war against the creatures of the night in his name. Other scholars believe it is just the Lord of Death's way to 'fight fire with fire'. With these redeemers of life, he seeks to wipe Faerun clean of false life.

Hit Die: d12

Requirements
To qualify to become a Redeemer, a character must fulfill all the following criteria.
Alignment: Any Lawful or true Neutral
Base Attack Bonus: +6
Skills: Concentration 6 ranks, Knowledge (religion) 6 ranks, and Knowledge (the planes) 4 ranks.
Spells: The ability to cast 2nd level divine spells lowers the Base Attack Bonus requirement by 2.
Special: You must have acquired the Undead type and be a true devotee of Kelemvor.

Class Skills
The Redeemer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Heal (Wis), Hide(Dex), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive(Wis), Spellcraft (Int), and Survival(Wis).
Skill Points at Each Level: 4 + Int modifier.

Level ---BA ---Fort--- Ref ---Will ---Special ---Spells per day
1st ---+1 ---+0 ---+0 ---+2 ---Kelemvor's Chosen, Death Blessing ---1st level Fate domain
2nd ---+2 ---+0 ---+0 ---+3 ---Divine Grace
3rd ---+3 ---+1 ---+1--- +3 ---detect undead ---2nd level Fate domain
4th ---+4 ---+1 ---+1--- +4
5th ---+5--- +1 ---+1--- +4 ---Death Blessing ---3rd level Fate domain
6th ---+6/+1--- +2 ---+2 ---+5 ---bane(undead)
7th ---+7/+2 ---+2 ---+2 ---+5 ---4th level Fate domain
8th ---+8/+3 ---+2 ---+2 ---+6
9th ---+9/+4 ---+3 ---+3 ---+6 ---5th level Fate domain
10th ---+10/+5 ---+3--- +3 ---+7 ---Life from Unlife, Death Blessing ---+1/per day Fate Spell

Class Features
All the following are class features of the Redeemer prestige class.
Weapon and Armor Proficiency: Redeemers are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields). They also gain Exotic Weapon Proficiency(bastard sword), as per Kelemvor's chosen weapon.
Spells: A Redeemer continues to cast divine spells of previous levels and gains the Fate domain. Once per day, a Redeemer may cast any Fate domain spell that he knows. At 10th level, he may make two castings. He casts as a cleric of his Redeemer levels plus any previous divine casting levels. If the Redeemer already has the Fate domain from a previous class, he may use the higher spells of the domain if he had the ability to cast them previously. The casting
Kelemvor's Chosen: To safeguard his Redeemers', he bestowed a special status upon them. In game terms, he is unaffected by spells, abilities, or spell-like abilities that specifically affect undead type creatures, unless the 'caster's' total character levels exceed the Redeemers. A creature's racial level adjustment adds to the total character levels of a given enemy. The Redeemer is also immune to Turn or Rebuke attempts, or any ability/spell that controls undead. In addition, any true devotee of Kelemvor will know what you symbolize upon looking in your eyes, and bold birthmarks in the style of Kelemvor's symbol appears on both of the character's forearms.
Death Blessing: The Redeemer gains Favored Enemy(undead) as the ranger ability. If the Redeemer already has Favored Enemy(undead), the bonuses stack. The Redeemer gains the feat Supernatural Blow, usable only against undead types, unless he picks it again for general use. Every five levels the Redeemer's bonus increases by 2.
Divine Grace: A Redeemer gains a bonus equal to his Charisma bonus(if any) to all saving throws.
Detect Undead: The Redeemer can use the spell detect undead at will, as a cleric of his Redeemer levels plus any previous divine casting levels.
Bane: Any weapon the Redeemer carries is equivalent of having the magic ability Bane(undead).
Life from Unlife: The ultimate boon of Kelemvor, granting a trapped soul his choice in fates. The newly released soul may choose to finally pass on to Fugue Plane, or be returned to Faerun again as a living, breathing creature. If restored to life, the character now uses the Fortitude saves given above and the undead type is removed. They return as a same sex version of which ever race they previously were, but with striking similarities of the Lord Kelemvor's human form(consult DM). The chosen birthmarks remain.
Green Elven Vampire

12-25-04, 03:31 AM
You all have good stuff!! I'll post this all on the index soon!!
Fey_Protector

01-02-05, 06:58 AM
(This Prestige Class was made pacifically for my character, what do you think, any ideas how to improve it ect?)

Fey Protector

After being killed by a Tanarukk called Ragnor and his steed, and thankfully getting resurrected by a friend called Semere Liif, who is the head Cleric of The Fortress Of The Felldrakes, Sharwyn looks upon the world differently. She now sees that more creatures are needing help.
She has taken a great fondness to Fey, after meeting some and making friends, now Sharwyn thinks that she wants to make sure that all Fey have a good and safe life. So Sharwyn wants to dedicate her life helping Fey and another thing Fey and her like as much as each other, Music. But some of the adventuring group Sharwyn belongs to wishes they never bought her a Masterwork Banjolele for her birthday, because she plays it non-stop.
Sharwyn hates to see Fey mistreated or restricted to a cage, and will do nearly anything to stop it. Sharwyn is hoping that she will get an organization up and running, which will protect Fey all over Faerun, she hopes that Fey will see her as a friend and a protector, and come for her for help or to just see who this Moon Elf is, who has such a great interest and love for their kind.
A lot of Faerun's races are curious about Fey, some folk might go to great lengths to find a Fey and study it or even just to slaughter it, because they are unsure ad little are known about them, as Fey usually keep to themselves.
Sharwyn hasn't gone far beyond Cormanthor's borders, as she was born and raised in Shadowdale, she has always been close to the forest. She isn't scared to venture into the forest, but she has some idea of what type of vile things lurk in the shadows of the towering trees.

Requirements

To qualify to become a Fey Protector, a character must fulfill all the following criteria.
Alignment: Any non-lawful and any non-evil.
Perform: 10 Ranks.
Hide: 6 Ranks.
Bluff: 6 Ranks.
Survival: 6 Ranks.
Move Silently: 6 Ranks.
Spot: 4 Ranks.
Listen: 4 Ranks.
Feats: Skill Focus (Perform).
Languages: Sylvan.
Special: Character must of met a Fey, the Fey must not be under any spells/spell like abilties, e.g. charm person ect, the Fey must come to the character at its own will.
The character cannot of hurt any type of Fey in anyway, apart from against the character's will. Also the character needs Bardic Music to become a Fey Protector.

Game Rule Infomation

Fey Protectors have the following game statistics.
Abilities: Charisma determines how powerful the Fey Protector's spell like abilities are, how much she can use her spell like abilities a day. Charisma, Dexterity, and Intelligence are important for many of the Fey Protector's class skills (see below).
Hit Dice: D6.

Class Skills.

The Feys Protector's class skills (and the key ability for each skill) are;
Alchemy (int), Balance (dex), Bluff (cha), Climb (str), Concentration (con), Craft (int), Diplomacy (cha), Disguise (cha), Escape Artist (dex), Gather Information (cha), Hide (Dex), Jump (Str), Knowledge (all skills taken individually) (int), Listen (wis), Move Silently (dex), Perform (cha), Pick Pocket (dex), Sense Motive (wis), Speak Language (int), Spell Craft (int), Survival (wis), Swim (str), Tumble (dex), and Use Magic Device (cha, exclusive skill). See chapter 4: Skills for skill description, in the Player's Handbook.

Skill Points at each level: 4 + Int Modifier.

Class Features.

All of the following are class features of the Fey Protector.
Weapon snf Armour Proficiency: A Fey Protector is proficient with all simple and martial weapons, Fey Protectors are proficient with light armour, medium armour, and shields. Note that armour check penalties for armour heavier than leather apply to the skills; Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim Checks.

Level BAB F R W
1 +0 +0 +2 +2
2 +1 +0 +3 +3 3 +2 +1 +3 +3
4 +3 +1 +4 +4
5 +4 +1 +4 +4
6 +5 +2 +5 +5
7 +5 +2 +5 +5
8 +6/+1 +3 +6 +6
9 +6/+1 +3 +6 +6
10 +6/+2 +4 +7 +7

Special
~ At 1st level a Fey Protector has Charm Person , as a spell like ability. She can use it equal to her Charisma modifier a day.
~ At 2nd level a Fey Proctector gets +1/day to her Charm Person Spell like ability.
~ At 3rd level a Fey Protector gets the spell like ability talk with plants at a maximum of 2/day.
~ At 4th level a Fey Protector learns how to make memory loss or sleep arrows used by Pixies.
~ At 5th level a Fey Protector grows wings like Pixies, which gives her a fly speed.
~ At 6th level a Fey Protector grows horns like a Satyr, which gives her a gore attack.
~ At 7th level a Fey Protector gets a modifier to jump checks like a Grig, but she doesn't grow legs like a Grig.
~ At 8th level a Fey Protector gets a favoured enemy.
~ At 9th level a Fey Protector gets a permanent +2 onto her Charisma score.
~ At 10th level a Fey Protector gets Blinding Beauty just like a Nymph does.

Charm Person: Humanoid of Medium size or smaller. Character must take a Will save (DC 15) or be charmed for 24 hours (Page 183 PH).
Talk To Plants: Character can talk with plants the same amount of times a day equal to her charisma modifier.
Pixie Wings: Character grows wings exactly like a Pixies, apart from the wings are in proportion with her body, the character can fly 2x her usual movement.
Satyr's Horns: Character grows horns indentical to a Satyr's, and gets the attack gore, doing a certain amount of damage depending on the characters size.

Size Damage
Fine 1D1
Diminutive 1D2
Tiny 1D3
Small 1D4
Medium 1D6
Large 1D8
Huge 2D10
Gargantuan 2D12
Colossal 3D12

Grig Jump: Character can jump like a Grig (Gets +8 to jump checks), but doesn't grow the legs of a Grig, the character can do this special ability equal to her charisma modifier a day.
Blinding Beauty: This ability operates continuosly, affecting all humanoids within 60ft of the character. Those who directly look at the character must succeed at a Fortatude Save (DC 15) or be blinded permanently as though by the blindness spell. The character can suppress or resume this ability as a free action. The character can do this ability equal to her charisma modifier a week, the ability lasts 5 hours each time it is used.


(The Fey Protector also gets spells, but I have misplaced the sheet).

If the character hurts Fey at her own will, in anyway after taken up this prestige class, the Fey Protector looses all special abilities gained with this pestige class with pain.
Green Elven Vampire

01-02-05, 01:57 PM
I like it. Very good!! :D
Fey_Protector

01-02-05, 02:48 PM
Thank you :D nice to have a positive remark!
Green Elven Vampire

01-04-05, 01:26 AM
Evereskan Battlemage

The battlemage is a very important individual when it comes to the protection of the elven city of evereska. They are trained specificly in the arts of battle magic and even spend time learning some sword play from the acadamy of arms. Unlike most elven wizards their numbers are mostly filled by elven youths looking for adventure and excitement. At least one Battlemage is assigned to every company of patrols around evereska and the greycloak hills. After reaching 5'th level the battlemages are given the choice to come and go as they please within the acadamy of magical arts to study at their leisure. Some even leave the city to find adventure as elven bounty hunters or search for anciect elven ruins to discourage the plundering of these sites with their amazing talents.

Hit Die: d4.

Requirements: To qualify to become a elven battlemage, a character must fulfill all the following criteria.

Race: Character must be a Elf or Half Elf.

Skills: Spellcraft 10 ranks, Knowledge (arcana) 8 ranks.

Feats: Eschew Materials, Maximise Spell, Twin Spell.

Spellcasting: Ability to cast 4'th level arcane spells. Ability to cast at least three spells requiring a fortitude save and at least three spells that require a reflex save.

Class Skills: Concentration (con), Spellcraft (Int), Bluff (Cha), Intimidate (Cha), Gather Information (Cha), Scry (Int), Knowledge (any)(Int).
Skill points at each level: 2 + Int Modifier.

Class Features:

Weapon & Armor Proficiency: Battlemages gain proficiency with small or light weapons.

Spells per day: A Battlemages training focuses on magic. Thus, when a character gains a new level of Battlemage, she gains new spells per day as if she aso gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not however gain any other benefit a character of that class would have gained.

Battle-spell specialization: At 1'st level you gain weapon specialization with either energy missile spells, or ray spells. Once chosen you may not change it.

Signature Spell: As a Battlemage you earn a reputation with a certain spell, a calling card of sorts. At 2'nd level you gain the Signature Spell feat.

Battle-spell focus: At 4'th level you gain the weapon focus feat with either energy missile spells, or ray spells. Once chosen you may not change the type.

Energy Spell Resistance: At 7'th level, the Battlemage chooses one type of energy: acid, cold, electricity, fire, or sonic. from here on you gain a +4 bonus on saving throws against any spells with the chosen type of energy discriptor. Once chosen the energy type cannot be changed.

Faerie Blade (Sp): At 10'th level the battlemage can create a slender, shimmering sword in his hand, allowing the mage to attack as a fighter of equal level. The sword inflicts 5d4 points of damage against all opponents. It has no magical bonus, but can hit all echanted creatures as well as those that an only be it by magical weapons. When the battlemage hits a target she can elect to either inflict damage or inflict a random magical effect upon the target. If the mage elects to inflict a magical effect, roll 1d100, add the casters level and refer to the following table.

Die Roll Effect

0-25~ No effect, no dmg.

26-50~ Target suffers 8d4 dmg.

51-75~ Target suffers 10d4 dmg.

76-85~ Imprisoned in Forcecage

86-90~ Randomly polymorphed

91-95~ Fort.save (DC20)turn to stone

96-97~ Teleported 1d100 yards

98-99~ Teleported 1d100 miles

100+~ Target dies Fort.save (DC25)
This spell can be used 2/day, and lasts 1 round/ 2 levels of battlemage.

CL-BAB-FS-RS-WS-Special- Spells per day

1'st-+0-+0-+0-+2 Weapon specialization -+1level

2'nd-+1-+0-+0-+3-signature spell-+1level

3'rd-+1-+1-+1-+3 -+1level

4'th-+2-+1-+1-+4 Weapon Focus -+1level

5'th-+2-+1-+1-+4 -+1level

6'th-+3-+2-+2-+5 -+1level

7'th-+3-+2-+2-+5 EsR-+1level

8'th-+4-+2-+2-+6 -+1level

9'th-+4-+3-+3-+6- +1level

10'th-+5-+3-+3-+7-Faerie Blade -+1level
Green Elven Vampire

01-04-05, 02:24 AM
Does anyone think my Bladesinger is over powered compared to the one in Complete Warrior, or under powered? Any feedback would be helpful, thanks.
The_Demonic_Drow

01-04-05, 02:05 PM
I know your first thought about this one is black guard knock off but bare with me, and trust me it isn't because i thought of this back in second edition.

Dark Knights are either former soldiers of a kingdom or a person who has turned away from his heritage or homeland. They are able to use their strength to draw out spells from an old ancestor who has dabbled in the arts of magic,or being schooled in the matter. Their magic is considered arcane but they can't be used in metamagic feats. Darkknights are not limited to the spells per day rule but if they exceed it they get dealt 1d10 points of permanent constitution damage,but it is mostly only used in a desperate situation. If a character becomes undead he loses his spell casting ability due to no life force to draw the spells from.

Requirements:
Alignment:Any Evil
Base Attack Bonus: +10
Skills: Intimidate 2 ranks, Knowledge (nobility & royalty) 2 ranks,
Diplomacy 8 ranks
Feats:Mounted Combat, Power Attack, Cleave, Combat Reflexes,and Arcane Schooling (only to those without a spellcasting ancestor)

Table: The Dark Knight
Class Level l Base Atk Bns l fort l ref l will l special
1st +1 +3 +0 +0 Rallying Cry,VileStrike -1
2nd +2 +4 +0 +0 Fear 1/day
3rd +3 +4 +1 +1 Bonus Fighter Feat
4th +4 +5 +1 +1 Fear 2/day,VileStrike -2
5th +5 +5 +2 +2 Detect Evil
6th +6/+1 +6 +2 +2 Bonus Feat
7th +7/+2 +6 +3 +3 Fear 3/day Vilestrike -3
8th +8/+3 +7 +3 +3 Oath of Wrath
9th +9/+4 +7 +4 +4 Fear 4/day
10th +10/+5 +8 +4 +4 Final Fall, Vilestrike -4

Table: Spells Known
Level l 1st l 2nd l 3rd l 4th l 5th
1 0 - - - -
2 1 0 - - -
3 2 1 0 - -
4 3 2 1 0 -
5 4 3 2 1 0
6 5 4 3 2 1
7 6 5 4 3 2
8 7 6 5 4 3
9 8 7 6 5 4
10 9 8 7 6 5
Table: Spells per day
level l 1st l 2nd l 3rd l 4th l 5th
1 0 - - - -
2 1 - - - -
3 1 0 - - -
4 2 1 - - -
5 2 1 0 - -
6 3 2 1 - -
7 3 2 1 0 -
8 4 3 2 1 -
9 4 3 2 1 0
10 5 4 3 2 1

Class Features:
Weapon and Armor Proficiency: All simple and Melee Weapons and with
heavy and medium armor
Spellcasting: A Dark knight can draw spells for within using strength to use
them.(DC=10+darkknight level+ spell level)(Darkknight spells are
Strength-based and don't need to be prepared.
Rallying cry: 3/day (see:Purple Dragon knight for description)
Vile Strike: Aiming for a weak area a black knight can decrease an
opponents AC
Fear: A Dark Knight Can in voke the fear effect (dc13 + his cha. modifier).
Allies are immune
Bonus Fighter Feat: You can gain a feat from the fighter feat list in the
players hand book.
Detect Evil: As the spell 1/day
Bonus Feat: any extra feat of your choice
Oath of Wrath: See Purple Dragon Knight for description
Final Fall:As Final Stand(see purple dragon knight) but instead of adding
modifiers to to allies you subtract modifiers for all enemies within
10 feet
Dark Knight Spell List
1st Level:Resistance, Flare,Alarm, Protection from good, Shield,
Mage armor, Mount, Truestrike, Expeditious Retreat, Magic Weapon
2nd Level: Protection from arrows,Endurance, Bulls Strength, Cats Grace,
scare, darkness
3rd Level: fireball, magic circle against good, Hold person, suggestion,
greater magic weapon, haste, slow,and gental repose
4th Level:Minor globe of invulnerablity, Leomunds secure shelter,
stoneskin,Confusion, and shout
5th Level:Fabricate, sending, contact other planewall of ironhold monster, and dismissal

-Thats all and please give me some feedback on this class with private messages cuase i don't check out many threads, thanks.
Zireael

01-20-05, 07:08 AM
What are the PrCs for bard? Where can I find them? Can you post some?
Green Elven Vampire

01-26-05, 11:08 PM
What are the PrCs for bard? Where can I find them? Can you post some?
There is the Bard of Silverymoon PrC on page 3 of this thread. Hope that helps! :cool:
Zireael

01-27-05, 07:22 AM
Thank you. :)
Green Elven Vampire

01-27-05, 12:07 PM
You're welcome friend, but don't thank me, thank Neo for creating the PrC. ;)
the_move

01-27-05, 04:28 PM
Not available!
Keldrin Moonflower

01-28-05, 06:54 PM
Back in the early days of my dnd life I was blown away by the concept of the Tempest, but unfortunately it didn't quite Stack up and now in a world of master throwers and frenzied berserkers the Tempest is seriously lacking. So I've finally gotten around to finishing my own version.

The twin blades whirled and slashed with such elegance and grace that the encounter seems more a beautiful dance than a bloody battle. The calm at the center of this whirling barrier of blades is the Tempest. The Tempest focuses on learning the ultimate secrets of two weapon fighting for a single purpose- the destruction of his enemies. The Tempest rarely learn their skill from any sort of formal training. Instead they master their art through the constant application of its diciplines andexperimentaion on his foes. similarly it is rare for them to take on students. Theirart,they say, is one that can be learned but not taught.
Prereq:
BAB- +6
Feats- combat expertese,two wpn fighting,weapon focus(any),combat reflexes,dodge.


HD: D10
Class Skills: (2+ int) balance,climb,intimidate,sense motive, survival.
BAB: as fighter
Fort: high
Ref: high
Will: low

1st Improved Two-Weapon Fighting
2nd
3rd Twin sword style(+1)
4th Ambidexterity, Bonus Feat
5th Greater Two-Weapon Fighting
6th Absolute Ambidexterity,Twin sword style(+2)
7th
8th Two weapon Expert
9th Twin sword style(+3)
10th Perfect Two-Weapon Fighting

Weapon/Armour Proficiencies: The tempest gains no new weapon or Armor proficiencies NOTE: All the Tempests class features depend on him/her wearing light or no armour.

Improved Two-Weapon Fighting: The Tempest may fight as though he had the Improved Two-Weapon Fighting feat when wearing light or no armour and not using a double weapon.

Twin Sword Style: At 3rd level the Tempest gains a +1 bonus to attack and damage rolls when wielding a weapon with which he has the weapon focus feat in each hand provided they are the same type (slashing,peirci....etc). This bonus increases to +2 at 6th level and to +3 at 9th level.

Ambidexterity: At 4th level the Tempest adds his full strength bonus to his off-hand attacks.

Bonus feat: At 4th level the Tempest may select any feat which has the Two-Weapon Fighting feat as a perequisit as long as he meets all other prerequisits.

Greater Two-Weapon Fighting:At 5th level the Tempest may fight as though he had the Greater Two-Weapon Fighting feat when wearing light or no armour and not using a double weapon.

Absolute Ambidexterity: At 6th level the Tempests penalties for fighting with two weapons decreases by 2.

Two weapon Expert: At 8th level when using the Combat Expertese feat the tempest gains a +1 deflection bonus to his AC for every -1 penalty to attack rolls in addition to any dodge bonus.

Perfect Two-Weapon Fighting: At 10th level the Tempest may make an additional off hand attack at his lowest bab. Furthermore the Tempest may make an off hand atack whenever he would be entitles to a single attack(ie/when making the attack action,making an attack of oppertunity, etc).
Tebryn14

01-29-05, 10:30 PM
Spellsinger
The spellsinger is a practitioner of the ancient elven art of spellsong. By channeling the power of music in a way no ordinary bard could accomplish, he truly becomes one with the Weave. Though this practice requires the changing of the method through which spells are cast entirely, it can create spectacular effects, and grants unparalleled flexibility. Rare, advanced practitioners, with a host of assistants, can even duplicate the effects of the fabled High Magic Rituals of old.
The spellsinger, in addition to being a powerful (if not always reliable) spellcaster, is also a passable warrior, and an expert at evading attacks. The art requires a musical skill, remarkable physical endurance, and magical talents. Most spellsingers are drawn from the ranks of sorcerers. In addition, bards and multiclassed sorcerer/rogues are not uncommon. Most practitioners are elves, and Evermeet it self boasts a powerful group of spellsingers who often work in concert for the good of the kingdom.
As NPCs, spellsingers are usually found in the employ of Elven Homelands. Less commonly, they form bases of apprentices at bardic colleges, and Silverymoon in to several spellsingers. They are not often adventurers, because their method of Spellcasting is not ideal for combat.
Hit Die: d6.

Requirements
To qualify to become a spellsinger, a character must fulfill all the following criteria.
Perform (Sing, Dance): 2 ranks each.
Concentration: 8 ranks
Spellcraft: 5 ranks
Knowledge (Arcana): 5 ranks
Feats: Endurance, Dodge.
Spellcasting: The ability to cast 2nd level arcane spells without preparation.
Race: Elf, human, or half-elf.

Class Skills
The spellsinger’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nature), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Spellcraft (Int), Tumble (Dex), and Use Rope (Dex). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.

Skills Points at each level: 6+Int modifier.

Class Features
All of the following are class features of the spellsinger prestige class.
Weapon and Armor Proficiency: Spellsingers gain no proficiency in any weapon or armor. Many of the spellsingers abilities cannot be used while wearing armor. Note that armor check penalties for armor heavier than leather apply to the skills, Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.

Spells Per Day/Spells Known: Upon gaining the spellsinger prestige class, such concepts no longer apply to the character. All spells known are forgotten, and the character no longer has spells/day. However, each time that a character gains a level of spellsinger, his effective caster level increases by 1. See the Spellsong ability for details.
Spellsong (Su): The spellsinger loses the need to learn new spells at each level, and all of his spells/known are effectively forgotten. Instead, the spellsinger casts spells through ritual dance and song. They are unaffected by the number of spells they can cast per day, as well as by restriction such as spell level. A 5th level sorcerer/1st level spellsinger could theoretically attempt to cast a 9th level spell, though the dangers of attempting a spell so far beyond one’s ability prevents most from even attempting such a feat.
The unusual song and dance of the spellsinger allows the character to slip into an altered state of consciousness. While in this magical trance, the mystical powers of the cosmos flow through the wizard and respond to her wishes.
The maximum number of rounds that a spellsinger can dance is equal to her Constitution score. This is an important consideration, as longer dances have a greater chance of producing useful magical effects.
All spells invoked by a spellsinger require verbal (the spellsinger’s song) and somatic (the dance) components. However, spellsingers forgo the need for focuses or material components, though costly material components are paid in XP, at the cost of 10 XP per gp value of the component. The spellsinger pays XP cost normally as well.
While dancing, a spellsinger is oblivious to all that transpires around her. This can make the character vulnerable to attack, as enemies can walk right up to her without being seen. Anyone attacking a dancing spellsinger automatically catches her flatfooted. However, the frenzied motion of the dance makes a spellsinger harder to hit. When dancing, a spellsingers gains a dodge bonus to AC equal to ½ her class level, at the cost of her dexterity bonus to AC. The maximum bonus is +10.
In addition to the physical bonus to a dancer's Armor Class, the altered state of a spellsinger’s mind during this ritual provides protection from magical effects on her mind as well. The spellsinger receives a +20 bonus on saving throws to resist mind-affecting effects while dancing. This defense remains active for as long as the spellsinger continues to dance her magical dance, but collapses the moment her spell is cast and her mind snaps back to reality.

Chance of Spell Failure
This same unorthodox method of spellcasting makes the magic of these characters less than wholly reliable. No matter how talented a spellsinger might be, there is always
the chance that her magic will fail her when the final note is sung.
Whenever a spellsinger wishes to cast a spell, she must succeed at a Perform (Sing) check against a DC that depends of the level of spell she was attempting. The DCs are as follows.

Spell level Perform (Sing) DC
0-------------10
1st------ -----15
2nd-----------18
3rd------ -----20
4th-----------23
5th-----------25
6th-----------28
7th-----------30
8th-----------33
9th-----------35



Several modifiers are applied to this roll, however, because of the unusual nature of the spellsinger’s magic. A -4 penalty is applied to this roll for each level by which the spell exceeds the level of spells which the spellsinger would usually be able to cast. For example, a 5th level sorcere/3rd level spellsinger would be able to cast 4th level spells were she a pure sorcerer of the same level, so attempting to invoke a 6th level spell would invoke a -8 penalty to her Perform Sing check.
The minimum number of rounds that a spellsinger must dance to invoke magic is equal to the level of the spell being attempted. For every additional round the character dances, a + 1 bonus is applied to the skill check.

Interrupting the Dance
Breaking the concentration of a dancing spellsinger, either by attacking her or by simply halting her dance, is a dangerous thing to do. If the spellsinger suffers damage, she must make a concentration check equal to 15+damage taken to continue her dance. The moment the spellsinger stops dancing, she must make her Perform check to see if the spell she was attempting to cast worked or failed. Because of the sudden halt to the dance, an automatic –4 penalty is applied to the check.
If the spellsinger has not yet danced a number of rounds equal to the level of the spell, an additional –4 penalty is applied for each round that was not danced. If, for example, a spellsinger is interrupted on the 4th round of her attempt to cast a 6th-level spell, she suffers a total penalty of -12 on her proficiency check (-4 for being interrupted and -8 for the two rounds she did not dance).

Results of Spell Failure
Usually, the only thing that happens when a spellsinger character fails her dancing roll is that the magic simply doesn’t take effect. While this can be somewhat anti-climactic, it isn’t harmful.
If, however, the modified roll is a 0 or less, the character suffers a catastrophic failure. When this happens, the exact results of the accident are left to the Dungeon Master. The die roll should determine the severity of the failure. A modified roll of 0 or -1 shouldn’t result in an overly hazardous failure, while a roll of -9 or -10 ought to indicate disaster.
If the spell was being used as an attack, failure indicates it struck the caster or one of her allies. If the spell was defensive in nature, the DM can assume that it had either the opposite effect (hence, it made the caster more vulnerable to attack) or served to protect the caster’s enemies from harm. The exact results of other spells will have to be judged based upon the conditions at the time of the failure and the need of the adventure.

Rest and Fatigue
After an attempt to cast a spell (either successful or unsuccessful), the spellsinger must rest for a number of rounds equal to the level of the spell she was attempting before she can dance again. A spellsinger who attempted to cast a 3rd-level spell must rest for three rounds before she can cast another spell. If the spellsinger wishes to attempt a 9th-level spell, she must rest for nine full rounds afterward. During this time, the spellsinger is considered to be fatigued. If she is forced to defend herself in this condition, she suffers a –2 penalty to Strength and Dexterity, and cannot run or charge. The time spent doing this does not count towards the total number of rounds of rest required.
If the spellsinger attempts to cast another spell during this time, the Perform check suffers a –8 penalty, and the spellsinger become exhausted upon completion. Once exhausted, the spellsinger must rest for a number of rounds equal to ((the remaining rounds of rest before she danced again)+(the number of rounds she danced once already fatigued)x2). After this, she returns to normal. If she attempts to dance while exhausted, she suffers non-lethal damage equal to her current hit point total, which cannot be healed until the required rest time is up.
If the spellsinger attempts to dance for more round than her constitution score would allow, she must succeed at a Fortitude save each additional round (DC 20+(number of additional rounds already danced)+1) or suffer non-lethal damage equal to her current hit point total, which cannot be healed until the required rest time is up. For example, if a spellsinger with a 15 constitution attempts to create an effect requiring 18 rounds of dance, she must succeed at a DC 21 Fortitude save during the 16 round, a DC 22 save during the 17th, and a DC 23 during the 18th. If she fails, the spell goes off as if it had been interrupted.

Additional effects
Spellsong can be used to create a number of additional effects at the cost of increased Perform DC:
Increase Caster Level: The spellsinger can increase the caster level of the effect (for SR checks, damage, area of effect, etc.) at the cost of 1 increased level for every 2 increase to DC. The maximum caster level possible is the caster’s normal level +30.
Add Metamagic Feat: The spellsinger can add any Metamagic feat available to characters 20th level or lower, except for Quicken Spell, Still Spell, and Silent Spell, at the cost of the increase in spell level x2 added to the final DC. The maximum spell level is 10th.
Increase Spell Save DC: The spellsinger can increase the save DC of the spell by 1 for every +2 increase to the final DC.

Notes:
The DC for spells cast through spellsong is 10+the casters Cha Modifier+the number of additional participants (see below), plus any additional modifiers. Spellsingers are only limited to the number of spells they can cast in a day as far as limitations on the amount of time they can devote to dancing. Because of the potential abuses of this ability, a DM must carefully control such characters, and should only entrust this prestige class to experience role players. Spellsong can produce any spell effect from the Wizard/Sorcerer or Bard spell lists. The caster level equals the caster level before taking the prestige class +spellsinger levels, +additional modifiers. Spellsingers can progress beyond the tenth level of this prestige class without being of epic levels. Spellsong cannot be used while wearing armor of any kind. After gaining levels in the spellsinger prestige class, the character can no longer increase her Spellcasting level (for the one that was superceded by this prestige class) except by adding levels of spellsinger. If the character had more than one Spellcasting class before taking this prestige class, she must decide which one will be her spellsong class.

Evasion (Ex): At 5th level, a spellsinger gains evasion. If exposed to an effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage on a successful saving throw. The evasion ability may not be used while wearing any armor.

Combat Expertise: At 3rd level, a spellsinger gains the Combat Expertise feat for free.

Evasive Dancing (Ex): One of the basic skills of a spellsinger is evasive dancing. During combat, and while taking the total defense action, the spellsinger gains an additional dodge bonus to AC equal to her level. This is even more taxing than spellsong, and thus may only be maintained for ½ of the character’s constitution score, and requires the same rest time and fatigue penalties as spellsong. This is usable at will, except as restricted by rest time.

Enthrall (Su): At 6th level, a spellsinger gains the ability to entrance audiences with their dancing. This special dance causes all those who can see and or hear the spellsinger within 30 feet to succeed at a Will saving throw (DC=the average of a Perform (Sing) check and a Perform (Dance) check) or be unable to do anything except defend themselves and watch the spellsinger for as long as the dance continues, and for a number of rounds afterward equal to the spellsinger’s class level divided by two. This follows the same rules for fatigue and rest as spellsong, and can be maintained for a number of rounds equal to the spellsinger’s Constitution score. Creatures of the same gender as the spellsinger gain a +2 bonus to their saves, and creatures who know that there are being entranced or dislike the spellsinger receive a +4 bonus. Creatures who speak the language in which the spellsinger is singing receive a –4 penalty to their saving throws. This is usable at will, except as restricted by rest time.

Circle Singing (Su): At 8th level, the spellsinger becomes able to be the center of a Song-Circle, focusing the power of multiple casters much as a High Magic Center does. The Circle Song requires at least 3 spellsingers, but no more than 8 are allowed. They must spend 2 minutes per the level of the attempted spell preparing their dance, and if anyone of them loses concentration on the spell during the casting, the other must succeed at a Concentration check of equal DC or lose concentration as well. If the spell is maintained, the central caster must succeed at the final Perform DC as if the lost caster had not participated. Each additional spellsinger (besides the Center) grants a +2 bonus to the final Perform Check of the Center. Each additional round of dancing beyond the required time still only adds +1 to the check as usual. The casters can create any effect creatable by spellsong as normal. In addition, it allows additional effects as follows:
Epic Metamagic Feats: The casters may apply an Epic Metamagic Feat to the spell, increasing the DC by 2 for every spell level increase of the Feat. The maximum spell level also increases to 20th.
Increase Damage Cap: The casters can increase the damage cap of a spell, increasing the Perform DC by 2 for every additional die they add, to a maximum of 3 times the normal damage cap.

Sleep(Su): At 10th level, the spellsinger can cause her audience to fall asleep. All those within 30 ft. who can see and hear the spellsinger must succeed at a Will Saving throw (DC=the average of a Perform (Sing) check and a Perform (Dance) check) or fall asleep for a number of minutes equal to the spellsinger’s class level times 10. They can be awakened normally. Only creatures with fewer HD than the spellsinger are affected. Creatures in pain or discomfort receive a +4 bonus on this save. The dance can continue for a number of rounds equal to the dancer’s Constitution score, and is subject to the same fatigue and rest rules as spellsong. This is usable at will, except as restricted by rest time.


The Spellsinger

Class---Base-------Fort----Ref-------Will------------------------------------------------------------Level --Attack------Save--Save------Save------------Special--------------
--------Bonus

1st------+0-------+2------+2-------+2--------Spellsong, evasive dancing
2nd------+0-------+3------ +3------ +3------ _
3rd------ +1-------+3------ +3------ +3------ Combat Expertise------------
4th------+2------ +4------ +4-------+4------ _
5th------+3-------+4------ +4-------+4------ Evasion---------------------
6th------+3------ +5-------+5------ +5-------Enthrall---------------------
7th------+3------ +5-------+5------ +5------ _
8th------+4-------+6------ +6-------+6------ Circle Singing----------------
9th------+5-------+6-------+6------ +6------ _
10th-----+6------ +7-------+7------ +7------ Sleep------------------------



Much of this is taken from Wizards and Rogues of the Realms.
Green Elven Vampire

01-30-05, 10:19 AM
Tebryn... awesome man!! I just added like 15 new PrC's to the Index, so I'm sorry for taking so long. I'll get around to placing all the PrC's from page 6 on the index soon.

Great work people! Keep them coming!! ;) :cool:
Green Elven Vampire

01-30-05, 10:20 AM
What book is Wizards and Rogues of the Realms??? I've not heard of this book! Ohhh tell me, tell me!!
Tebryn14

01-30-05, 11:44 AM
Wizards and Rogues of the Realms is a 2e sourcebook basically detailing wizard and rogue kits and the habits (dress, mannerisms) of wizards and rogues all over the Realms. It's very neat.

On the other hand, if you want a simpler version of the prestige class (which I feel doesn't quite get at the spirit of the class) check out Magic of Faerun, in which the Spelldancer prestige class is vaguely modeled after the Spellsinger.
Green Elven Vampire

02-01-05, 09:53 PM
Yeah, the Spelldancer PrC from MoF is wicked lame ImO.

Keep up the great work man. ;)
Praxian

02-02-05, 04:51 PM
Living Forest

This is a five level prestige class available -only- to surface elves. Half-Elves do -not- qualify for this prestige class.

Requirements:

Racial: Surface Elf (wood, wild, high, moon, sun)
Special: 3 Favored Enemies
Special: No half-elves

This PrC enhances a rangers ability to move and hunt in the wilds.

Skills: As the Ranger in the PHB
Hit Dice: As the Ranger in the PHB



LVL----BAB----Fort---Ref----Will-----Special

1------1------1------1------0------Forest Lore, Friend of the Forest
2------2------1------1------0------Stealth in Wood, Animal Friendship
3------3------2------2------1------Sight of the Wood, Whispers with the wind
4------4------2------2------1------Hide with the Wood, Hide in Bark
5------5------3------3------1------Move with the Forest


Forest Lore:
After spending one week in any forest, the Elf knows the immediate past of the forest (past 50 years). With spending a year in the forest, one can hear
stories of the distant past (200 years). With spending 10 years in the forest, one can discern any important history in the forest (up to 2000 years in the
past)

Friend of the Forest:
After spending half a week in the forest all the animals recognize the elf as a friend and will not attack out of anger or fear (Consider all animals as
indifferent to friendly to the Elf).

Stealth in Wood:
The Elf has learned how to move with the most effectiveness in the woods. They get a natural +10 enhancement to Move Silent checks.

Animal Friendship:
Animals will go out of their way to help the elf should they ever be in need. A bird will scout the skies, a bear will help fend off enemies or protect an
area, beavers will make a dam where needed, etc.

Sight of the Wood
Elf gains Darkvision out to 60' and doubles their normal low-light vision.

Whispers with the wind:
The elf can send a small 20 second message to anyone in the forest. This is one way and will not recieve messages.

Hide with the Wood:
Becoming a master of what is where in the forest, the elf gains a natural +10 to their Hide skill.

Hide in Bark:
In keeping with the elven ability to simply vanish, this ability allows the elf to meld with a tree they are physically touching. While in the tree all
abilities are not able to be used outside of senses.

Move with the Forest:
The Elf has become a paragon, a true defender of the forest. With this ability the elf can travel from tree to tree anywhere in the forest. This is a Supernatural ability usable 3 times a day.
Corellon

02-02-05, 06:17 PM
i heard many thing about elven high mage... what was that?
there are any information?
Green Elven Vampire

02-03-05, 06:07 PM
Elven High Mages are the most powerful of all spellcasters on Toril. The PrC can be found in the book "Races of Faerun" and you can read of them in the great novel by Elaine Cunningham entitled "Evermeet: Island of elves" which is a Forgotten Realms based novel and one heck of a read.

And I liked your PrC Correllon. Keep up the work.
Naked Elf Girl

02-07-05, 04:55 PM
Wow, i didnt think this thread would still be here after all this time. im glad it is though cause you all did some awesome work on these classes. :cool:
Evil Weevil

02-09-05, 04:18 AM
I'll second that motion, and I will add wickedly awesome work :D
Evil Weevil

02-10-05, 04:36 AM
I had flavor text but I cannot find it, so I guess I will put in later. Yup
Elven High Mage[I] (Revised 3.5 version)
Hit Die: d4

Level Special Spellcasting
1st High Rituals, High Mage Initiate, One with the Weave, Vision of Art +1 spellcaster level
2nd Piercing the Veil +1 spellcaster level
3rd Epic Bonus Feat +1 spellcaster level
4th Deepening Vision +1 spellcaster level
5th High Mage, Ritual Knowledge +1 spellcaster level
6th Epic Bonus Feat +1 spellcaster level
7th -- +1 spellcaster level
8th Perfect Vision +1 spellcaster level
9th Epic Bonus Feat +1 spellcaster level
10th Grand Mage, Weave Manipulation +1 spellcaster level


Requirements:

To qualify to become an Elven High Mage, a character must fulfill all the following criteria:

Race: High Elf, Sun Elf, Moon Elf, or Wood Elf.
Alignment: Any Good or Lawful Neutral
Skills: Knowledge (Arcana) 24 ranks, Spellcraft 24 ranks.
Epic Feats: Epic Skill Focus (Spellcraft).
Spellcasting: Able to cast 9th-level arcane spells.
Abilities: Base Intelligence 20, Base Wisdom 14

Class Skills

The Elven High Mage’s class skills (and the key ability for each skill), are:

Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (Any)( Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill points at each level: 2 + Int Modifier.


Class Features:
Weapon and Armor Proficiency: The EHM gains no proficiencies in weapons or armor.
Spells per day/Spells Known: An Elven High Mage’s caster level increases every level gained in the prestige class.
Seldruin: At the character’s first High Mage level, s/he gains the ability to speak seldruin, the language of High magic.
High Rituals: A High Mage learns how to perform the rituals of High Magic by tapping directly into the parts of the Weave that are in all elves. The major drawback of using the Weave in this manner is that it clashes with casting arcane magic in the normal sense. If a Mage intends to perform a ritual of High Magic during a ten-day, she cannot memorize any spells during that time. If spells were cast or memorized, the Mage must meditate for a full ten-day before she can again perform High Magic. This stricture also applies to the use of spell scrolls though not rings, wands, and other magic devices.
Additionally, High Magic depends on the unity of mind, spirit, emotion, and sense of self and community within the Mage and its surroundings. This communion is not restricted by physical distance. However, if there is no elven community on the same plane as the Mage, then a High Magic ritual cannot be performed. If a large number of elves are at odds with their community, the emotional conflict can spill over into the Weave and disrupt a ritual. Dissension among the elves makes High Magic nearly impossible, for it relies on the supportive power from the surrounding community. It is a measure of elven solidarity that this has rarely happened since the Crown Wars and the Descent of the Drow. It is this need for cultural and communal togetherness that deny the Dark Elves and other races the use of High Magic.
There are other restrictions as well. A High Mage can never perform more than 4 rituals total during any ten-day. Additionally, if a High Mage performs more than one multi-person ritual in a ten-day, then they must make a Fortitude save versus DC 20 or die (though the Ritual still succeeds).
There are three types of Rituals.
The lowest form of High Magic rituals, called Rituals of Solitude. Rituals of Solitude take 10 minutes to perform, and a Mage must have an Intelligence of at least 18 to perform the ritual.
The mid-range High Magic rituals, called Rituals of Complement. Rituals of Complement take one hour to perform, and a High Mage must have an Intelligence of at least 19 to perform the ritual. Some of these rituals give need to multiple High Mages, but those are stated.
Rituals of Myriad, the highest form of High Magic. Rituals of Myriad take a day to perform, and a High Mage must have an Intelligence of at least 20 to perform the ritual. Often times, they are supported by concentric outer rings of arcane casters who lend their power and energy to aid the Mage, though this is not needed. Though it is never admitted, even non-elven arcane casters can join an outer ring and aid the ceremony.
The first minute of any ritual is spent cleansing and purifying the site where the ritual will occur. This erects an invisible Ritual Ward around the High Mage (10' radius). The Ward has the same hit points of the caster, except that his Intelligence bonus is substituted for his Constitution bonus to determine extra hit points per level. It has an Armor Class of 20 with a Hardness of 10. Any intruder foolish to pass through or attempt to disrupt the ritual suffers dire consequences. Against physical intrusions, including missile weapons, a 50' long arcane bolt lashes out at the intruder causing 20d6. Against magical or other intrusions, the intruder is absorbed into a small gem created by the Ritual Ward as a Trap the Soul spell. All of these effects allow a Will save (for half damage when appropriate) against a DC of 40.
What follows below are rituals that have been known to exist. There are others that are rumored as well, though they are no doubt lost to time.
Ritual List
Solitude -- The Reverie of Ages, Life of Duty and Form of the People's Needs, Starshine Upon the People, The Song of Enevahr, Skin and Breath of the Wyrm, Flights of True Mark and Arrows of Art, Gift of Alliance, Summoned Shield and Conjured Screen, One Heart -- One Mind -- One Breath, A Message on Birds' Wings of Silver
Complement -- The High Revival and Restoration, The Traveling Path, Sacrements of Seldarine Blessing, Tribute of One's Duty to the People, Hidden Homeland, Corrosion/Erosion, The Forms of Age and Unity Among the Forests, The Vow Tangible, The Revival.
Myriad -- Storm Erosion, Place From All Around and Nowhere -- Home of Summoning, The Banishing -- Binding Outside of the People's Lands, The Sundering -- At War with the Weave.
The EHM gains rituals per level the below list shows how many rituals the EMH knows and may cast.
Rituals per Ten-Day Rituals Known
Class Level Solitude Complement Myriad Solitude Complement Myriad
1 1 - - 2 - -
2 1 - - 3 - -
3 2 1 - 4 2 -
4 2 1 - 4 3 -
5 2 2 - 5 3 -
6 3 2 - 5 4 -
7 3 3 1 6 4 2
8 3 3 1 6 5 2
9 4 4 2 7 5 3
10 4 4 3 7 6 3

High Mage Initiate: At first level, the character becomes a High Mage Initiate. This status gives him access to the lore of the High Mages and the character gains the Epic Spellcasting feat. In addition, the status of High Mage Initiate makes the High magic epic spell seeds and factors available to him. Finally, the first ritual the High Mage takes part in prolongs his life, granting him the Extended Lifespan epic feat.

One with the Weave: The Elven High Mage’s understanding of the Weave deepens significantly, and continues to do so as the elf ages. The Elven High Mage gains a bonus to Spellcraft and Knowledge (Arcana) checks equal to twice his High Mage level.

Vision of Art: The Elven High Mage can use Detect Magic at will as a spell-like ability.

Piercing the Veil: At 2nd level the Elven High Mage gains an increased knowledge of the nuances of the weave. The Elven High Mage becomes immune to Illusions and Enchantment spells.

Epic Bonus Feat: At 3rd level, and every three levels thereafter, the High Mage gains a bonus feat, the feat must be magic related.

Deepening Vision: At 4th level, the High Mage can use Identify as a spell like ability once a day for every two High Mage levels he has.

High Mage: At 5th level, the High Mage’s constant exposure to the Weave and high magic deepen his understanding of other facets of life, as well as his ability to comprehend aspects of life that others barely realize exist. The High Mage’s Intelligence and Wisdom scores increase by +2 each. The High Mage also applies his High Mage level as a circumstance bonus to all Diplomacy checks, as the status of High Mage also accords the elf noble status in any elven settlement.

Perfect Vision: At 8th level the High Mage can use Analyze Dweomer as a spell like ability once a day for every four High Mage levels he has.

Grand Mage: At 10th level, the High Mage becomes a Grand Mage, and his Intelligence and Wisdom scores increase by another +2 each. The bonus to Diplomacy checks doubles, and the Grand Mage’s intimate connection with the weave grants him an insight bonus equal to his High Mage level on Use Magic Device checks.

Weave Manipulation: This ability allows the Elven High Mage to perform feats of magic unheard of by any other spellcaster on Toril: casting epic spells without paying the research costs. Rather than spending days, hundreds of thousands of gold pieces, and thousands of experience points, the High Mage’s intimate knowledge of the weave allows him to manipulate it in much the same manner as a sorcerer, but on a far deeper level. At 10th level, this ability can be used to cast epic spells with a Spellcraft check DC of 100 or less, and the Spellcraft DC decreases by +2 for each additional High Mage level.

This ability has its limits, however. Any disturbance during that time provokes Concentration checks to maintain the spell. A failed concentration check means the ritual fails. Concentration checks to maintain a ritual are made with a penalty to the roll equal to half the Spellcraft DC of the ritual the caster is trying to weave. Should a High Mage try to weave a high magic ritual in combat, he cannot cast defensively at all. After an Epic spell is cast in this manner the Eleven High Mage takes, 25d6 points of damage, due to the strain on himself and the weave, he may not cast any spells for 10 minutes after using this ability.
madrigalminstrel

02-14-05, 02:14 AM
This is not quite an adaption of the 2e Bard Handbook kit, but it does have elements of it. Hope you guys enjoy;

JESTER
A fool for hire, a private buffoon, a salaried wit, wag, funnyman, wisecracker; These are the titles of a Jester. A Jester is the quick wit that can get your party out of any jam or overcome any obstacle. Why fight your way through a mad mob when the Jester can just scream "Ogres! Ogres at the north gate!" and cause them to disperse in fear? Why cast a spell at the band of Bugbears when the Jester can just tell a few jokes to hit hit off a peace negotiation? Why break down the door when the Jester can just trick the guards into opening it with the promise of quality entertainment? Of course most intelligent adventurers realize that it is usually the Jester who gets them into that trouble in the first place, but always having a smiling face and a sharp quip at hand is a welcome change to the usual group of drooling barbarians and smarmy rogues.
To be a Jester one must be quick on their feet and even faster with their tongues. A Jester never hesitates to throw caution to the wind, because a Jester knows that "Nothing ventured, nothing gained", and that luck is his best ally. A jester isn't just an empty punch-line though; They are generally caring, compassionate individuals who will not hesitate to use anything at their disposal to aid those they call friends. But most importantly, more than anything, if it's funny- DO IT!

Hit Die: d6

REQUIREMENTS
To qualify to become a Jester, the character must fulfill all of the following criteria:

Alignment: Any non-lawful, non-evil alignment.

Race: Human, Half-Elf, or Halfling.

Skills: Bluff +3, Diplomacy +3, Perform (Jesting)* +6, Sleight of Hand +3, Tumble +3.

Special: The character must have talked his way out a hazardous situation (CR 2) without using any spells or resorting to combat.

CLASS SKILLS
The Jester's class skills are Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Jump, Knowledge (History, Local, Nobility and Royalty), Listen, Perform (Jesting), Profession, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Tumble, Use Magic Device, Use Rope.
Skill Points at each Level: 6 + Int. Modifier

Weapon and Armor Proficiencies: Jesters gain no proficiency with any weapons or armor.

Fool's Fortune Luck is one of the greatest tools that a Jester has at his disposal. At first level a Jester gains a +1 Luck bonus on armor class, saving throws, and skill chacks. This is a supernatural ability and is always in effect. At eighth level this bonus increases to +2. This only applies when wearing light or no armor and not carrying a heavy load.

Trickster's Taunt A Jester is accustomed to saving his friends, and the best way to do this is often to distract anyone who is attacking them. At second level a Jester gains the goad feat as described in the Complete Adventurer supplement; As a move action, you can goad an opponent that can see and hear you, and has an intelligence score of 3 or higher. The opponent gets a will save equal to 10 + Jester Level + Cha. Score. If the opponent fails its save, the Jester is the only character that the opponent can attack. The opponent will attempt to attack the Jester until one of them is subdued (either dead, unconcious, or otherwise incapacitated). A goad is a mind-affecting ability.

Clown's Confusion A Jester is a confusing sort of person, and this tends to spread to those around him. At third level a Jester with a Perform (Jesting) score of +9 or more can confuse a subject as per the spell Lesser Confusion. The target must be able to see and hear the Jester, and have a common language as well as an Intelligence score of 3 or more. A Jester can use Confusion a number of times per day equal to his Jester Level. The subject is granted no saving throw, and Confusion is a mind-affecting ability. At seventh level this ability mimics the spell Confusion.

Madcap Madness A Jester's mind is a cloudy, confused place, and looking into it is not good for anyone. At fourth level any attempt to read the Jester's mind (through any means i.e. Detect thoughts, etc.) may cause insanity in the reader. The person attempting to read thoughts must make an immediate Will save (10 + Jester Level + Cha. Mod.) or be driven mad as the Insanity Spell. Even if he succeeds his save, no thoughts can be discerned.

Wise-Cracker's Weapon A Jester often finds it prudent (not to mention hilarious) to use whatever weapon is at hand. At fifth level a Jester can use anything he finds laying around as a weapon without a penalty. This means throwing cups, shoving chairs, pulling carpets out from under people, broom-jousting, or anything else he can grab. Weapons must be light or medium in size, and do either a d4 or d6 (small and medium respectively) with a x2 critical. This only applies when wearing light or no armor and not carrying a heavy load.

Wag's Wax A Jester is quick on his feet in addition to be quick-witted, and can be difficult to pin down. At sixth level a Jester gains a +4 compotence bonus to avoid being grappled, and his movement increases by ten feet. This only applies when wearing light or no armor and not carrying a heavy load.

Quipster's Quality A Jester is if anything, a free spirit, and he doesn't like being told what to do. At ninth level a Jester is immune to all charm and compulsion effects (e.g. Charm Person, Domination, Suggestion, etc.). This is a super-natural ability and is always in effect.

Harlequin's Haven Everybody needs a place to get away at times, especially Jesters. At tenth level a Jester can escape to his own private place as the spell Mordenkainen's Magnificent Mansion, with the Jester's level as the caster level, only the Mansion is always in existence on the plane- What is limited is the number of times a Jester can access it a day. A Jester can visit this place 3 times per day, and may use it for storage of items or companions.

TABLE 1: The Jester
Level Attack Bonus Saving Throws (f/r/w) Special
1st_____+0_________+0/+2/+2_________Fool's Fortune
2nd_____+1 ________+0/+3/+3 ________Trickster's Taunt
3rd_____+2_________+1/+3/+3_________Clown's Confusion
4th_____+3_________+1/+4/+4_________Madcap Madness
5th_____+3_________+1/+4/+4_________Wisecracker's Weapon
6th_____+4_________+2/+5/+5_________Wag's Wax
7th_____+5_________+2/+5/+5_________Clown's Confusion (Greater)
8th_____+6/+1______+2/+6/+6_________Fool's Fortune (Greater)
9th_____+6/+1______+3/+6/+6_________Quipster's Quality
10th____+7/+2______+3/+7/+7_________Harleguin's Haven

*Perform (Jesting)- This perform skill applies to quips, cranks, riddles, rhymes, practical jokes, slapstick, and all other forms of comedy for fun and profit.
lord_biff

02-15-05, 07:11 PM
i probably should have seen if there were any other 1s like this lol
anyway

High Cleric Lolth
hit die d8

requirements:
gender: female
race: drow
alignment:any evil
skills: knowledge (religion) 5 ranks, intimadate 5 ranks
patron deity: lolth
region: underdark

class skills:
knowledge (religion), intimadate, sense motive, spellcraft, concentration, gather info, move silently, hide
skill points: 4+int

bab fort ref will spellcasting
+0 +2 +0 +2 favored weapon +1 to divine class
+1 +2 +0 +2 control underlings +1 to divine class
+2 +3 +1 +3 arachnea freind +1 to divine class
+3 +3 +1 +3 blessed by lolth +1 to divine class
+3 +4 +1 +4 divine wrath +1 to divine class

favored weapon: a high cleric of lolth has learned to weild weapons of torture well. she gains weapon focus (dagger, whip, scourage, or whip dagger) she must meet the prequitse

control underlings: she gains leadership feat but can only control drow clerics of lolth

arachnea freind: she gains a spider (any size) as an animal compainion use her cleric of lolth+her cleric levels to determin how strong it is, use the animal compainion as a druid. so a level 10 cleric/ 5 high cleric of lolth's spider companion is as strong as a level 15 druid

blessed of lolth: gains +2 to intimdate and fort saves and +1 to damage when using her favored weapon

divine wrath: as divine champion ablity of the same name

tell me what u think. i did this in a couple minutes lol
Green Elven Vampire

02-18-05, 08:14 PM
It needs work, and some fluff or some flavor as well. Otherwise it's not that bad at all. A little love and it'll work out fine! ;)
Taeldrin Laesrash

02-19-05, 02:07 PM
Renegade Hunter

House Dargladeth has its fair share of escapees. The Fey'ri's ability to change shape and fly makes it a difficult prey. For normal mortals, that is. The Renegade Hunter has the tools, skills, and loyalty to its house makes it a powerful tool, a sly tracker and trickster who leads their prey in hook, line, and sinker.

Requirements
BAB: +2
Skills: Gather Information 12 ranks, Survival 10 ranks, Spot 8 ranks
Feats: Track

Class Features
The following features are the features of the Renegade Hunter.

Proficiency: Renegade hunters gain proficiency with the sap and whip, for bringing in their prey alive.

Favored Enemy (Fey'ri) (Ex): A Renegade Hunter gets a +2 bonus on all skill checks related to finding and tracking Fey'ri. This is what they're hired to do. At 3rd level this bonus increases to +4, and +6 at 5th level.

Evasion (Ex): As the rouge ability. Fey'ri are qucik-witted, and a Renegade Hunter must be quicker.

True Seeing (Su): The Fey're can change their shape at will. This a large obstacle for finding. For an amount of rounds per day equal to two times their class level, they can use True Seeing, as the spell.

Force Sphere (Sp): Once a Fey'ri is captured, it's a good idea to keep it enclosed until it is returned. The Renegade Hunter can cast Force Sphere (As the spell), twice per day as a spell-like ability.
The Renegade Hunter

Level BAB Saves (Fort, Ref, Will) Ability
-----------------------------------------------
1st +1 +2, +2, +0 Favored Enemy (Fey'ri)
2nd +2 +3, +3, +0 Evasion
3rd +3 +3, +3, +1 Favored Enemy +4
4th +4 +4, +4, +1 True Seeing
5th +5 +4, +4, +1 Favored Enemy +6, Force Sphere 2/day
Green Elven Vampire

02-21-05, 11:49 AM
I like this PrC you have posted. Keep up the good work friend.
Captain Jack Sparrow

02-21-05, 02:36 PM
Can anyone make me a half elf specific PrC? something for a rogue/thief combo thank you whoever!
lord_biff

03-01-05, 04:39 PM
i haven't been on in a while to check my high cleric of lolth (hence its late) but its based of the cleric-teachers in war of the spider u asked about fluff green vamp elf-thing(sry about the name lol)
Mendicant

03-10-05, 02:07 AM
Consecrator of Nature

There exists in the lands of Faerun places of such natural beauty that the gods bless and nurture them. Often times, druids find them and establish a grove or shrine there. From time to time, dark magic or the extended presence of evil creatures may corrupt the very heart of nature. When this happens, it is up to the servants of nature to restore the corruption. Druids, due to their closeness to nature, feel the responsibility and try to cleanse the natural world of evil.

Hit Dice: D8

Requirements: Able to cast divine and arcane spells

Alignment: Any good

Race: Usually elf, but humans and half-elves are permitted

Gender: Either

Base Attack Bonus: +5

Skills: Spellcraft (8 ranks), Craft (8 ranks)

Feats: Create Portal, Inscribe rune, Theurgic magic

At least 10th level Cleric or Druid

Patron: Any nature deity. The deity varies from shrine to shrine. For example, Eldath might favor a natural spring, whereas Chauntea might favor an expanse of blue roses.

Special: Must have created a grove or shrine

Class Skills: Balance, Concentration, Craft, Diplomacy, Knowledge (Nature), Knowledge (Religion), Knowledge (History), Knowledge (Arcane), Wilderness Lore, Survival, Spellcraft, Scry, Heal
- Skill Points per Level: 2 + Intelligence modifier

BAB Fortitude Reflex Will
Level1 +0 +0 +0 +0
Consecrated spells, turn undead as cleric of equal level
Level2 +1 +0 +1 +0
Commune with nature 2x per day Plant growth 2x per day
Level3 +3 +1 +3 +1
Control animal, Control plant 2x per day
Level4 +3 +1 +3 +1
Good spells cast at +2 levels, Hallow 2x per day
Level5 +4 +2 +4 +2
Smite evil 2x per day, turn outsiders as undead
Level6 +5 +2 +5 +2
Nature’s cleansing 2x per day, weapon becomes Holy
Level7 +6 +3 +6 +3
Seal portal 2x per day, Banishment 2x per day
Level8 +6 +3 +6 +3
Celestial consecration 2x per day
Level9 +7 +4 +7 +4
Nature’s vengeance 2x per day
Level10 +8 +4 +8 +4
Miracle 2x per day

* Spellcasting level increases +1 each PrC level

* Feat gained every odd level

Class Features:

Weapons/Armor Proficiency: A Consecrator gains additional weapon and armor proficiencies as a cleric. A Consecrator may wear armor as a cleric, but must succeed an Arcane Spell Failure roll in order to cast any arcane spells. They may use any simple or martial weapon but cannot specialize.

Spells Per Day/Known: At each Consecrator level a character gains new spells per day and spell known if applicable as if he had also gained a level in a spellcasting class she belonged to before adding this PrC. She does not however gain any other benefits that a character of that class would have gained such as improved chance of Rebuking/Turning Undead. If the character belonged to more than one spellcasting PrC before he must choose to which class to add each Consecrator level for the purpose of determining Spells per day/Known

Low Light Vision: All Consecrator have Low Light Vision

Druid Abilities: A druid keeps the following special abilities: Animal companion, nature sense, wild empathy, Woodland stride, and Trackless step. All others are lost, including wild shape.

Theurgic magic: The consecrator sacrifices special abilities by learning the intricacies of casting arcane and divine magic. The consecrator has access to the divination and abjuration schools for spells. The number of arcane spells is counted with the number of divine for the total number that can be memorized per level.

Domains: Consecrators cast divine spells from the following spells: Air, Animal, Fire, Good, Healing, Plant, Portal, Protection, Rune, Sun, Water, Weather, Celestial. These spells are granted by the nature deity favoring the area..

Nature’s Cleansing (Su): Beginning at 6th level a Consecrator can call upon the power of nature to cleanse defiled plant growth. The are of effect is 100 yards per level. The consecrator must replant the area with native plants and trees (or replace non-native) before gaining any further experience.

Celestial consecration (Su): The consecrator channels celestial energy to reconsecrate an area. This negates any desecration or unhallowed spells. The grove is considered consecrated and hallowed and ready to receive enchantment. All spells cast by good aligned casters are at +4 while in the grove. All healing spells cast are at maximum damage. Any evil outsider or undead who attempt to enter the grove must make a fortitude save or perish.

Nature’s vengeance: Summons natural creatures who immediately attack enemies of the Consecrator. The creatures appearing have a total of 10 HD per level of Consecrator. These creatures cannot be banished or dispelled. These creatures do not leave until compelled by the Consecrator or until the threat no longer exists.


What do you think about my first Prestige class? (Be gentle!)
Green Elven Vampire

03-10-05, 02:16 AM
I actually like it alot my friend! Some minor work is about all I think it needs. ;) As soon as I have some free time I'll post it on the index page with your name. Keep up the good work.
Mendicant

03-10-05, 02:19 AM
Go ahead and tell me how to tweak it and I will edit before you post.
Green Elven Vampire

03-10-05, 02:28 AM
Just the domain ability is too far ranged and should be shortened, and also, the nature's vengence ability is wicked powerful. 50HD of creatures per PrC level? IMO, way too powerful and kinda abusive. But other than that I really dig the idea. Did you perhaps get the idea from the harper paragon PrC? Most of my PrC's are mods and vamps of several different PrC's toned down, or spiced up to fit my elven flavor. Good work, keep it up! :cool:
Mendicant

03-10-05, 02:38 AM
Edited post.

Nope, I came up with the idea for my campaign. I kept thinking what if somebody decided to defile a bunch of groves? (I have the Sunglade in mind). Now if I could just figure out how to actually create a grove...

Will post some more PrC's after my brain rests!!!
Green Elven Vampire

03-10-05, 04:31 AM
Edited post.

Nope, I came up with the idea for my campaign. I kept thinking what if somebody decided to defile a bunch of groves? (I have the Sunglade in mind). Now if I could just figure out how to actually create a grove...

Will post some more PrC's after my brain rests!!!
Well keep up the good work. Maybe even take up the request for the half-elf rogue'ish PrC that someone is asking for a few posts above.
BloodAdvocateReincarnated

03-10-05, 05:33 PM
Hey theres some good stuff, particularly the bard prestige class on page 3,
anyway hoot i have two goodies to share but i dont really have that much time to rebalence and convert to 3.5, so tell me wich you would enjoy more.

First one is a crafter of magic items, includes possibly creating a minor artifacts, specifiqely a staff, and of cousre lowered creation costs and time (depends on your DM)
ps. I am a DM for two goups, and they enjoyed this one, also a certain clever wizard chose Limited Wish as the only spell in their staff, cost quite a bite of EXP but worth every one... (more on this later)


Second is a base class (complete, of course, with 20 levels) wich is called The Lost Mage, wich as the name stipulates is lost on the planet of Toril. This mage comes form a world/plane in wich they have no stabble weave and so rely on other sources of energy to act as a buffer.
I originaly based this class on Ed Greenwood's Band of Four novels

Anyway there well balanced enough if your DM gets involved enough, especially with The Lost MAge since the DM needs to monitor the flow of magic itmes
Lord Mortanius

03-11-05, 01:00 AM
Gray One of Myrkul

Requirements:
Alignment: NE, CE, LE
Skills: Heal 8 ranks, Knowledge (Arcana) 6 ranks, Knowledge (Religion) 8 ranks, Spellcraft 6 ranks.
Feats: Extra Turning, Spell Focus (Necromancy)
Spells: Ability to cast 3rd level divine spells
Domains: Death
Patron: Myrkul

HD: d8
BAB: As Rogue
Saves: Fort and Will

Class Skills
Concentration(CON), Diplomacy(CHA), Heal(Wis), Intimidate(CHA), Knowledge (Arcana, History, the Planes, Religion)(INT), Profession(WIS), Spellcraft(INT)

Skill Points: 2+INT modifier

Level BAB Fort Ref Will Special
1 +0 +2 +0 +2 Dark Resilience, +1 CL
2 +1 +3 +0 +3 Zone of Desecration,+1 CL
3 +2 +3 +1 +3 Strength beyond Death, +1 CL
4 +3 +4 +1 +4 False Life, +1 CL
5 +3 +4 +1 +4 Animate Dead, +1 CL
6 +4 +5 +2 +5 Withering, +1 CL
7 +5 +5 +2 +5 Eyebite, +1 CL
8 +6 +6 +2 +6 Call Death, +1 CL
9 +6 +6 +3 +6 +1 CL
10 +7 +7 +3 +7 Hand of Myrkul, +1 CL



Class Features
All the following are class features for the Gray One prestige class.

Dark Resilience (Ex): Gray Ones are unaffected by disease. However, they are still able to transmit diseases to other people.

Zone of Desecration (Su): Gray Ones are surrounded by a Zone of Desecration as cast by a cleric of the equaivelent HD.

Strength Beyond Death (Ex): Gray Ones gain a permanant +1 profane bonus to saving throws against death effects.

False Life (Su): Once per day, a Gray One may cast False Life as a spell-like-ability. The saving throws are Charisma based.

Animate Dead (Su): Once per day, a Gray One may cast Animate Dead as a spell-like ability.

Withering (Su): So terrible is a Gray One's touch, that, once per day, a Gray One is able to inflict 1d10 points of Strength and Dexterity damage to a single target. A successful Fort save (10+1/2HD+CHA modifier) halves the damage.

Eyebite (Su): Once per day, a Gray One may cast Eyebite as a spell-like-ability.

Call Death (Su): Once per day, a Gray One may call a Minor Death; which acts as a dread wraith of the cleric's level. The dread wraith carries a +5 unholy, keen, vorpal scythe and remains for 10 rounds under the Gray One's control.

Hand Of Myrkul (Su): The most potent of the Gray One's powers, the Hand of Myrkul, when invoked, causes the caster's hand to burst into black flame. Anyone the caster touches must make a Fortitude save (10+1/2 HD+WIS modifier) or die. If the save is successful, the recipent acts as though struck by an Enervation spell.

Spells per Day: A Gray One gains new spells per day at each level as if he has gained a level in his spellcasting class. He does not gain any other benefits associated with his original spellcasting class
Mendicant

03-13-05, 03:08 AM
Asar ath Que Tia Sol
Seeker of Lost Magic History

Since the Retreat, a few of the younger Tel'Quessir have began searching for lost knowledge, history and cities of the Elven civilization. These elves are often of the adventurous type, some with relatives hailing from Myth Drannor and other lost realms. Others are guided to the path of the High Mage and are in search of lost magic. Still others are elves desperate to keep their treasures out of the hands of the N'Tel'Quess. Regardless, this PrC paves the way for the character to become Epic.

Hit Dice: Dependent upon prior class

Requirements: Ability to cast 4th level or higher arcane spells

Alignment: Any non evil

Race: Mostly gold elves along with some moon elves. Green elves rarely take this PrC unless they are attempting to regain portions of their forest homelands.

Gender: Either

Base Attack Bonus: +5

Skills: Knowledge (Arcana) 10 ranks, Knowledge (Ancient History) 10 ranks, Decipher Script 4 ranks

Feats: Any 4 magic feats

Patron Deity: Primarily Corellon Larethian, but also Labelas Enoreth, Mystra and Azuth
.
Special: Must own an item from a lost elven civilization. This may or may not be magical. It could be anything from a moonblade to a simple candlestick from Earlann.

Class Skills: Concentration, Craft, Diplomacy, Knowledge (Religion), Knowledge (History), Knowledge (Arcane), Dungeon Lore, Survival, Spellcraft,


Level BAB Fortitude Reflex Will Special *
1 +0 +0 +0 +0 Visions of the past 3x/day
2 +1 +0 +1 +0 Mystra’s touch
3 +3 +1 +3 +1 Trash to treasure 3x/day
4 +3 +1 +3 +1 Whispers from Arvandor 2x/day
5 +4 +2 +4 +2 Labelas’ touch
6 +5 +2 +5 +2 Soul of the Weave
7 +6 +3 +6 +3 Sehanine’s touch
8 +6 +3 +6 +3 Memories of the Ancients 2x/day
9 +7 +4 +7 +4 Corellon’s touch
10 +8 +4 +8 +4 Cormiira
Skill Points per Level: 2 + Intelligence modifier
* Gain +1 to spellcaster level if a spellcaster or bonus feat at each level if a fighter.

Visions of the past: When in the vicinity of an ancient elven ruin, the character gets a brief glimpse of it in all of its glory. This includes seeing the use of magic. Character gets a +4 bonus to checks relating to the ruins.

Mystra’s touch: The character receives great insight into the ancient ways of elven magic and the Weave. From this point on, the character can detect magic at will. Character receives a +4 bonus to all spellcraft checks relating to elven magic.

Trash to treasure: When the character finds ancient elven relics that are broken, the character can use this ability to see the item as it was before. Character gains a +4 bonus to Craft checks

Whispers from Arvandor: The souls at rest are pleased with the character. They whisper bits of knowledge and lore when he studies the treasures of the past. Treat this as a legend lore spell.

Soul of the Weave: The character finds that as he learns from his ancestor he gains a closer attunement with the weave. Treat this as gaining any two metamagic feats.

Sehanine’s touch: Sehanine is very pleased with the character and his respect for the dead. While searching the ruins, the character has not desecrated any of their final resting places. From this point on, any intelligent guardians, such as crypt keepers, will not attack the character as he searches tombs and crypts.

Memories of the Ancients: His touch is gentle and his heart is pure. The ancient remains of the dead hold many secrets to past ways. Treat this as a speak with ancient dead spell. As long as there is an intact skull, the character may ask 2 yes/no questions per level. He may instead ask one detailed question and receive a truthful and detailed answer. He may ask only one question.

Corellon’s touch: The ancients who have passed consider the character to be Tel’ Araegisess (the Great Protector). While searching the ancient ruins, he no longer has to fear any form of undead native to the ruins. They no longer heed any command to harm the character. Instead, they will assist the character if he wishes, or he may give them eternal rest. A total of 15 HD per level are affected for 2 rounds per level. The undead will attack any enemies, carry items, etc for the character until the time limit. After that time, their spirits pass to Arvanaith.

Cormiira: The character receives the full blessing of Corellon. This come in many forms, depending on the inner goals of the character:

If he has been questing to learn about High Magic, Corellon grants him enough knowledge to qualify as a level 1 High Mage, although he does not grant an automatic ability to cast High Magic spells nor does he teach the character any Rituals. The character gains +2 to Intelligence (or Charisma) and Wisdom, as well as teaching the character 1d10 unknown spells (to be determined by the DM, but all are rare spells of at least 6th level).

If the character was questing to learn ancient fighting styles, Corellon grants him the knowledge to qualify as a level 1 blade dancer, blade singer, etc., and gives the character a powerful magic weapon (powers determined by the DM) as well as granting as +2 bonus to his Strength and Dexterity. The character gains an extra 2 attacks as a specialist.

Other classes receive similar boons.

There is no advancement past 10th level



What do ya think???
Otus

03-13-05, 06:03 AM
Hit Dice: Dependent upon prior class

:confused:
Mendicant

03-13-05, 03:41 PM
For my campaign, all of the players start as standard characters - fighter, cleric, wizard, etc. Upon reaching a minimum of 10th level, they may begin a PrC.

Thus, if they were a 10th level fighter before becoming a seeker, they wuld continue using d10. Likewise, a sorcerer would use a d4. Multiclass characters would use the hit dice associated with the class they were going to increase as the PrC advanced. For example a F12/W10. He used the first 2 levels towards fighter. He now wants to gain +1 spellcaster level. Thus, he would use a d4.

I know this sounds weird, but I wanted to create a PrC that would allow the character a level progression as they "discovered" themselves. In reality, do you think a mage suddenly just decides to become an archmage? No, it is a rite of passage as the character discovers more about himself. This prevents the player from trying to gear all of his feats and skills towards a particular PrC. His roleplaying will instead determine what PrC is right for him. Not numbers...
BloodAdvocateReincarnated

03-14-05, 10:23 PM
So here goes, the very first PrC that ever wandered through my head. Wasnt sure if you wanted to inspect prestiges classes before posting. Anyway tell me what you think (especially about 10th level ability, i cant decide wether its overpowered)

The Magical Artisan

Magical Artisan are the few spellcasters captivated by the creation of magical items. Willing to go through any pains for a breakthrough, they conduct frenzied experiments with almost no regard to personal safty. But regardless their work is of the highest quality, and potency.


Requirements
Skills: Concentration 8 ranks
Any two craft skills 8 ranks

Feats: Two item creation feats (besides Scribe Scroll) and one metamagic feat

Skill points per level - 6+INT
*=+1 caster level, and spells per day

Level-BAB- Fort-Ref-Will Special
1 +0 +0 +0 +2 Dedication, Stable Dweomer, *
2 +1 +0 +0 +3 EXP Reduction -5%, Minor Breakthrough,*
3 +1 +1 +1 +3 Spoils of Study,*
4 +2 +1 +1 +4 Master Artisan I, Reasearch Pains,*
5 +2 +1 +1 +4 EXP Reduction -10%, Minor Breakthrough,*
6 +3 +2 +2 +5 Spoils of Study, Improved Stable Dweomer,*
7 +3 +2 +2 +5 Secrets of Ensorcellment I,*
8 +4 +2 +2 +6 Minor Breakthrough, Master Artisan II,*
9 +4 +3 +3 +6 Spoils Of Study, Secrets of Ensorcellment II,*
10 +5 +3 +3 +7 Staff Of The Master (or Master Artisan III),*


Dedication: Every level the Magical Artisan must create an item of value equal to his Magical Artisan level X 1000 GP (before any reductions). Also he must at least 3 skill points on craft skills

Stable Sweomer: The first thing learnt by the Magical Artisan is how to make his magic creations last for centurie upon centurie of magical wear and tear. As a result of this his creations are harder to dispel. His caster level for any items created after aquiring Stable Dweomer are considered at +2 caster level for resisting dispelling attemps.

EXP Reduction: Another talent learnt by the Magical Artisan is how to squeeze every bit of energy, with less effort, into a magic item, thereby reducing its experience cost. At 2nd level this reduction is at -5%. At 5th level it increases to a 10% reduction (or -10%) Apply this reduction after calculating all other costs.

Minor Breakthrough: A fruit of his labor and research his the aquisition of an item creation feat, a metamagic feat or a magical artisan feat.

Master Artisan I: Reduce all the creation costs of the Magical Artisan's items by 15%. This bonus increases to 30% at level 8.
and II
Research Pains: A by product of the Magical Artisan's reckless research is the damage to his ability score relevant to casting spells (the one wich pretains to qualify him to this prestige class) The one that determines the highest level spell castable. Permantly reduce this ability score by one.

Spoils of Study: The Magical Artisan recieves an item creation feat and the acompanying Magical Artisan feat. (Wich reduces the cost of created the specified item type by 25%, this also reduces its experience cost)

Improved Stable Dweomer: The bonuse to caster level mention in Stable Dweomer increases to +4, additionally any item wich the Magical Artisan studies with an Analyze Deomer receives this bonuse. Also the Magical Artisan more easily dispels magical items (including magic traps), he recieves a +2 bonuses on dispelling attemps against items.

Secrets of Ensorcellent: When applying a metamagic feat to an item reduce the level increase by 1 for each metamagic feat applied, apply the decrease after adding the increase. So for an item improved by two metamagic feats, say, Empower spell (+2) and Energize Spell (+1), this would normally increase the spells level by 3, for the Magical Artisan it only increases the spells level by 1. (2+1-2 =+1) With this ability an empowered fireball could be put into a wand, for example.

Secrets of Ensorcellent II: The Magical Artisan can apply,to any magic item he created, a metamagic feat he posseses at the cost of mutliplying the number of charges use by the effective increase in level.For example a Magical Artisan decides to apply Maximize Spell on a wand of fireball, sohe uses three charges. An another example he uses the Wall of Fire from a Staff of Fire, applying a Maximize Spell, he uses 6 charges.Another example of this the Magical Artisan decides to apply Energize Spell (+1) to a wand of fireball he uses two charges.

Staff Of The Master: With the creation of this item (wich is a minor atrifact) the Magical Artisan has reached the pinicall of his career. He can create an item called the Staff Of The Master, wich is a combination a staff and a rod of absorbtion.The staff is imbued with the qualities of a rod of absorbtion, in essence it is very similiar to the artifact, the Staff of the Magi in this effect. But it informs the wielder on the number of charges in the staff and it is not capable of a retributive strike.

To create the staff, the Magical Artisan adds the doubled cost of a rod of absorbtion (so 100, 000 GP) to the base cost to creat a staff. Only apply the EXP Reduction and Master Artisan II ability determine total price. Most Magical Artisan's sell many of their crafted items to create this expensive item. ***not: If the DM finds this ability to abusive either apply another Research Pain (with either a -1 or -2 to the ability score) or the Magical Artisan instead received Master Artisan III wich increases the bonuse to 50% on both EXP and price.
Green Elven Vampire

03-20-05, 07:45 PM
I like it a bunch. very cool PrC my friend. Keep up the good work.
Mendicant

03-20-05, 07:54 PM
Hey Green Elven Vampire! Nice to see you back. What did you think of my Asar'ath 'Que 'Tia 'Sol (Elven PrC)?

It was hard to word my thoughts on this one...
Burningspear

03-25-05, 09:02 AM
to create an "Spriggan Mistress", 1st attempt, plz feedback.... :plotting:

Class skills:
lvl bab fort ref will
1 +0 +0 +2 +2 +1 caster lvl Battle weave*,Parry as per feat
2 +1 +0 +3 +3 +1 caster lvl Spriggan servants*
3 +2 +1 +3 +3 +1 caster lvl Defensive weave*
4 +3 +1 +4 +4 +1 caster lvl
5 +3 +1 +4 +4 +1 caster lvl Mind weave*
6 +4 +2 +5 +5 +1 caster lvl Heightened awareness as per feat
7 +5 +2 +5 +5 +1 caster lvl Celerity weave*
8 +6 +2 +6 +6 +1 caster lvl Skin weave*
9 +6 +3 +6 +6 +1 caster lvl
10 +7 +3 +7 +7 +1 caster lvl




prestige req. :
+5 bab,wpn focus:any,blindfighting, expertise, jump 5, perform dancing 5, must be a witch or druid female able to cast 3rd lvl spells


*defensive weave: each -1 u take on expertise now counts as a +2 dodge bonus to ac
*battle weave:+1 dodge bonus to ac with an additional 1 per 3 lvls after that(4 and 7 and 10)
*celerity weave: can cast 1 spell as if quickened as if per quicken spell feat, when fighting defensively,once per day
*mind weave: counts as taking 10 upon concentration checks when casting defensive
*Skin weave: once per day stone skin at 10th lvl caster
all special feats are from Ultimate feats handbook


i want to add spriggan servants at certain lvl's but how powerfull they should be and how many i dont know yet....anybody give me feedback plz?
Naicin

03-25-05, 10:37 AM
could anybody create some more really cool knight prestige classes without spellcasting abilities? I ove the ones that have been posted even though there arent amny but they are really cool, good job.
The Eye of the Cyclop

03-25-05, 01:50 PM
This prestige class is REALLY inspired by the Darkwood Stalker found in the Complete Warrior. In the campaign I play, my character is a cleric/ranger of Shevrash so I modified the last prestige class for him.

Surface elves and drow are ancient foes, heir enmity dating back to the Crown Wars. Shevarash, the elven deity of vengeance and drow-hating, is sponsoring an order of elves who track and ruthlessly kill dark elves. These hunters, called black hunters among the elves, pursue their age-old enemies with grim determination.
Black hunters usually come from the ranks of elf (or half-elf) rangers or rogues, although the rare elf barbarian can follow this path as well. Fighters make poor black hunter without gaining at least one level in ranger or rogue, and paladins are simply inexistent. Arcane spellcasters rarely take up the mantle of the black hunter, although clerics of Shevarash and druids willing to forego spellcasting can fit well into the order.
NPCs black hunters of Shevarash are often found helping clerics of Shevarash near entrances to the Underdark, leading crusades against drow cities, or tracking dark elves in the forest of Cormanthor.
Hit Die: d8
Requirements
To qualify to become a black hunter of Shevarash, a character must fulfill all the following criteria.
Race: Elf or half-elf.
Base Attack Bonus: +5
Skills: Hide 5 ranks, Listen 5 ranks, Move Silently 5 ranks, Speak Language (Undercommon), Spot 5 ranks, Survival 5 ranks.
Feats: Dodge, Track.
Patron: Shevarash.
Class Skills
The black hunter of Shevarash’s class skills (and the key ability for each skills) are Climb (Str), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis, Survival (Wis), Swim (Str) and Use Rope (Dex).
Skill Points at Each Additional Level: 4 + Int modifier
TABLE 1–1: THE BLACK HUNTER OF SHEVARASH
Level Base Attack Bonus Fortitude Save Reflex Save WillSave Special


1st +1 +2 +2 +0 Ancient foe +2
2nd +2 +3 +3 +0 Uncanny dodge
3rd +3 +3 +3 +1 Sneak attack +1d6
4th +4 +4 +4 +1 Ancient foe +4, darkvision 60 ft.
5th +5 +4 +4 +1 Improved uncanny dodge
6th +6 +5 +5 +2 Sneak attack +2d6
7th +7 +5 +5 +2 Ancient foe +6, darkvision
120ft.
8th +8 +6 +6 +2 Dodge critical
9th +9 +6 +6 +3 Sneak attack +3d6
10th +10 +7 +7 +3 Ancient foe +8, Shevarash’s
wrath

Class Features
All of the following are class features for the black hunter of Shevarash prestige class.
Weapon and Armor Proficiency: Black hunters of Shevarash gain no proficiency with any weapon or armor.
Ancient Foe (Ex): Due to his extensive study of drow and training in the proper techniques for combating them, a black hunter of Shevarash gains a +2 bonus on Bluff, Listen, Move Silently, Sense Motive, Spot, and Survival checks when using these skills against drow. He gets the same bonus on weapon damage rolls against these creatures. A black hunter of Shevarash also gets the bonus on damage with ranged weapons, but only against targets within 30 feet (the black hunter of Shevarash cannot strike with deadly accuracy beyond that range). The bonus on damage does not apply against creatures that are immune to critical hits. At 4th, 7th, and 10th level, the black hunter of Shevarash’s bonus goes up by +2.
This bonus stacks with a favored enemy bonus (if any) acquired through ranger levels.
Uncanny Dodge (Ex): Starting at 2nd level, a black hunter of Shevarash gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to Armor Class (if any) regardless of being caught flat-footed or struck by an invisible attacker. He still loses his Dexterity bonus to AC if immobilized.
If a black hunter of Shevarash already had the uncanny dodge ability from another class, the character automatically gains improved uncanny dodge instead.
Sneak Attack (Ex): If a black hunter of Shevarash can catch an opponent when he is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Anytime the black hunter of Shevarash’s target would be denied his Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), the black hunter of Shevarash’s attack deals extra points of damage. For more information, see page 50 in the Player’s Handbook. At 6th and 9th level, the black hunter of Shevarash’s sneak attack goes up by +1d6.
If a black hunter of Shevarash gets a sneak attack bonus from another source (such as rogue levels), the extra damage stacks.
Darkvision (Ex): Although stealthy and keen-eyed, the black hunter of Shevarash is often at a disadvantage against drow when fighting in the darkness. Long ago, elven clerics of Shevarash developed a ritual to allow the most dedicated hunters to overcome this disadvantage. Now, as they grow in experience, their nightvision continually improves, eventually matching the darkvision of their hated foes. At 4th level, a black hunter of Shevarash gains darkvision out to 60 feet, and at 7th level, the range increases to 120 feet. If the black hunter of Shevarash already has darkvision as a racial ability, this ability does not increase it.
Improved Uncanny Dodge (Ex): At 5th level and higher, a black hunter of Shevarash can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies other characters the ability to use flank attacks to sneak attack him. The exception to this defense is that a rogue of at least four levels higher than the character can flank him (and thus sneak attack him).
If a black hunter of Shevarash gains the uncanny dodge ability from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Dodge Critical (Ex): Not wanting to let luck interfere with their bloody mission, black hunters of Shevarash have seen too many battles won by one lucky blow from a drow blade. At 8th level, a black hunter of Shevarash becomes able to turn even the luckiest blow in a grazing strike. Once per day, a black hunter of Shevarash can make a Reflex saving throw (DC 20 + the enhancement bonus of the weapon) to turn a critical hit dealt upon him into a normal hit. The black hunter of Shevarash must be aware of the attack and not flat-footed , and he must declare his attempt to reduce the effect of the critical hit before the damage from the hit is rolled.
Shevarash’s Wrath (Ex): If a 10th-level black hunter of Shevarash studies a particular drow for 3 rounds, and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly killing the target. The save DC for this ability is DC 10 + the black hunter’s class level + the black hunter’s Wisdom modifier. For more information, see page 180 in the Dungeon Master’s Guide.
Valgard

03-28-05, 08:53 AM
So, basically this Black Hunter of Shevarash is the Darkwood Stalker but changing all orc-related things to drow-related.

Maybe you'll get more useful bonuses if you refer your favored enemy as "Servants of Lolth" as it appears in the elven ranger racial substitution level in Races of the Wild instead of simply "drow".

By "Servants of Lolth" the book includes drow, driders and all monstrous spiders. In a FR setting you shoud add chitines, choldriths, draegloth half-fiends, arachnid creatures... (I think in a FR book there's a list of something similar, I cannot remember if it was Faiths And Pantheons, City Of The Spider Queen or Underdark.)
Sakeninja

04-01-05, 04:00 PM
Hello, i am new to this site but i thought i would get away from all the Spellcasting PrC's. this is my first attempt at a PrC so please give me your honest opinions. I had a bit of trouble naming it ( musketeer is just too French for me ;)), so any neat names would be good. I didn't want to restrict it to Lantan since it is a fighting style that shoudl be learnable by anyone with time. In my instance my Character's cohort is a Techsmith of Gond and he has turned me on to the fun of smokepowder. lemme know what you all think.

Musketeer of Lantan

Requirements:
Bas Attack Bonus: +3
Alignment: any
Skills: Craft (Alchemy) 8 ranks, Intimidate 8, Sleight of Hand 8 ranks, Spot 8 ranks.
Feats: Exotic Weapons Proficiency ( Firearms), Quick Draw, Point Blank Shot

HD: d8

Class Skills
Bluff ( Cha), Craft(Int), Intimidate(Cha), Sense Motive(Wis) Sleight of Hand (Dex), Spot(Wis)

Skill Points: 2+INT modifier

Level BAB Fort Ref Will Special
1 +1 +0 +2 +0 Smokepowder Creation
Bonus Feat
2 +2 +0 +3 +0 Close Combat shot
3 +3 +1 +3 +1 Bonus Feat
4 +4 +1 +4 +1 Staredown
5 +5 +1 +4 +1 Rapid Reload



Class Features
All the following are class features for the Musketeer prestige class.

Smokepowder Creation (Ex): Musketeers are treated as spellcasters in the use of the Craft (Alchemy) skill to make smokepowder only.

Bonus Feat: At 1st and 3rd levels a musketeer may choose a bonus feat from the following list: precise Shot, Far Shot, Weapon Focus (firearms),Improved Intiative Persuasion, and Improved Precise Shot. The musketeer must have all the perquisites for the bonus feat.

Close Combat Shot(Ex): A musketter does not provoke attacks of opportunity for using a firearm in combat due to using a ranged weapon in melee.


Staredown(Ex): A musketeer can use the demoralize ablilty of the Intimidate skill as a move action rather than a standard action. All other rules apply.

Rapid Reload(ex): A Musketeer can reload a firearm as a move action instead of a standard action that does not provoke an attack of opportunity. This functions as the Rapid Reaod feat but applies only to Firearms.
Debbin

04-11-05, 06:19 PM
Sword Rager v1.0

A Sword Rager is an individual who has learned how to use his favorite sword better than most. He then takes this skill and unleashes it, along with the beast, upon his enemies.

Description goes here

Hit Die: d12(10?)

Requirements:
To qualify to become a Sword Rager, a character must fulfill the following criteria:
Race: any
Alignment: any Chaotic
Skills: Intimidate 8 ranks
Feats: Weapon Focus (any sword), Weapon Specialization (same sword as Weapon Focus), Power Attack
Special: Ability to Rage

Class Skills:
Sword Rager class skills (and the key ability for each skill) are … Climb (str), Intimidate (cha), Jump (str), Ride (dex), and Swim (str).

Skill Points at Each Level: 2 + Int modifier.

Level BAB Fort Ref Will
--------------------------
1 +1 +2 +0 +0
2 +2 +3 +0 +0
3 +3 +3 +1 +1
4 +4 +4 +1 +1
5 +5 +4 +1 +1
6 +6 +5 +2 +2
7 +7 +5 +2 +2
8 +8 +6 +2 +2
9 +9 +6 +3 +3
10 +10 +7 +3 +3
*
Level Special Abilities
-------------------------------------------------------------
1 Weapon Bond +1
2 Rage +1/day, Improved Power Attack
3 Greater Weapon Focus
4 Damage Reduction 1/-
5 Weapon Bond +2
6 Rage +1/day, Intimidating Rage
7 Greater Weapon Specialization
8 Damage Reduction 2/-
9 Weapon Bond +3
10 Rage +1/day, No longer winded, Supreme Power Attack


Class Features:
Weapon and Armor Proficiency: Sword Ragers gain no new weapon or armor proficiencies.

Sword Bond (Su): At first level, the Sword Rager gains a +1 to hit and damage rolls while using a Sword that he has both the Weapon Focus and Weapon Specialization. This bonus increases at levels 5 and 9.

Improved Power Attack: Beginning at 2nd level, the Sword Rager gains a +3 to melee damage rolls for every -2 taken on melee attack rolls when using the Power Attack Feat. This ability can only be used with a sword that has been affected with Sword Bond.

Rage (EX): The Sword Rager gains an additional rage per day at levels 2, 6 and 10.

Greater Weapon Focus: At level 3, the Sword Rager gains the feat Greater Weapon Specialization for a sword that he has the feats Weapon Focus and Weapon Specialization.

Damage Reduction (EX): A 4th level Sword Rager gains damage reduction 1 /-. This ability stacks with other forms of damage reduction the Sword Rager might have.

Intimidating Rage (EX): At 6th level, while using a sword that the Sword Rager has the feats Weapon Focus, Weapon Specialization and Greater Weapon Specialization, the Sword Rager gains the feat Intimidating Rage.

Greater Weapon Specialization: A 7th level Sword Rager gains the feat Greater Weapon Specialization. This feat can only be used on a weapon that the Sword Rager can use with Intimidating Rage.

Supreme Power Attack: At 10th level, the Sword Rager gains a +2 bonus on melee damage rolls for every -1 taken on melee attack rolls when using Power Attack. This ability can only be used with a sword that has been affected with Sword Bond.


This is my first attempt at a PrC. Any ideas/tweeks or what ever would be most helpfull.
Green Elven Vampire

04-14-05, 11:01 AM
Very good stuff, keep up the great work!!
Collect Call of Cthuhlu

04-14-05, 03:16 PM
Does anyone out there have any ideas? I'm tring to put something together for my DM, by game-time Saturday, so far I've looked at the other elven based PrC's and nothing looks good so any ideas would be helpful even if only to set me on the right track.
Harrow Blade

04-15-05, 03:02 AM
Astral Mind Forge

An Astral Mind Forge is dedicated to creating the best, most effective Astral Construct that they are able to. Often ignoring other approaches they believe that a construct is the best tool for any job it’s just a matter of finding or building the right one. The Astral Mind Forge’s passion for constructs often leads them to become frustrated with others who do not share similar views.

Hit Die: d4.

Requirements
To qualify to become an Astral Mind Forge, a character must fulfill all the following criteria.
Skills: Knowledge Psionics 8 ranks, Psicraft 8 ranks
Feats: Boost Construct, Psicrystal Affinity.
Psionics: Manifester level 5, able to manifest the astral construct power.

Class Skills
Concentration (Con), Craft (Int), Knowledge (all skills) (Int), Profession (Wis), Psicraft (Int), Use Psionic Device (Cha).
Skill points at each Level: 2 + Int Modifier.


lvl BAB Fort Ref Will Special abilities Powers Known
1 +0 +0 +0 +2 Astral Focus, Seeded Construct, Reconstuctor
2 +1 +0 +0 +3 Lingering Construct +1 level of existing manifesting class
3 +1 +1 +1 +3 Effecient Manifesting +1
4 +2 +1 +1 +4 Empowered Construct +1 level of existing manifesting class
5 +2 +1 +1 +4 Manipulate Construct
6 +3 +2 +2 +5 Efficient Manifesting +2 +1 level of existing manifesting class
7 +3 +2 +2 +5 Maximised Potential
8 +4 +2 +2 +6 Empowered Construct +1 level of existing manifesting class
9 +4 +3 +3 +6 Effecient Manifesting +3
10 +5 +3 +3 +7 Tenacious Construct +1 level of existing manifesting class

Class Features

Weapon and Armor Proficiency: Astral Mind Forge’s gain no proficiency with any weapons or armor.

Powers Known: Astral Mind Forge’s gain access to new powers every second level as if they had also gained a level in what ever manifesting class they belonged to before adding the prestige class. They do not however gain any other benefits they would have gained from progressing in the previous class. However each level an Astral Mind Forge gains power points per day as if they had gained a level in whatever manifesting class they had belonged to before.

Astral focus: For the purposes of manifesting Astral Construct, the Astral Mind Forge adds his full class level to his manifester level from his previous class, to determine his Power Point cap.

Reconstructor: (Ex) At 1st level an Astral Mind Forge learns the Psionic Repair Damage power. This is in addition to any powers an Astral Mind Forge learns by advancing a level. Also when manifesting this power the Astral Mind Forge adds 2 points per caster level to the damage repaired instead of 1.

Seeded construct: (Ex) By spending 1 hour slowly constructing an Astral construct around her own Psicrystal an Astral Mind Forge is able to create a seeded construct. The concentration required to create a seeded construct excludes all other activities and any action that would break the concentration causes all progress and power points use in the manifesting to be wasted and the process must be begun again. By seeding an Astral Construct with a Psicrystal the construct effectively becomes a body for the Psicrystal. Whilst seeded, the construct it not subject to the duration of the Astral Construct power. It remains on the same plane as the manifester indefinitely as long as it stays within one mile of the Psicrystal owner. The Psicrystal does not provide the Astral Construct with of its Psicrystal abilities other than Intelligence Adjustment (the Psicrystal is effectively the brain and the astral construct the body), Telepathic link, Telepathic Speech, Sight link and Channel Power. The construct uses the Psicrystal’s will save but its own fort and ref saves and the Psicrystal uses the construct’s senses. The Psicrystal is deep inside the Astral Construct and cannot be attacked until the Astral Construct body is destroyed. Damage affecting the Astral Construct does not affect the Psicrystal until the construct reaches 0 hit points where it is destroyed. If the construct body is destroyed the Psicrystal becomes inert for 1 minute after which it functions as a normal Psicrystal but cannot be used to seed another construct for 24 hours.

Lingering Construct: From 2nd level the duration of the Astral Construct power manifested by the Astral Mind Forge is now doubled to 2 rounds / level (D)

Efficient Manifesting: (Ex)At 3rd level the Astral Mind Forge has become increasingly efficient when manifesting the Astral Construct power, effectively reducing the cost of manifesting it by 1 power point to minimum of 1. This cost reduction increases to 2 pp's at 6th level and again to 3 pp's at 9th. The cost reduction from effecient manifesting is applied after the cost of the power is finalised.

Empowered Construct: At 4th level and again at 8th the Astral Mind Forge gains the boost construct feat. (Page 43 ExPH) These feats stack even if the description does not specify that they do, they also stack with the boost construct feat purchased prior to taking the Astral Mind Forge Prestige Class.

Manipulate Construct: (Ex) At 5th level an Astral Mind Forge is able to change each construct to suit a changing situation even after they have been manifested. By concentrating for one round the Astral Mind Forge is able to reselect all the abilities for one different construct for each round spent concentrating. This includes the seeded construct. The construct to be manipulated must be within 30 feet of the Astral Mind Forge.

Maximized Potential: At 7th level all Astral Constructs summoned by the Astral Mind Forge have maximum hit points for their hit dice.

Tenacious Construct: Upon reaching 10th level the Astral Mind Forge's constructs become even harder to destroy. When the subject of an effect that would dispel or dismiss the construct such as Dismiss Ectoplasm or Dispel Psionics / Magic the construct instead takes damage equal to 1d4 times the manifester level. The construct is destroyed if this damage exceeds its current hit point total but has no other effect.
Valgard

04-15-05, 08:03 AM
These three last ones (Astral Mind Forge, Sword Rager, and Musketeer of Lantan) are very very good stuff, specially the musketeer... The only problem I see is: Are the 8 ranks in Sleight of Hand and Intimidate really necessary?
Harrow Blade

04-22-05, 05:03 AM
Ravenous Devourer

Ravenous Devourer sees other creatures in one of two ways, either it wants to eat them or it makes sure it's not going to be eaten by them. Thinking with its stomach has become a specialty and the Ravenous Devourer has a very special stomach.

Hit Die: D10.

Requirements
To qualify to become a Ravenous Devourer, a character must fulfill all the following criteria.
Alignment: Any non-good
Base Attack Bonus: +6.
Feats: Toughness, Track
Skills: Survival 8 ranks,
Special: Must have completely consumed an intelligent creature (Intelligence 3 or higher).


Class Skills
Will up date shortly.
Skill points at each Level: 2 + Int Modifier.




lvl BAB Fort Ref Will Special abilities
1 +1 +2 +0 +0 Ravenous Appetite, Consume Power
2 +2 +3 +0 +0 Sated by Flesh 1d8
3 +3 +3 +1 +1 Consume Power, Improved Grab
4 +4 +4 +1 +1 Sated by Flesh 2d8
5 +5 +4 +1 +1 Consume Power, Supernatural Hunger
6 +6 +5 +2 +2 Sated by Flesh 3d8
7 +7 +5 +2 +2 Consume Power, Massive Appetite
8 +8 +6 +2 +2 Sated by Flesh 4d8
9 +9 +6 +3 +3 Consume Power
10 +10 +7 +3 +3 Lasting Feast, Sated by Flesh 5d8

Class Features

Weapon and Armor Proficiency: Ravenous Devourers gain no proficiency with any weapons or armor.

Ravenous Appetite: (Ex) The Ravenous Devourer’s body has become more predatory giving it a bite attack if it does not already have one. The damage is based on the size of the Ravenous Devourer as follows: Fine 1d2, Diminutive 1d3, Tiny 1d4, Small 1d6, Medium 1d8, Large 2d6, Huge 2d8, Gargantuan 4d6 and Colossal 6d6. This is a natural, secondary weapon using BAB -5 and half strength bonus unless the character already has a bite attack that is a primary attack. The Ravenous Devourer also gains the Swallow Whole ability. Swallowed creatures are considered to be grappled and automatically suffer bludgeoning and acid damage at the beginning of each round according to the swallower's size category as follows: Fine to Tiny 1d4 bludgeoning (b) and 1d4 acid (a), Small & Medium 1d8 (b) 1d8 (a), Large & huge 2d8 (b) 1d8 (a), Gargantuan & Colossal 4d8 (b) 2d8 (a). The number of creatures a Ravebous Devourer can hold in it's stomach at any one time is 2 creatures that are 2 size catagories smaller or 8 creatures that are 3 size catagories smaller or 32 creatures that are 4 size catagories smaller etc.

Consume Power: (Su) At 1st level and every odd level after the Ravenous Devourer becomes able to absorb some of the abilities of the creature it consumes. After digesting (not just swallowing) an entire creature the Ravenous Devourer becomes aware of any and all the extraordinary abilities (special attacks, special defenses etc.) and may choose one that to use as the creature for the duration of 1 day per Ravenous Devourer level.

Sated by Flesh: (Su) At 2nd level the Ravenous Devourer becomes able to speed his healing by consuming the flesh of other creatures. Swallowed creatures that are dead, but have not been so for more than 24 hours (undead provide no healing), are digested at 1 HD per round providing 1d8 per HD of healing to the Ravenous Devourer. This increases by 1 HD per round at every even level there after.

Improved Grab: At 3rd level the Ravenous Devourer gains the improved grab ability with it's bite attack.

Supernatural Hunger: (Su) At 5th level the Ravenous Devourers ablility to absorb powers of consumed creatures takes on a supernatural quality. Half of the Ravenous Devourers comsumue power abilities are able absorb supernatural special abilities (Su). The number of supernatural abilities cannot exceed the extrordinary

Massive Appetite: At 7th level the Ravenous Devourer gains one size catagory as per the enlarge spell. This also affects the bite damage.

Lasting Feast: (Su) At 10th level one extraordinary or supernatural ability becomes permanent. It is no longer subject to the 1 day per level limitation however it still takes up one of the total abilities available to the Ravenous Devourer.
itron

04-22-05, 08:23 AM
Wondering if anybody would help develop a Prestige Class based on the Horizon Walker, but aimed more at a Wizard/Bard combination! (as opposed to fighter)

My DM has asked me to look into this for my character which at present is a 3rd lvl Bard 3rd lvl Wizard. I would like to keep the wizard spell progression going, but wondered whether the Bardic aspect could have some interest as well? (Maybe using his singing to imitate some of the +'s against certain plane levels? Or to lull the members of the plane/territory so that there spell saving throws are reduced rather that adding +'s to hit?) Unfortunately, I am always being told that my bardic knowledge ability is only for very general things in the game, so putting emphasis on this area would probably not offer a great deal of value, unless a specific effect was indicated. e.g. bardic knowledge role offers + to x skill or check for that chosen plane/territory.

Apparently my DM would like to move the game more into the planes at some time, and feels the basis of the horizon walker would add some value!

I love the idea, and hope this is the right place to ask for some suggestions!

Many thanks.

Itron
Harrow Blade

04-23-05, 07:12 AM
DIAMOND SKIN BERSERK

Far from the walls of the cities and the fashion norms of civilization a small number of tribes in the wilderness have taken to tattooing their bodies with ritualistic tattoos mixing the ink with diamond dust and incorporating the tattooing process with spiritual rituals. From these rituals have arisen a small number of warriors who shirk armor in favor of their faith in their Tattoos. Through the intervention of some unknown benign spirit or deity these warrior’s tattoos take on magical properties protecting their bodies. These warriors are feared in battle as most weapons are unable to damage their hardy bodies. Diamond Skin Berserks take great pride in their tattoos, each of which is unique, often wearing little more than a loin cloth and sometimes not even that.

Hit Die: D12.

Requirements
To qualify to become a Diamond Skin Berserk, a character must fulfill all the following criteria.
Base Attack Bonus: +6.
Feats: Dodge, Toughness.
Rage: Rage class ability
Special: Character must undergo an initiation performed by another Diamond Skin Berserk. 1000 gp value of diamond dust is consumed in the initial marking of the tattoo.

Class Skills
The Diamond Skin Berserk class skills (and the key ability for each skill) are Climb (Str), Craft Tattoo (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.


Lvl BAB Fort Ref Will Special
1 +1 +2 +0 +0 Natural armor +2, Scorn Clothes
2 +2 +3 +0 +0 Diamond Shell
3 +3 +3 +1 +1 Natural armor +2, +1 rage/day
4 +4 +4 +1 +1 Made Whole
5 +5 +4 +1 +1 Natural armor +2, Greater Rage
6 +6 +5 +2 +2 Diamond resistance
7 +7 +5 +2 +2 Natural armor +2, +1 rage/day
8 +8 +6 +2 +2 Ghost Touch
9 +9 +6 +3 +3 Natural armor +2
10 +10 +7 +3 +3 Diamond Body, +1 rage/day

Class Features
All of the following are features of the Diamond Skin Berserk prestige class.
Weapon and Armor Proficiency: Diamond Skin Berserks gain no armor or shield proficiencies. Wearing any armor negates all of the abilities granted by the Diamond Skin Berserk.

Natural armor: As the tattoos spread over the Diamond Skin Berserk’s body they become extremely tough and difficult to pierce. At 1st level and every odd level after, the Diamond Skin Berserk gains an additional +2 to his natural armor.

Scorn Clothes: The Diamond Skin Berserk no longer needs the protection of clothes as his tattoos keep him comfortable in most temperature extremes. Acts as Endure Elements spell (PHB).

Diamond Shell: The tattoos that the Diamond Skin Berserk wears with such pride extend further into his body than a few layers of skin. The Diamond Skin Berserk gains 25% immunity to critical hits and sneak attacks whilst raging.

Rage: At 3rd, 7th and 10th level the Diamond Skin Berserk can rage one additional time per day

Made Whole: The tattoos now penetrate to the Diamond Skin Berserk’s very core and retain a ‘memory’ of the pattern. This grants fast healing 2 as the power in the tattoos repair the body.

Greater Rage: The rage bonus to strength and constitution now become +6 rather than +4 and the bonus to will saves is +3 rather than +2.

Diamond Resistance: The protection provided by the Diamond Skin Berserk’s tattoos now extend beyond purely physical damage granting an energy resistance 10 to cold, fire and electricity whilst raging.

Ghost Touch: The tattoos now permeate the Diamond Skin Berserk’s entire being his spirit included. Whilst raging his body now acts as a ghost touch weapon, allowing his natural attacks to function normally against incorporeal creatures as well as retaining his natural armor bonus against the attacks of incorporeal creatures.

Diamond Flesh: Whilst Raging the Diamond Skin Berserk’s body become so hard that normal weapons do almost no damage at all. The Diamond Skin Berserk gains DR 10/- whilst in a rage. This stacks with the damage reduction from the barbarian class.
Ramar Aulinvox

04-24-05, 01:24 PM
Dark Sword Prestige Class

The Dark Swords are the paradigm of Shade Enclave's fighting style. As the elite military force in the Shadovar's army, the Dark Swords combine all of the skills that make a Netherese Shade truely deadly: stealth, magic, deception, and martial combat. The Dark Swords not only learn to battle with spell and blade together, but increase their natural shade abilities as well.

Hit die type: d6

Requirements

Race: Shade
Region: Shadovar
Base Attack Bonus: +4
Skill Ranks: Bluff 2, Concentration 6, Hide 2, Knowledge(Arcana) 4, Move Silently 2, Spellcraft 4
Feats: Combat Casting, Combat Reflexes, Shadow Weave Magic, & Weapon Focus (any sword)
Spells: Able to cast 2 level arcane spells

Level BABFort.Refl.Will Special Spells per day/Spells Known
1 +0 +0 +0 +2 Favored Enemy +1 of Arcane Spellcasting Cl.
2 +1 +0 +0 +3 Steady Mind +1 of Arcane Spellcasting Cl.
3 +2 +1 +1 +3 Shade Sight(+30) +1 of Arcane Spellcasting Cl.
4 +3 +1 +1 +4 Sword&Spell Mastery +1 of Arcane Spellcasting Cl.
5 +3 +1 +1 +4 Quicken Shadow Stride+1 of Arcane Spellcasting Cl.

Class skills: Bluff (cha), Craft (int), Concentration (con), Hide (dex), Jump (str), Knowledge (Arcana) (int), Knowledge (Shade Local) (int), Listen (wis), Move Silent (dex), Ride (dex), Spot (wis), Tumble (dex), & Use Magic Device (cha).
Skill points at Each Level: 4 + Int. Modifier

Class Features
Weapon & Armor Prof.: None gained.

Spells per day/spells known: Every level the Dark Sword adds one effective level in one arcane spellcasting class that s/he knows. This counts only towards calculating caster level, spells per day, and spells known. This does not increase familiar benefits or bonus feats.

Favored Enemey: The dark sword receives training in fighting the tradtional enemies of Shade Enclave. At first level, the Dark Sword gains a +2 bonus against one of the enemies: the Malaugrym, the Church of Selune, the Phearimm, the Church of Mystra, or Undead from the plane of Shadow. In all other ways, treat this ability as the ranger ability in the Player's Handbook.

Steady Mind: The Dark Sword's ability to switch between spell and blade increases to the point where the shadovar may take ten when casting defensively regardless of being threatened.

Shade Sight (+30): The Dark Sword has learned to use her/his naturally abilities to even greater effect than normal shades. S/he increases her/his shade sight by 30 feet.

Sword & Spell Mastery: The Dark Sword's ability to balance the path of the blade and of the spell become so great that s/he can choose one type of light or medium armor that s/he is proficient with. From this point forward, the Dark Sword no longer suffers arcane spell failure with the given type of armor. The normal armor choosen is Breast Plate.

Quicken Shadow Stride: The Dark Sword's focus on maximizing her/his abilities reaches its pinnacle as the Dark Sword gains the ability to use his/her shadow stride ability as an urgent action instead of a move action. The Dark Sword may use this ability a number of times per day equal to 1 plus his/her charisma modifier (min. of 1/day).
Green Elven Vampire

04-24-05, 01:52 PM
Very cool PrC indeed! Keep up the good work!!
Drath'ri

05-04-05, 10:19 PM
is there a high priestess of Lolth PrC. i desperatly need one. i have a pc who is becoming one soon and i wanna make it something more then just a title. and yes i know of the one in Faiths and Pantheons. but i need something a little less then that. maybe something along the lines of detect thoughts cause in the Drizzt books, Zaknafein said that the priestesses could read your minds and what not. SOMEONE HELP
Silverpanther

05-09-05, 05:15 PM
need some help with that: i am currently working on a prestigeclass that specialises the char in the art of two weapon fighting. now i need a STUNNING name for the last class ability at lv 10. after getting a kind of "perfect two weapon fighting" at 9th lv, he can perform a kind of one thousand cuts once per day, doubling all his attacks with the two weapons (4 with the main hand, 4 with the off-hand, times two :D 16 attacks in one round? YES, but thats not all: with two weapons of speed he can make 20 ATTACKS PER ROUND :D )
Markwolf

05-10-05, 11:41 PM
Well.. i really don't had nothing to do and decided to create a prestige class.
Let's see what do you say about it:

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Arcane Perfectionist

An arcane perfectionist is a sorcerer that has been trying for a period of time to obtain the pure knowledge of it's power and understand it in any mean.
Usually humans or Fey'ri, An Arcane perfectionist has a loner behavior. They tender to be Neutral, but sometimes, they may become Evil because the ego of great power of lust for violence unleashed by their spells.
Roleplaying: An Arcane perfectionist tender to seek for magical forces, to fight magically against other arcane spellcasters or simply try to convince them to share their knowledge of the Weave (or shadow weave, if the Arcane Perfectionist has the Shadow weave magic feat). They seem to dislike the brute ways of the warriors, but they know that they can be preety helpful adventuring. They also agree to have thieves in their parties, but they're never unprotected for any kind of robbing.
Some Arcane perfectionists that has become Shadow weave users enjoy the taste of fear that their magic inspires to the commoners. They, however, are cautelous of the ways that they uses their magic.
Hit die: d4

Game Rule Information:
To become a Arcane perfectionist, the character must fulfill the following criteria:
Skills: Decipher script 5 ranks, Knowledge (Arcana): 10 ranks, Spellcraft 10 ranks
Feats: Spellcasting Prodigy, Skill focus (spellcraft), any metamagic feat
Spellcasting: Able to cast arcane spells Spontaneously.
Special: The character may not have more than 4 levels in another class that is not sorcerer or the arcane spellcaster class that qualified for this prestige class. If the Character has another class, it must have the Practiced spellcaster feat to replinish the caster level she lost. A Arcane perfectionist cannot allow herself to distract her path to the Weave (or Shadow weave).

Class Skills:
The Arcane perfectionist class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge [Arcana] (Int), Profession (Wis), Spellcraft (Int) and Use magic device (Cha).
Skill points at each level: 2+Int modifier.

The Arcane Perfectionist:

BAB: Poor (As wizard)

lv----Fort--Ref--Will---Ability-----------------------Spells per day
01---+0----+0---+2---Skill mastery-----------------+1 level of existing Arcane spellcasting class
02---+0----+0---+3--------------------------------+1 level of existing Arcane spellcasting class
03---+1----+1---+3---Improved spell---------------+1 level of existing Arcane spellcasting class
04---+1----+1---+4---Metamagic feat--------------+1 level of existing Arcane spellcasting class
05---+1----+1---+4---Extra spell-------------------+1 level of existing Arcane spellcasting class
06---+2----+2---+5---Improved spell---------------+1 level of existing Arcane spellcasting class
07---+2----+2---+5--------------------------------+1 level of existing Arcane spellcasting class
08---+2----+2---+6---Metamagic feat--------------+1 level of existing Arcane spellcasting class
09---+3----+3---+6---Improved spell---------------+1 level of existing Arcane spellcasting class
10---+3----+3---+7---Extra spell, Weave mastery---+1 level of existing Arcane spellcasting class

Class Features:

Weapon/Armor proficency: The Arcane perfectionist is proficent in any staff. She, however is not proficent with any armor or shield
Skill mastery (ex): The Arcane perfectionist is so confident in the knowledge of magic and the handle of her power that always can take 10 on any Knowledge (Arcana) and Spellcraft checks even if it's stressed and/or not able to do it.
Improved spell: The arcane perfectionist can add any metamagic feat to a spell that he has chosen previously. Once chosen, this ability cannot be changed to another spell. Casting this chosen spell with the metamagic does not affect the casting time of the spell, that means that a heightened fireball, using this ability, count as a standard action instead of a full-round action.
Only one metamagic feat can be added to the chosen spell, and the metamagic may have a higher slot usage of 4 or less to be aplicable to this ability. Quicken Spell does not function with this ability. At level 3rd, The Arcane perfectionist can chose another spell to apply this ability. At 9th She can use this ability to a third spell.
Metamagic feat: At level 4th, the Arcane perfectionist receives a bonus metamagic feat or item creation feat that she has meet the requeriments. At level 8th, she receives another metamagic feat.
Extra spell: At level 5th, The Arcane perfectionist receives the Extra Spell feat as a bonus feat. At 10th Level, she receives this feat again. (From the Complete Arcane, page 79)
Weave mastery: At this point, the Arcane Perfectionist has reached the most high knowledge of it's powers. She now can chose one of the following abilities:
Enhanced spellcasting: Add a +2 insight bonus to the DC of the spells of a school of magic, such as Evocation.
Improved metamagic: Reduce 1 level of slot usage of a metamagic feat that the Arcane perfectionist choose. Once chosen, this ability cannot be changed.
Deadly spell: three times per day, add a +3 per dice of damage dealt by any spell that deals damage.

Ex Arcane perfectionists: An Arcane perfectionist that has rised more than 4 levels of another class that does not enhance it's arcane spellcasting abilities loses it's Weave mastery ability. A character that has 4 or less classes that does not improve her arcane spellcasting, suffer a -2 morale penalty to all Knowledge (arcana) and Spellcraft checks and a -1 morale penalty to all the effective caster level checks. However, this penalty is removed with chosing the Practiced spellcaster feat.

Sample Arcane perfectionist:
Malation Star, The Flame Seeker: Male human Sorcerer 7/Arcane perfectionist 5; CR 12; Medium humanoid; HD: 12d4; 36 hp; Init +3; Speed 30ft; AC 27*; Touch: 16, Flat footed: 20*; Base atk +6; Grp +6; Atk +7 melee (1d6/x2 Masterwork staff) or +6 Touch (Spell) +9 Ranged touch (Spell); SA: --; SQ: Skill Mastery, Improved spell (Cone of cold); AL: CN; SV: Fort +7, Ref +9, Will +13; Str 10, Dex 16, Con 12; Int 14; Wis 16, Cha 20.
*Includes +6 armor bonus of Improved mage armor and Shield spell.
Skills and Feats: Craft (Alchemy) +8, Concentration +16 (+20 defensively), Decipher script +9, Knowledge (Arcana) +17, Spellcraft +22, Use magic device +20 (26 using scrolls); Bloodline of Fire, Spellcasting prodigy, Skill focus (Spellcraft). Fortify spell, Combat casting, Energy substitution (Fire), Chain spell
Languages: Common, Undercommon, Draconic

Skill Mastery: Malation can always take 10 on any Knowledge (Arcana) and Spellcraft checks even if it's stressed and/or not able to do it.
Improved Spell: Malation can use one metamagic feat to any Cone of Cold that he casts without changing the casting time of this spell.
Sorcerer Spell known: (6/8/7/7/7/6/3 per day;caster level 12th, 14th to spells with Fire descriptor):0---mage hand, detect magic, read magic, light, ray of frost, acid splash, open/close, arcane mark, Prestidigitation, ghost sound; 1st---magic missile, shield, true strike, ray of enfeeblement, feather fall, reduce person; 2nd---Touch of idiocy, Scorching ray, mirror image, invisibility, specrtral hand, Fox cunning; 3rd---Fireball, Haste, Slow, Fly, Heroism; 4th---Wall of fire, greater invisibility, bestow curse, enervation; 5th---Cone of cold, Feeblemind, Wall of force; 6th---Greater dispel magic.
Possesions: Ring of protection +3, wand of empower spell. Vest of resistance +2
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What do you think? :D
Sakeninja

05-12-05, 02:02 AM
These three last ones (Astral Mind Forge, Sword Rager, and Musketeer of Lantan) are very very good stuff, specially the musketeer... The only problem I see is: Are the 8 ranks in Sleight of Hand and Intimidate really necessary?


i kinda skimped the ranks of Sleight of hand from D20 Modern Gunslinger, but it is a hidden weapon thing. Plus, the Intimidate would be the staredown (EX) of the pistoleer. There is not just the musket to think of, but also the pistol.
FlumphWithMapleSyrup

05-12-05, 07:30 PM
Please critique this one. I am having trouble deciding whether to edit it or not. I definately want it balanced.

Hearth Defender of Berronar

The transition from regular faenor, to the more elite faenor of Berronar Truesilver involves countless hours of pouring over books, listening to mentors, defensive combat training, and practicing dwarven rituals. A hearth defender makes it a point to learn and scribe vast amounts of dwarven knowledge, such as genealogy, in the service of the dwarven deity of records and family, and use that knowledge in planning clan ceremonies and making sure they adhere to codes and recorded history. They also practice techniques that allow them to excel in their duties of defense and healing. Hearth defenders sometimes excel at mace or shield techniques so much so that an onlooker would mistake them for knights. While these priests excel at battle healing, they do not necessarily consider it more important than tending to a sick child. In addition to the specialized training required of a hearth defender, Berronar augments her most devoted with abilities that aid in their performance of required duties, which are numerous compared to other priesthoods.

Hit Die: d8
Requirements
To qualify to become a Hearth Defender of Berronar, a character must fulfill all of the following criteria.
Race: Dwarf.
Skills: Diplomacy 4 ranks, Heal 4 ranks, Knowledge (Religion) 4 ranks, Sense Motive 4 ranks.
Feats: A character must have two of the following: Combat Expertise, Shield Proficiency, Tower Shield Proficiency, Shield Dwarf Warder or Shieldmate.
Spells: Able to cast 2nd-level divine spells.
Patron Deity: Berronar Truesilver.
Special: The candidate must have performed a wedding ceremony and a funeral ceremony. The candidate must also have healed an ally in battle.

Class Skills
The Hearth Defender’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge: Arcana (Int), Knowledge: History (Int), Knowledge: Local (Int), Knowledge: Nobility and Royalty (Int), Knowledge: Religion (Int), Knowledge: The Planes (Int), Profession (Wis), Sense Motive (Wis), Speak Language, Spellcraft (Int).
Skill points at each additional level: 2 + Int modifier.


Level BAB Fort Ref Will Special

1 +0 +2 +2 +2 Negotiator Feat
+1 level of existing divine spellcasting class

2 +1 +3 +3 +3 Berronar’s Memories
+1 level of existing divine spellcasting class

3 +2 +3 +3 +3
+1 level of existing divine spellcasting class

4 +3 +4 +4 +4 Continuous Magic Circle
Against Chaos, Continuous Magic Circle Against Evil
+1 level of existing divine spellcasting class

5 +3 +4 +4 +4 Bonus Feat
+1 level of existing divine spellcasting class

6 +4 +5 +5 +5
+1 level of existing divine spellcasting class

7 +5 +5 +5 +5 Berronar’s Ear
+1 level of existing divine spellcasting class

8 +6/+1 +6 +6 +6
+1 level of existing divine spellcasting class

9 +6/+1 +6 +6 +6 Home Portal 1/tenday
+1 level of existing divine spellcasting class

10 +7/+2 +7 +7 +7 Family Detection 1/day, Bonus Feat
+1 level of existing divine spellcasting class

Class Features
The following are class features of the Hearth Defender of Berronar prestige class.
Weapon and Armor Proficiency: A Hearth Defender of Berronar gains no weapon or armor proficiencies.
Spells per day/Spells Known: At each Hearth Defender of Berronar level, the character gains spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not; however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of Hearth Defender of Berronar to the level of whatever other divine spellcasting class the character has, and then determines spells per day accordingly.
If a character had more than one divine spellcasting class before she became a Hearth Defender of Berronar, she must decide to which class she adds each level of Hearth Defender of Berronar for purposes of determining spells per day and caster level.


Negotiator Feat: Upon becoming a Hearth Defender of Berronar, the character becomes well practiced in the arts of peacemaking and intrigue, gaining Negotiator as a bonus feat.

Berronar’s Memories: By 2nd level, a Hearth Defender has spent countless hours studying records, and listening to elders to amass knowledge pertaining to the duties and daily activities she is involved in. This translates to a +4 to Knowledge (Local, Nobility and Royalty, and Religion) when it applies to Dwarven topics. She also receives a +2 toward the same skills when dealing with their species enemies.

Bonus Feat: At 5th and 10th level, the Priest gains a bonus feat chosen from the following list: Martial Weapon Proficiency: Heavy Mace, Weapon Focus: Heavy Mace, Weapon Specialization: Heavy Mace, Greater Weapon Focus: Heavy Mace, Greater Weapon Specialization: Heavy Mace, Improved Critical: Heavy Mace, Shield Dwarf Warder, Shieldmate, Combat Expertise, Mobility, Armor Proficiency: (Any), Precise Shot, Improved Precise Shot, Shield Proficiency, Improved Shield Bash, Tower Shield Proficiency, Improved Combat Expertise, Superior Expertise, Improved Counterspell, Reactive Counterspell, Goad, Second Wind, Defensive Strike, Eyes in the Back of Your Head, Greater Two-Weapon Defense, Improved Toughness, Improved Buckler Defense, Hold the Line, Phalanx Fighting, Power Critical: Heavy Mace, Shield Charge, Shield Slam, Spell Girding, Skill Focus: (any class skill), Alertness, Combat Casting, Self-Sufficient, Spell Focus: Abjuration, Greater Spell Focus: Abjuration, Craft Magic Arms and Armor, Brew Potion. Other Feats are possible, but are limited to those that are defensive, pertain to heavy mace, or are otherwise related to the prestige class or deity’s portfolio.

Continuous Magic Circle (Ex): At 4th level, the Hearth Defender radiates an aura of good that acts as a continuous Magic Circle against Chaos and Magic Circle against Evil. The effects do not stack. She can choose to turn it on or off as a free action.

Berronar’s Ear (Ex): Upon reaching 7th level, the Hearth Defender will instantly know when someone breaks an oath that she has heard. This ability is considered divination, and can be postponed by obscuring magic such as non-detection, but cannot be dispelled by normal means.

Home Portal (Su): Once per tenday, a 9th level Hearth Defender may cast Greater Teleport as a supernatural ability. The target location can only be to a specific building, cave, camp or similar locale she has been going to for three years or more, and has slept there more than anywhere else in the past three years.

Family Detection (Sp): At 10th level, the Hearth Defender gains the ability to cast a specialized form of Discern Location once per day. It can only be used to locate the blood relatives of the caster or the blood relatives of a willing participant the caster touches. The normal restrictions on who can be located with this spell do not apply.
Green Elven Vampire

05-18-05, 09:31 PM
I think you're all doing a wonderful job and I'll get around to posting all of them on the Index list AsAp!!!!! You guys are better than me and getting even better!!

GEV
Mad Mage

05-25-05, 09:55 PM
Well, this is something I made up in the last couple of hours, so tell me what you think.

Shield Dwarven Boar Rider

This Prestige Class is for a Shield Dwarf of wilder northern regions, and favor a ride on the back of a tusked steed such as a dire boar. Most who take this class are Barbarians, Fighters, or Fighter/Barbarians, although some shield dwarf Rangers and militant Clerics have also been known to take this prestige class. Other classes are either too unappreciative of dire boars as mounts, or have class features that riding interferes with.
Hit Dice: d8

Requirements:
Race: Shield Dwarf
Region: The North, The Spine of the World, or The Sword Coast
Base Attack Bonus: +4
Skills: Handle Animal 5 ranks, Ride 5 ranks
Feats: Mounted Combat, Ride-by Attack
Special: Must have dire boar that is trained to be used as a mount, and spent a year’s worth of practice in utilizing their mount in combat.

Class skills:
Handle Animal (Cha), Intimidate (Cha), Listen (Wis), Ride (Dex), Spot (Wis)
Skills Per Level: 4 + Int modifier

Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Attuned Boar Rider (-5 DC)
2nd +2 +3 +3 +0 Improved Boar Attack
3rd +3 +3 +3 +1 Mounted fighting feat
4th +4 +4 +4 +1 Launching Gore Attack
5th +5 +4 +4 +1 Attuned Boar Rider (-10 DC)

Attuned Rider: The Boar Rider and their dire boar mount form a bond in which the boar feels more comfortable with their rider. Starting at 1st level, all tasks that require a Ride check have their DC reduced by 5. At 5th level, the DC is reduced by another 5. Any tasks reduced to 0 can treat a 1 as a success.

Improved Boar Attack: Beginning at 2nd level, the boar mount can add its rider’s Base Attack Bonus from the Boar Rider prestige class to its own Base Attack Bonus, to a maximum of +5.

Mounted fighting feat: At 3rd level, the Boar Rider can choose a free feat from these selections, as long as they don’t already have these feats: Mounted Archery, Spirited Charge, or Trample.

Launching Gore Attack: At 4th level, the Boar Rider’s mount gains a special attack against a Medium-size or smaller opponent that enters the boar’s path of travel (minimum 10 feet of travel). The opponent is launched back 5 squares, and 5 more per every size category smaller than medium size. For instance, a goblin (small size) would be launched back 10 feet, while an orc (medium size) would be launched 5 feet back. The launching gore is treated a free action, and can be used once per day.
Sakeninja

05-27-05, 01:14 AM
i like the Boar rider! maybe as a idea add the stacking of PrC levels to ranger or druid animal compainion levels for a more relationship feel for the dwarf and his boar, maybe just add it in addition to the attuned rider ability. Plus the rule of turning a 1 into a success is bad, there should be always a chance for failure, and 5% isn't really all that unbalancing......... :rolleyes:
volkuul

05-31-05, 09:03 PM
Just wondering: Has there been a PrC for an Drow Wizard yet? Have seen many Highpriestesses of Lloth but no male wizard.
I was thinking of something like "Master of Sorcere" but don't have the time and the knowledge to come up with something.
Seen anything like this by now?
Mad Mage

05-31-05, 09:12 PM
Seen anything like this by now?

Not that I've noticed, at least. Just checked pages 6-7 as well as the index on pg. 1; nothing of the like mentioned.
Slad Chaos

06-08-05, 05:25 PM
Monster Manual III p.78 :
Gulgar
Gulgars trives are found throughout the Sunrise Mountains that form the western border of the Endless Wastes. However, all surface-dwelling gulgars can trace their origins back to a series of large enclaves carved into the walls of the Remparts of Night, a subterranean abyss in a region of the Underdark known as the Earthroot (located under Thay).

They live in temperate moutain ranges, plumbing the depths of the
mountains, seeking the crystals they eat to give their bones strength.

They tame and enslave yrthaks using their sonic pulses and train them to
take gulgar riders into battle.

Although they are omnivorous, they hunger for the crystals that they once
consumed on the Elemental Plane of Earth, constantly mining an exploring
caverns in search of fine crystals. Their work often brings up metal ore,
which they craft into armor, weapons and crude sculptures that tell the story of their flight from the Elemental Plane of Earth and their great foes, the genies.

My first PrC :
Gulgar-bonded Stoneblessed
Hit Die :d8

Requirements
To qualify to become a stoneblessed, a character must fullfill all the following criteria.
Creature type : Giant, humanoid, or monstrous humanoid.
Skills : Appraise 2 ranks, Craft (stoneworking) 5 ranks.
Special : The character must be able to speak Terran.
Special : The character must be invited to become a stoneblessed by a member of the chosen race.
The character must live since his/her childhood with the gulgar.
The character must mine an explore caverns in search of fine crystals for the communauty.
The character craft crude sculptures that tell the story of their flight from the Elemental Plane of Earth and their great foes, the genies.
The character must kill a dwarf.

Class Skills
Climb, Craft, Jump, and Profession.

Skill Points at Each Level : 2 + Int modifier

Class Features
All off the following are class features of the stoneblessed prestige
class.

Weapon and Armor Proficiency : Stoneblessed gain no proficiency with any weapon or armor.

Stonebond (Ex): A stoneblessed must choose one race of stone with which to bond . This choice must be the same race that invited the stoneblessed to become one of them (see Requirements, above).
Depending on her choice, a stoneblessed gains certain abilities.

Gulgar : A gulgar-bonded stoneblessed adds Handle Animal, Intimidate, Listen, Ride, Spot to her list of stoneblessed class skills. A gulgar-bonded stoneblessed gains a + 4 racial bonus on Listen checks.

Special : At 1st level and higher, a gulgar-bonded stoneblessed must eat the dendritic crystal (Races of Faerûn p.158 : Dwarf armorsmiths grow dedritic armor from seed crystals deep underground. Dendritic armor regrows itself to ist original shape.). His foot diet permit to gain the traits of a gulgar.

Stone Senses (Ex) : At 2nd level and higher, a gulgar-bonded stoneblessed gains tremorsense 30 feet.

Stone Speech (Ex) :At 3rd level and higher, a gulgar-bonded stoneblessed gains :
Subsonic Speech (Ex) : A creature must have the tremorsense ability, or the blindsight or blindsense ability based on a keen sense of hearing, or sensitivity to vibrations, to hear the subsonic speech of gulgars. Such creatures can hear the subsonic speech of gulgars using the normal Listen check rules; they don't need to have the speaking gulgar within the range of their tremorsense, blindsense, or blindsight ability.
A gulgar's subsonic speech carries five times as well and as far normal speech. This means that to hear a gulgar talking, a creature who can hear the subsonic speech takes a - 1 penalty on Listen checks per 50 feet of distance from the speaker. A door increases the Listen Dc by just 1, and a stone wall increases it by 3. These modifiers replace those given on page 78 of the Player's Handbook.
Creatures without the ability to hear the subsonic speech of gulgars can still read their lips using the Spot Skill. The base DC to read a gulgar's lips is
20, and the creature reading lips must speak Terran..
Two small crystalline tusks protrude upward from its lower lip.

Lesser Racial Battle Technique (Ex) : At 4th level and higher, a stoneblessed gains :
Sonic Pulse (Ex) : as standard action, a gulgar can emit a 30-foot cone of sound that deals 3d6 points sonic damage and may deafen foes. Any creature in the area must succeed on a DC 18 Fortitude save or be deafened for 1 hour. Deafened creature cannot be further deafened, but they still take the sonic damage from other sonic pulse attacks.
Once it has used this ability, a gulfar must wait 1d4 rounds before using it again. This is a sonic effect. The save DC is Constitution-based..
Its chin bears a thick crystalline horn that projects from it to stab in your direction.

Special : At 4th level, a gulgar-bonded stoneblessed must tame and enslave a yrthak using her sonic pulse and train it to take him sa rider into battle.

Racial Battle Technique (Ex) : At 5th level and higher, a stoneblessed gains :
Crystalline Bone (Ex) : A gulgar'slam and gore attacks are treated as adamantine for the purposes of overcoming damage reduction and hardness.
The protrusion of crystal from a gulgar's knuckles, chin and shoulders are made of an organic material that is hard as adamantine, but it turns as brittle as quartz when detached from him/her.
Its hands have thick crystal nails.

Lesser Stoneborn (Ex) : At 6th level, a gulgar-bonded stoneblessed gains a permanent + 2 increase to her Constitution score.
The stoneblessed gets an ability based of her type of racial bond :
Immunity to sonic and a +2 natural armor bonus.
Crystal protrudes from its shoulders and knuckles as well as its chin.

Special : At 6th level, a gulgar-bonded stoneblessed must kill a genie.

Stoneborn (Ex) : At 7th level, a stoneblessed gains a permanent + 2 increase to her Constitution score and a +2 natural armor bonus.

Greater Stoneborn (Ex) : At 8th level, a stoneblessed completes the bond with her chosen race. In addition, for all effects related to race, a stoneblessed is considered a member of the race to which she is bonded.
The stoneblessed meets any racial prerequisite for prestige classes and feats as if she were a member of her bonded race.
A stoneblessed gains a + 2 natural armor bonus.
Finally, the stoneblessed gets an ability based of her type of racial bond :
Damage reduction 10/adamantine

Level BAB Fort Ref Will Special
1st 0 + 2 0 0 Stonebond
2dn + 1 + 3 0 0 Stone Senses
3rd + 2 + 3 + 1 + 1 Stone Speech
4th + 3 + 4 + 1 +1 Lesser Racial Battle Technique
5th + 3 + 4 + 1 +1 Racial Battle Technique
6th + 4 + 5 + 2 +2 Lesser Stonebond
7th + 5 + 5 + 2 +2 Stonebond
8th + 6/+1 + 6 + 2 +2 Greater Stonebond


Add other level for this PrC ?
Remove some traits ?
Saves and BAB correct ?

Help me to construct this PrC.

Thanks for your future answer.
Ancient Red Wyrm

06-13-05, 09:07 PM
"The monks of the dark moon are a dark sect of Shar's faith.Stealthy assasins
capable of both sorcery and martial training.The order is very selective about allowing someone to learn their secrets and become a monk of the dark moon.They only accept candidates capable of vile acts to please their shadow godess.Equally important is the talent for sorcery.Many young candidates without this gift were punished...severly..."
Hit die: d8
Requirements:to qualify to become a Monk of the dark moon,a character must fullfil all the following criteria:

Alignment:Lawfull evil

Skills:Hide 8 ranks,move silently 8 ranks,concentration 4 ranks,knowledge:religion 4 ranks,spellcraft 4 ranks

Feats:Shadow weave magic,improved unarmed strike,exotic weapon prof.(chakram)

Spellcasting:capable of casting 1st level arcane spells without preparation

Special:Evasion,the character must be accepted by the order and worship shar as her patron deity

Class Skills (4+int mod):concentration,hide,move silently,spellcraft,knowledge (arcana,religion),jump,tumble,swim,climb ,intimidate,bluff and balance

Class Featues:
Weapons and armor prof: the monk of the dark moon gains no extra proficiencies.

Spells per day:at the indicated levels of monk of the dark moon(1,3,5,7,10) she gains new spells per day as if she also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class.However she does not gain any other benefit a character of that class would have gained.

Monk abilities:A monk of the dark moon's class levels stack with monk levels for determining his unarmed damage, ac bonus and unarmored speed bonus

Dark brotherhood(ext):The monks of the dark moon are taught to fight alongside their brothers and sisters.Any time two of them fight side by side,each gains a +1 circumstance bonus on both armor class and attack rolls.These bonus disappear if an individual moves to an square that is not adjacent to another monk of the dark moon with this ability.The bonus improves +1 every two levels thereafter (3,5,7,9...).

Shadow spells:The order teaches all members the spells:shadow tentacle(sor/wiz3) and greater shadow tentacle(sor/wiz5) when they reach the apropriate caster level.These spells are gifts from shar,and do not take the character's normal spell slots

Hide in plain sight(Su):the monk of the dark moon can use this skill even while being observed, as long as she is within 10 fet of some sort of shadow

Touch of loss (spell like):Loss is one of Shar's aspects,and her servants learn to focus upon this aspect.Once per day,the Monk of the dark moon can make touch attack.If the attack succeds,the target must make a fortitude save (dc 10+prc level+ wis mod) or receive 1d4 negative levels.The monk of the dark moon can use this ability more often as she advances.

Bonus feat:At 6th level,a monk of the dark moon can chose any feat avaliable to her.She still have to meet the requeriments for this feat

Light Bane(su):The monks of the dark moon are protected from the light by their dark faith.The monk of the dark moon has SR 15+class level,but only against spells with light or good descriptors.

Code of conduct:a monk of the dark moon that stops worshiping shar looses all supernatural and spell like abilities from this class.Also,if they multiclass in any class other than monk,sorcerer or monk of the dark moon,they can never level up on this class again.

Level BaB Fort Ref Will special: Spellcasting:
1 0 0 2 2 Monk abilities,dark brotherhood(+1) +1 level
2 1 0 3 3 Shadow spells
3 2 1 3 3 Hide in plains sight,d.brotherhood(+2) +1 level
4 3 1 4 4 Touch of loss (1/day)
5 3 1 4 4 dark brotherhood (+3) +1 Level
6 4 2 5 5 Bonus Feat
7 5 2 5 5 D.brotherhood(+4)Touch of loss(2/day)+1 Level
8 6 2 6 6 Light Bane
9 6 3 6 6 D.Brotherhood(+5) +1 Level
10 7 3 7 7 Touch of loss(3/day)
Sakeninja

06-13-05, 09:11 PM
Not a bad idea on the Monks of the Dark Moon. I have a few thoughts. the dark brotherhood ability seems a bit ill suited. most of what i have read about these fellows is their ability to work solo away from the monestary, plus the defense against light and good is kinda off too. You are taking away the main weakness of Shar light and good. i think the Enlightened fist from the Complete Arcane could be adapted with a few changes for at Dark Moon PrC
Ancient Red Wyrm

06-13-05, 09:18 PM
Not a bad idea on the Monks of the Dark Moon. I have a few thoughts. the dark brotherhood ability seems a bit ill suited. most of what i have read about these fellows is their ability to work solo away from the monestary, plus the defense against light and good is kinda off too. You are taking away the main weakness of Shar light and good. i think the Enlightened fist from the Complete Arcane could be adapted with a few changes for at Dark Moon PrC

In champions of ruin,the say that all the monks of dark moon have a similar ability(fight alongside companions)
About the defense against light and good,think that this can be a lesser version of the real SR possesed by single class monks,and it is acceptable that shar protects her minions against good,just like paladins are protected against evil by their powers/gods...it is suposed to be a weakness,but think,almost every good/exalted prc is protected against evil by some power...
ColDogg

06-14-05, 05:40 AM
This thread is as you can see above, just what I've been looking for. Most all of the post have been undeniably rockaholic (with extra props going out to the Jester) keep putting more on here so I can use them and not have to contribute anything myself!
DuskyFruit

06-16-05, 12:06 PM
Just found this thread, you've really created some great prestige classes! I'll add all of my own FR PrCs when I get the time and find them under my endless stacks of paper on my desk :D
bgt

06-21-05, 02:10 PM
I originally posted this on the generic D&D section of the boards a little over a year ago. But since it has a feat from FR, I thought people over here might enjoy it.

----------------------
The Snakewalker


Snakes. Few other animals provove so much awe, mystery and fear. But for some, snakes are so much more. These people are the Snakewalkers, and to them snakes are both their heritage and their ideal.
Most snakewalkers are druids or sorcerers. While most belive snakewalkers to be evil, many are actually good, citing the snake-like couatl as an example that snakes are noble and virtous creatures.
Hit Die:d8

Requirements

To qualify to become a snakewalker, a character must fufill all the following criteria:
Skills: Hide 4 ranks, Move Silently 4 ranks, Knowledge(nature) 4 ranks, Spellcraft 8 ranks
Feats: Snake Blood(not requierd for yuan-ti)
Spells:Caster level 1st

Class Skills

Skills per level:2+Int modifier
The class skills for the snakewalker are Balance(Dex), Bluff(Cha), Diplomacy(Cha), Escape Artist(Dex), Handle Animal(Cha), Hide(Dex), Intimidate (Cha), Knowledge(nature)(Int), Listen(Wis), Move Silently(Dex), Spellcraft(Int), Spot(Wis), and Swim(Str).

The Snakewalker
___BAB____Fort__Ref___Will_____Abilities
1. +0_____+2___+2___+0____Secret of the Serpent
2. +1_____+3___+3___+0____Secret of the Serpent
3. +2_____+3___+3___+1____Secret of the Serpent
4. +3_____+4___+4___+1____Secret of the Serpent
5. +3_____+4___+4___+1____Secret of the Serpent
6. +4_____+5___+5___+2____Secret of the Serpent
7. +5_____+5___+5___+2____Secret of the Serpent
8. +6/+1__+6____+6___+2___Secret of the Serpent
9. +6/+1__+6____+6___+3___Secret of the Serpent
10. +7/+2__+7____+7___+3___Secret of the Serpent, Serpentine Apotheosis
------------------------------------------------------------------------------
Secret of the Serpent: Upon gaining a level in snakewalker, you may choose one of the following. Any Secret that has a save DC involved may be taken 3 times; each time it is taken, the DC increases by 2.
Scent(Ex): Your tounge becomes like a snakes': thin, long, and sensitive. You can use your new tounge to track by scent. For more details on scent, see page 314 of the MM.
Viper's Sight(Ex): You grow heat-sensitive pits under your eyes, granting you low-light vision. If you already have low-light vision, you gain 60-foot darkvision. If you already have low-light vision and darkvision, you gain the ability to "see" heat. You may take this multiple times.
Adder's Bite(Ex):: You gain a bite attack that deals 1d4 damage +poison. The poison's initial and secondary damage is 1d6 ability damage(Fort. negates, DC 10+1/2 HD+Con mod). You choose whether you want the poison to affect Con, Str, or Dex the first time you select this Secret.
Python's Grasp(Ex): Whenever you suceed a grapple check not made to escape the grapple, the creature you are grappling takes 1d8+1/2 your class level damage.
Hypnotic Gaze(Su): Three times per day, you can attempt to charm a creature. Treat this attack as a gaze attack, exept that it takes a standard action to use, and only affects a single creature that you designate. Will save negates, DC 10+1/2HD+Cha mod.
Cobra's Hood(Ex): You grow a hood, similer to that of a cobra's. Any creature that sees you spread your hood (a standard action) must suceed a Will save(DC 10+class level+Cha mod) or become frightened for a number of rounds equal to the difference between their save and the DC.
Snake's Agility(Ex): You gain all of a snake's skill modifiers.(see page 279 of the MM)
Animal Companion(Ex): You gain a snake animal companion. Its HD is equal to your class level, calculate it's size accordingly. If you lose this snake, you can aquire a new one with a DC 20 Handle Animal check. This stacks with animal companions from other classes.
Speak with Snakes(Su): You gain the ability to speak with snakes. Also, you gain the ability to use a druid's Wild Empathy ability, so long as the target is a snake. This overlaps with the Druid's and ranger's Wild Empathy ability.
Shape of the Snake(Su): Three times per day, you can assume the form of a snake the same size you are. This ability lasts for a number of minutes equal to your class level. Using this ability is a full round action.
Serpent's Charm(Ex): You may add your class level to Cha checks.
Sepent's Jaw(Ex): You gain the Improved Grab special attack with your bite attack and the Swallow Whole special attack. Your gullet can hold up to one creature smaller than yourself, or two creatures of the next size category down, or four creatures of the size category after that(and so on). Swallowed creatures take 1d6 blugeoning damage and 1d4 acid damage per round, and can cut themselves out by dealing 5 points of damage with a slashing or piercing weapon(AC 10+your natural armor bonus). Muscular contraction then closes the hole. You cannot take this Secret unless you have a bite attack.
Spit(Ex): Once every 1d4 rounds, you can spit into the eyes of an opponent within 15 feet, similar a king cobra. This requiers a ranged touch attack. If you have a poisonous bite, that opponenet must also save against your poison.
Serpentine Apotheosis: You become more snakelike in apperence, and you get +2 Dex, +2 Int, +2 Cha, +2 natural armor, and the reptilian subtype. Also you may select a Secret of the Serpent on your next level, even if that level isn't in snakewalker.
Green Elven Vampire

06-21-05, 02:16 PM
Not bad at all. Looks good from first glance my friend.
FlumphWithMapleSyrup

06-21-05, 02:30 PM
"The monks of the dark moon are a dark sect of Shar's faith.Stealthy assasins
capable of both sorcery and martial training.The order is very selective about allowing someone to learn their secrets and become a monk of the dark moon.They only accept candidates capable of vile acts to please their shadow godess.Equally important is the talent for sorcery.Many young candidates without this gift were punished...severly..."

The monks of the dark moon are in one of the handbooks I believe. I think it's Complete Warrior.
Burningspear

06-21-05, 07:26 PM
i dont want to be a partypooper, but i see way to many elf/ elf only based classes,

cant u guys come up with a few city or region based classes in stead of just race based?


:plotting: :evillaugh :devil:
Sakeninja

06-22-05, 02:09 PM
i dont want to be a partypooper, but i see way to many elf/ elf only based classes,

cant u guys come up with a few city or region based classes in stead of just race based?


:plotting: :evillaugh :devil:

Hear Hear!
Mad Mage

06-27-05, 03:31 PM
What exactly is unbalancing about the 'Attuned Boar Rider' ability of the Shield Dwarf Boar Rider, and how should I fix it?
DuskyFruit

06-30-05, 09:51 AM
Originally posted by: FlumphWithMapleSyrup
The monks of the dark moon are in one of the handbooks I believe. I think it's Complete Warrior.

It's not in complete warrior, the monks of the dark moon is in no book I know off.
Phoenix0124

07-01-05, 12:15 AM
It's been a while since i have looked in on this board. I saw someone a while back asking for something for a drow wizard. Well since i love drow. I thought i would try to make something for them or anyone else looking. So here i go.

Master of Sorcere
Hit Die: d4

Requirements.
Race: Drow
Alignment: any non-good
Skills: Knowledge(Arcana) 10 ranks and Spellcraft 10
Feats: two metamagic feats and skill focus (arcana) or skill focus(spellcraft)
Spells: Must be able to cast spells of 4th level or higher.

Class Skills
Bluff, Concentration, Craft(any), Intimdate, Knowledge(any), Profession(any), and Spellcraft.
Skill points at each level: 2+Int

lvl____BA____F_____R______W___Special
1_____+0___+0____+0_____+2___Resource Access
2_____+1___+0____+0_____+3___Arcane Knowledge +2
3_____+1___+1____+1_____+3___School Specialzation
4_____+2___+1____+1_____+4___Spell Knowledge +2
5_____+2___+1____+1_____+4___Greater School Specialzation
6_____+3___+2____+2_____+5___Arcane Knowledge +4
7_____+3___+2____+2_____+5___School Arcane Defense
8_____+4___+2____+2_____+6___Spell Knowledge +4
9_____+4___+3____+3_____+6___Powerful Knowledge
10____+5___+3____+3_____+7___True Master of Sorcere

Resource Access: When at Sorcere any knowledge check made has a +10 cimcumstance bonus to it, because the Master of Sorcere has tons of resources available to him to cross references it.

Arcane Knowledge: At 2nd level, the Master of Sorcere gets a +2 bonus to his/her Knowledge of arcana. It goes up to +4 at 6th level.

School Specialzation: At 3rd level, The Master of Sorcere gets the Spell Focus feat for free.

Spell Knowledge: At 4th level, the Master of Sorcere gets a +2 bonus to his/her Spellcraft. It goes up to +4 at 8th level.

Greater School Specialzation: At 5th level, The Master of Sorcere gets Greater Spell Focus feat for free on the school that he chose for his School Specialzation at 3rd level.

Arcane School Defense: At 7th level, The Master of Sorcere gains the Arcane Defense feat for free on the school he chose for his School Specilzation at 3rd level, giving him a +2 to all his saves against that school.

Powerful Knowledge: The Master of Sorcere gains a +2 Int bonus to their ability score, from learning the many secrets of the Arcane.

True Master of Sorcere: As a True Master, The Master of Sorcere gets the Leadership feat for free and if he/she is a wizard. They may use their Int modfier instead of their Cha to attact followers.

Well there it is everyone. I hope someone out their likes it.
Sakeninja

07-01-05, 07:26 PM
i think the Srocere resources is a bit high. Even in the Stronghold builder's guidebook the best modifier for the best library you can buy is +6, and that is on one subject. While i know the drow have a lot of knowledge, they have been stuck underground for a long time, and may no have the ability to apply this to ALL knowledge checks. Maybe limit this +10 to knowledge(arcana), Knowledge(local-underdark), and Knowledge(the Planes).

I think you should make the bouns to intelligence an inherent bonus and spred it out over 2 levels but other than that it is fine by me
Phoenix0124

07-01-05, 08:50 PM
I thank you for the reply and i can see your reasoning, but in the novels that have with drow at the main charaters. They do have books about the surface, other gods, and etc. They are just not as easy obtained, but we can lessen the bonus if that would work more. I could say +5 bonus on arcana,planes, and underdark local. Then only a +2 on anything else. Also i did the Int that way for a reason. They don't get it tilll late in the class, but if someone wanted to changed that, it's fine with me.
DuskyFruit

07-01-05, 09:33 PM
Originally posted by: Drath'ri
is there a high priestess of Lolth PrC. i desperatly need one. i have a pc who is becoming one soon and i wanna make it something more then just a title. and yes i know of the one in Faiths and Pantheons. but i need something a little less then that. maybe something along the lines of detect thoughts cause in the Drizzt books, Zaknafein said that the priestesses could read your minds and what not. SOMEONE HELP

I think there is a feat for priestesses of Lloth in races of Faerûn which allows them to use detect thoughts once per day.

Originally posted by: Phoenix0124
Master of Sorcere

Why master of Sorcere? Sorcere is a wizard academy of Menzoberranzan, as far as I know Menzoberranzan is only the fourth biggest drow city in the underdark, why then make a PrC specifically from the few wizards of Menzoberranzan I would think that master of Sshamath would be much more appropriate or some fancy name for drow wizards generally.

As for the prestige class: It seems fine and balanced but there are a few things that could be changed:

1) Resource access: As far as I know Sorcere don't have that much of information, the priestesses keep what the males know down, therefore does masters of Sorcere not have more resources than a guild mage of Luskan or Waterdeep they just have many resources compared to what a male drow can get without being slain by the priestesses.

2) Arcane casting requirements: I would certainly require that masters of Sorcere didn't cast spontaneously, sorcerers gain no benefit of a Sorcere education as it is intended for wizards only.

3) School specialisationing abilities: I would like to know why there is a school specialisation I don't think that it does much sense and it makes the prestige class very similar to the red wizard PrC.
DuskyFruit

07-01-05, 09:53 PM
Drath'ri asked for an alternative high priestess of Lloth PrC, I made this for a drow campaign I'm planning along with a few other drow specific PrCs.

Arachne High Priestess:
The Arachnes are the high priestesses of Lloth and the rulers of the drow civilisation, they are most often every bit as terrorising and cruel as their dark goddess. All Arachne High Priestesses are clerics and generally to get status as high priestess of Lloth in a drow city (only title, this does not include any special abilities except for a higher status within the matriarchy) a cleric of Lloth must have at least one level in both the Arachne High Priestess prestige class and the divine disciple prestige class (from player’s guide to Faerûn).
Hit Dice: d8

Requirements:
Race: Drow
Gender: Female
Skills: Knowledge (religion) 8 ranks, intimidate 4 ranks
Feats: Initiate of Lloth*
Class Features: Able to rebuke undead at least 5 times per day
Spells: Able to cast 3rd level divine spells
Domains: Have either drow or spider domain
Patron Deity: Lloth
Special: Must have undertaken the ritual of gradiation to be high priestess of Lloth
* My initiate of Lloth feat is here (http://boards1.wizards.com/showthread.php?t=444861)

Skills:
Skill points at each level: 2 + int mod
Same class skills as a cleric

The Arachne High Priestess table:
Lvl Bab Fort Ref Will Special
1 +0 +2 +0 +2 Scourge of fangs, rebuke spiders, web
2 +1 +3 +0 +3 Abyssal will +1, spider empathy, rebuke undead
3 +2 +3 +1 +3 Sneak attack 1d6
4 +3 +4 +1 +4 Abyssal will +2
5 +3 +4 +1 +4 Dominate male
6 +4 +5 +2 +5 Sneak attack 2d6, abyssal will +3
7 +5 +5 +2 +5 -
8 +6 +6 +2 +6 Abyssal will +4, summon Yochlol
9 +6 +6 +3 +6 Sneak attack 3d6
10 +7 +7 +3 +7 Zin-Carla, abyssal will +5

Class Features:
Spellcasting: An arachne high priestess of Lloth gains one level of clerical spellcasting per level she gains in this prestige class

Scourge of Fangs: At level 1 a High Priestess gain a scourge of fangs, she gains this by divine source so no matter where she is when she attains her first level in the prestige class she will gain it.

Rebuke Spiders: At level 1 a High Priestess gain the ability to rebuke or command spiders, if she already are able to do that (from the spider domain) her rebuking ability will only stack with her cleric levels.

Web: A Arachne High Priestess add the spell web to her cleric spell list.

Abyssal Will: From level 2 and on, add this bonus to the High Priestess’s when made to resist compulsion spells and effects.

Spider Empathy: A 2nd level Arachne High Priestess gain animal empathy (as the druid’s ability) but only working against spiderkind creatures.

Rebuke Undead: Add the Arachne High Priestess’s class level -1 to her cleric ability to rebuke or command undead.

Sneak Attack: At level 3 a Arachne High Priestess begins to gain the sneak attack ability, she gain a extra d6 to her sneak attack damage at level 6 and 9.

Dominate Male: At level 5 a High Priestess may once per day use a spell-like ability that works as a dominate monster spell, but it only work on drow or drider males.

Summon Yochlol: At level 8 a Arachne High Priestess may once per day summon a Yochlol demon, this works as a Tanar’ri’s ability to summon other Tanar’ri.

Zin-Carla: At level 10 a Arachne High Priestess may perform the ritual of the Zin-Carla, this creates a Zin-Carla designed to kill a specific target, the Zin-Carla may not have more hit dice than it’s creator and to perform the ritual, the Arachne High Priestess lose 5000 xp and must sacrifice a living person with more than the Zin-Carla’s hit dice -4 in hit dice.


The Yochlol and Zin-Carla abilities are more magnificient than what you would first think, I made both the yochlol and the zin-carla alot more powerful
Phoenix0124

07-01-05, 10:32 PM
I think there is a feat for priestesses of Lloth in races of Faerûn which allows them to use detect thoughts once per day.



Why master of Sorcere? Sorcere is a wizard academy of Menzoberranzan, as far as I know Menzoberranzan is only the fourth biggest drow city in the underdark, why then make a PrC specifically from the few wizards of Menzoberranzan I would think that master of Sshamath would be much more appropriate or some fancy name for drow wizards generally.

As for the prestige class: It seems fine and balanced but there are a few things that could be changed:

1) Resource access: As far as I know Sorcere don't have that much of information, the priestesses keep what the males know down, therefore does masters of Sorcere not have more resources than a guild mage of Luskan or Waterdeep they just have many resources compared to what a male drow can get without being slain by the priestesses.

2) Arcane casting requirements: I would certainly require that masters of Sorcere didn't cast spontaneously, sorcerers gain no benefit of a Sorcere education as it is intended for wizards only.

3) School specialisationing abilities: I would like to know why there is a school specialisation I don't think that it does much sense and it makes the prestige class very similar to the red wizard PrC.

I picked Sorcere, because Menzoberrazan is my favorite of the drow cities. If you wanted to change it so it fitted another city, then do it. It's not like i can stop you. And I go by what i read in the books and i believe Sorcere does have enough knowledge to cover what i put.

A Sorcerer could still be a Master of Sorcere. It's a Arcane School, not just a wizardary school. And a Sorcerer gains the benefits of feats that he doesn't have to spend his normal feats for. One thing i would fix would be the Power Knowledge and rename it something else. Then add in saying that Sorcerer at that level gets a +2 Cha. That would fix my error.

Last thing, a Master of Sorcere is one thing general. He's a teacher and just like any teacher, there would be something he's specialized in. That's why i have the School Specialzation. Think of it as the subject in which he would teach.
DuskyFruit

07-02-05, 06:44 PM
Allright Phoenix0124 thank you for the clarification.
Phoenix0124

07-02-05, 09:46 PM
It was no problem. Glad that i could do so.
blkhwk421

07-03-05, 06:31 PM
I read in either dragon or dungeons magazine about a class I believe it was called a "Force Missle Mage" Pretty much a magic missel wrecking ball doese anyone remember what issue it was in or could anyone make it.
Mad Mage

07-03-05, 11:26 PM
Shield Dwarven Boar Rider


This Prestige Class is for a Shield Dwarf of wilder northern regions, and favors a ride on the back of a tusked steed such as a dire boar. Most who take this class are Barbarians, Fighters, or Fighter/Barbarians, although some shield dwarf Rangers and militant Clerics have also been known to take this prestige class. Other classes are either too unappreciative of dire boars as mounts, or have class features that riding interferes with.
Hit Dice: d8

Requirements:
Race: Shield Dwarf
Region: The North, The Spine of the World, or The Sword Coast
Base Attack Bonus: +4
Skills: Handle Animal 5 ranks, Ride 5 ranks
Feats: Mounted Combat, Ride-by Attack
Special: Must have dire boar that is trained to be used as a mount, and spent a year’s worth of practice in utilizing their mount in combat.

Class skills:
Handle Animal (Cha), Intimidate (Cha), Listen (Wis), Ride (Dex), Spot (Wis)
Skills Per Level: 4 + Int modifier

Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Attuned Boar Rider
2nd +2 +3 +3 +0 Improved Boar Attack
3rd +3 +3 +3 +1 Mounted fighting feat
4th +4 +4 +4 +1 Launching Gore Attack
5th +5 +4 +4 +1 Mounted fighting feat

Attuned Rider: Boar rider gains a dire boar for an animal companion. If the Boar rider already has an animal companion, Boar rider levels stack with any other class that allows animal comapnions to determine the abilities of an animal companion

Improved Boar Attack: Beginning at 2nd level, the boar mount can add its rider’s Base Attack Bonus from the Boar Rider prestige class to its own Base Attack Bonus, to a maximum of +5.

Mounted fighting feat: At 3rd level and 5th level, the Boar Rider can choose a free feat from these selections, as long as they don’t already have these feats: Mounted Archery, Spirited Charge, or Trample.

Launching Gore Attack: At 4th level, the Boar Rider’s mount gains a special attack against a Medium-size or smaller opponent that enters the boar’s path of travel (minimum 10 feet of travel). The opponent is launched back 5 squares and 5 more per every size category smaller than medium size. For instance, a goblin (small size) would be launched back 10 feet, while an orc (medium size) would be launched 5 feet back. The launching gore is treated a free action, and can be used once per day.
tamashastrife

07-12-05, 07:44 PM
STARSINGER OF SEHANINE MOONBOW
Hit Die: d8.
Requirements
To qualify to become a starsinger, a character must fulfill all the following criteria.
Race: Elf or half-elf.
Alignment: Chaotic Good
Skills: Concentration 4 ranks, Knowledge (arcana) 4 ranks, Knowledge (religion) 8 ranks, Knowledge (the planes) 4 ranks
Feat: Initiate of Sehanine Moonbow
Spells: Ability to cast 3rd-level divine spells
Special: Ability to turn undead
Domain: Moon
Patron: Sehanine Moonbow

Class Skills
The starsinger’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Table: The Starsinger of Sehanine Moonbow
Lvl BaB Fort Ref Will Special Spells per day
1st +0 +2 +0 +2 Turn Undead, Moonsight +1 level of existing class
2nd +1 +3 +0 +3 Bonus Domain +1 level of existing class
3rd +2 +3 +1 +3 Moonlights +1 level of existing class
4th +3 +4 +1 +4 Prophecy +1 level of existing class
5th +3 +4 +1 +4 Power of the Moon +1 level of existing class
6th +4 +5 +2 +5 Craft Magic Arms and Armor +1 level of existing class
7th +5 +5 +2 +5 Ride Moonbeam +1 level of existing class
8th +6 +6 +2 +6 Vision +1 level of existing class
9th +6 +6 +3 +6 Moon Mastery +1 level of existing class
10th +7 +7 +3 +7 Sehanine’s Blessing +1 level of existing class

Class Features
All of the following are Class Features of the starsinger prestige class.
Weapon and Armor Proficiency: A starsinger is proficient with no weapons and no armor.
Turn Undead (Su): Starsinger class levels stack with cleric levels for the purpose of turning undead, both for the initial turning roll and the damage roll.
Moonsight (Ex): A starsinger can see four times as far as a human in starlight and moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Bonus Domain: At 2nd level, a starsinger gains access to another domain granted by Sehanine Moonbow (Elf, Chaos, Good, Travel, Illusion, Knowledge).
Moonlights (Su): Beginning at 3rd level, a starsinger can, at will and as a free action, create small lights as those produced by the dancing lights spell. A starsinger can have in existence a number of lights equal to her class level.
Prophecy (Sp): At 4th level, a starsinger can use augury as the spell three times per day.
Power of the Moon (Su): Beginning at 5th level, a starsinger’s effective caster level increases by 2 when under moonlight.
Craft Magic Arms and Armor: At 6th level, a srarsinger receives the Craft Magic Arms and Armor as a bonus feat.
Ride Moonbeam (Sp): At 7th level, a starsinger can teleport without error twice per day but only from and to somewhere under moonlight.
Vision (Sp): At 8th level, a starsinger can use vision as the spell once per day.
Moon Mastery (Su): Beginning at 9th level, a Starsinger can channel stored spell energy into spells from the Moon domain that she did not prepare ahead of time. The starsinger can “lose” any prepared spell that is not a domain spell in order to cast any spell from the Moon domain of the same spell level or lower.
Sehanine’s Blessing (Su): A 10th level a starsinger of Sehanine Moonbow becomes immune to all death spells, magical death effects, energy drain, and any negative energy effects as if protected by a permanent death ward.

-----

A prestige class I made for a game I am about to run. Any ideas/comments/suggestions would be GREATLY appreciated especially regarding class skills and also skill/feat requirements to qualify.

Also is there any class out there that has a Supernatural Ability that duplicates a spell (other than permanent True Vision and such) as I would like to make Ride Moonbeam Supernatural rather than Spell-like but I prefer to keep in line with what's been done already.
Cryto

07-21-05, 09:38 AM
Telekinetist is mage who works with telekinesis in all forms. It is similar to Master of the Unseen Hand presstige class but with some differences.

To enter:

Skills: Knowledge(arcana) 6 ranks
Feats: Spell focus (transmutation) and Greater spell focus (transmutation)
Spells: Able to cast at least three spell that work with moving things including telekinesis

BA: As wizard and sorcerer
Saves: Good will save



Telekinetist
1. Silent telekinesis +1 level of existing class
2. -
3. Choking grasp +1 level of existing class
4. -
5. Telekinetic kill +1 level of existing class


Silent telekinesis: You cast all spells that telekineticaly move things as they were under Silent spell feat.

Choking grasp: When you cast telekinesis and grapple person you may choke it if you desire. It works the same as target is drowning.

Telekinetic kill: Once per day you can hit so hard target with telekinesis spell that it has Will save to resist telekinesis or dies imediately.
ClobberinTime

07-27-05, 10:15 PM
Let me know if this is too strong too weak etc... before I use it in my games...

--------------------------------------------------------------------------------

Jhaamdathan PsiKnight- In the heyday of the Jhaamdathan Empire, powerful Psionic Knights guarded the land and supported the Church of Auppenser's dictates that society live in a balanced way. As such a specialized order of Knighthood patrolled Jhaamdath rooting out radicalizing/evil elements of their society. Foremost amongst these were The Order of the Golden Sword (NG). Members of this knightly order specialized in combat with the two bladed sword and two bladed scimitar, a favorite weapon amongst Jhaamdathan blade lords. They also served as diplomats and explorers.


Hit Die: d6.

Requirements

To qualify to become a Jhaamdathan PsiKnight a character must fulfill all the following criteria.

Alignment: Must be either true neutral or neutral good in alignment.

Deity: Auppenser

Feats: Two weapon fighting, Weapon Focus (any sword), Exotic Weapon Proficiency (two bladed sword), Psionic Weapon

Skills: Knowledge(local-Chondath)-8, or Knowledge(History)-8

Manifesting: Able to manifest 2nd-level psionic powers.

Languages: Able to read Jhaamdathan (this generally requires a Speak Language skill rank for each dead language).

Proficiencies: Proficient with all martial weapons and armor types.

Special: The character must find a mentor who already has levels in the Jhaamdathan PsiKnight and spend at least ten days studying in the mentor's company. During this time of study, both mentor and student must spend at least 8 hours a day in training, or study the ancient text- 'The Way of the Bladelord' for 10 days, at least 8 hours each day.


Class Skills

The Jhaamdathan PsiKnights class skills (and the key ability for each skill) are Balance(dex), Craft (Int), Concentration (Con), Diplomacy (Cha), Escape Artist(Dex), Gather Information (Cha), Intimidate(Cha), Jump(Str), Knowledge (psionics, history, nobility and royalty, religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), and Tumble(Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.


Class Features

All the following are class features of the Jhaamdathan PsiKnight prestige class.

Weapon and Armor Proficiency: Jhaamdathan PsiKnights gain no proficiency in any weapon or armor.

Powers Per Day/Powers Known: At Jhaamdathan PsiKnight levels 2, 3, 4, 5, 7, 8, 9 and 10 the character gains new powers (and spells known, if applicable) as if he had also gained a level in a manifesting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metapsionic or item creation feats, and so on).

If the character had more than one manifesting class before becoming a Jhaamdathan PsiKnight, the player must decide to which class to add each Jhaamdathan PsiKnight level for the purpose of determining their manifester level.

Sword Focus (Su): A Jhaamdathan PsiKnight may perform a special rite to make a single two bladed crystal sword into a focus for his manifestations. The Jhaamdathan PsiKnight gains +1 manifester level with any manifestation powered through his sword focus.

The rite to create a sword focus requires three days and 1,000 gp in magical materials as well as a masterwork crystal weapon. Magic swords may be attuned as sword foci. A PsiKnight may attune only a single sword at a time; if he loses the weapon, he must repeat the rite to create a new sword focus.

Settled Mind (Su): The Jhaamdathan PsiKnight recieves the benefits of the
Combat Manifestation feat for free.

Channel Power (Su): Three times per day as a free action when attacking an opponent in melee a Jhaamdathan PsiKnight may manifest a power through his weapon. The psiknight gains a bonus on his attack roll equal to the number of power points spent on the power, and if the attack hits the target is treated as if they were struck both by the melee attack and the power manifested. The manifested power must be either a ray effect or target a creature. If the power is capable of targetting more than one creature, only the creature struck by the attack will be affected. The target of the attack is the target of the power manifested in this fashion and power resistence and saving throws occur normally as if the creature had been targeted by the power or struck by the ray. A Psiknight may only spend 1 power point per manifestation conducted in this fashion. At 3rd level the Psiknight may use this ability 5 times per day and may spend up to 3 power points on each manifestation. At 7th level the psiknight may use this ability up to 6 times per day and may spend up to 5 power points on each manifestation. At 10th level the psiknight may use this ability up to 7 times a day and may spend up to 7 power points on each manifestation.

Sword Synergy(Su): The Jhaamdathan PsiKnight has a special bond with his/her sword focus. For all intents and purposes the sword focus becomes a PsiCrystal with the equivalent of 1 level of psion that does not advance. The sword has all of the properties of a PsiCrystal of a 1st level Psion except for the movement ability. Additionally the Sword can hold the Psions Focus giving the Psion one extra use of Psionic focus as per the Psionic Focus feat.
Settled Body(Su): The Jhaamdathan PsiKnight receives a +4 bonus on tumble rolls made to move through an occupied square.

Settled Dance(Su): When executing a full attack option the Jhaamdathan PsiKnight may take a 5' step in between attacks with a total movement not to exceed their normal movement rate.

Sublime Sword (Su): At 5th level, the save DC of any power manifested through the Jhaamdathan PsiKnights sword focus increases by 1.



Quote:
BAB F R W Special Abilities Manifestor Level
1st +1 +0 +0 +2 Sword focus, Channel power I_____-----------------
2nd +2 +0 +0 +3 Settled Mind___________________+1 manifester level
3rd +3 +1 +1 +3 Channel power II________________+1 manifester level
4th +4 +1 +1 +4 ______________________________+1 manifester level
5th +5 +1 +1 +4 Sublime sword__________________+1 manifester level
6th +6 +2 +2 +5 Settled Body___________________------------------
7th +7 +2 +2 +5 Channel power III_______________+1 manifester level
8th +8 +2 +2 +6 Sword Synergy_________________+1 manifester level
9th +9 +3 +3 +6 Channel power IV_______________+1 manifester level
10th+10+3+3 +7 Settled Dance__________________+1 manifester level



For other orders of PsiKnight substitute above-

1, The Order of the Rainbow (CN and N) Wield Oversize Offhand for Exotic Weapons Proficiency (two bladed sword). Flashy swordmasters for hire, and mercenaries in the employ of many wealthy patrons within and without Jhaamdath.

2, The Order of the Redoubt (LN and N) Shield Bash for Exotic Weapon Proficiency (two bladed sword). Incorruptable order of palace guards and citadel defenders all over the 12 cities. The most numerous of the various orders.

3, The Order of the Vigilant Sword (NE and N) Power Attack for two weapon fighting, and cleave for exotic weapon proficiency (two bladed sword). Sworn to seek out the enemies of Jhaamdath in foreign countries- with a we will do what we must attitude.

Ok so what do you guys think of this??
volkuul

08-07-05, 08:06 PM
Thanks for the Master of Sorcere. Now I have something to work with.

Why master of Sorcere? Sorcere is a wizard academy of Menzoberranzan, as far as I know Menzoberranzan is only the fourth biggest drow city in the underdark, why then make a PrC specifically from the few wizards of Menzoberranzan I would think that master of Sshamath would be much more appropriate or some fancy name for drow wizards generally.

Where would be the differences? I don't know much about Sshamath, so if you are able to come up with something like a Drow Master of Arcane Arts or the Drow Darkwizard or something like this, I would appreciate it.
BurgerKing

08-18-05, 07:38 AM
Hi! Any criticism on these conversions? I intend to introduce Specialty Priests as prestige classes in my next game. Seeking advice here. Thanks.

Airwalker (Akadi)

Hit Die: d8

Requirements
Feats: Mobility
Skills: Knowledge (Religion) 8 ranks
Spells: Must be able to cast 3rd level divine spells, three of which must have the [Air] Discriptor.
Special: Must have Akadi as a patron.

BAB: Average (As cleric)
Saves: Good Reflex and Will, Poor Fort
Class Skills: Concentration, Craft, Escape Artist, Heal, Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes), Listen, Profession, Spellcraft and Tumble.

Skill Points: 2 + Int Modifier.

Level
1 Extra Domain, Hand of Akadi [+1 divine spellcasting level]
2 Blessings of Akadi [+1 divine spellcasting level]
3 [+1 divine spellcasting level]
4 Gaseous Form 1/day [+1 divine spellcasting level]
5 Summon Large Air Elemental 1/day [+1 divine spellcasting level]
6 Fly 1/day [+1 divine spellcasting level]
7 Summon Huge Air Elemental 1/day [+1 divine spellcasting level]
8 Cloudkill 1/day [+1 divine spellcasting level]
9 [+1 divine spellcasting level]
10 Summon Elder Air Elemental 1/day [+1 divine spellcasting level]

Class Features:

Spells: Airwalkers add their levels to one single divine spellcasting class to determine effective spellcasting levels.

Extra Domain: Gains an extra domain, chosen from your deity’s list of domains, as a bonus domain. For clerics, this simply means an additional domain spell choice and additional domain power, but no increase in domain slots.

For spontaneous casters, you gain the use of the additional domain’s power as a cleric equal to your airwalker levels and gain the spells from the additional domain as bonus spells known.

For other preparatory casters (other than clerics), you gain the use of the additional domain’s power as a cleric equal to your airwalker level and gain a ‘+1’ domain slot per spell level to be prepared with your additional domain spells in your ‘Spells per day’ list.

Hand of Akadi (Su.): Everytime you fall, pushed off a cliff for example, you gain the effects of the Feather Fall spell for 10ft per airwalker levels before the spell ends.

That means you reduce your falling damage by 10ft per airwalker level. Example, while falling off a 70ft cliff, a 5th level airwalker enjoys the effects of Feather Fall for 50ft before taking damage for the last 20ft.

Blessings of Akadi (Su.): The airwalker gains a +2 sacred bonus to all saving throws involving spells and spell-like effects that duplicate cloud, air or wind effects. This includes spells that have the words ‘cloud’, ‘wind’ and ‘air’ like Stinking Cloud or Control Winds.

Gaseous Form (Sp.): The airwalker can use Gaseous Form as a spell-like ability 1/day. Caster level is equal to airwalker levels.

Summon Elemental (Sp.): The airwalker can summon an air elemental 1/day for a number of minutes equal to airwalker levels. The summoning duration may not be used consecutively. As the airwalker increases in levels, the type of elemental changes according to the table.

Fly (Sp.): The airwalker can use Fly as a spell-like ability 1/day. Caster level is equal to airwalker levels.

Cloudkill (Sp.): The airwalker can use Cloudkill as a spell-like ability 1/day. Caster level is equal to airwalker levels and DC is 15 + Cha Modifier.
BurgerKing

08-18-05, 07:47 AM
Ice Priest (Auril)

Hit Die: d8

Requirements
Feats: Endurance
Skills: Knowledge (Religion) 8 ranks, Survival 4 ranks
Spells: Must be able to cast 3rd level divine spells, three of which must have the [Cold] Discriptor.
Special: Must have Auril as a patron.

BAB: Average (As Cleric)
Saves: Good Fort and Will, poor Reflex
Class Skills: Concentration, Craft, Heal, Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes), Listen, Profession, Spellcraft and Survival.

Skill Points: 2 + Int Modifier.

Level
1 Extra Domain, Frost Fingers 3/day [+1 divine spellcasting]
2 [+1 divine spellcasting]
3 Ice for Blood [+1 divine spellcasting]
4 Ice Blade 3/day [+1 divine spellcasting]
5 [+1 divine spellcasting]
6 Ice Storm 1/day [+1 divine spellcasting]
7 Summon Large Ice Elemental 1/day [+1 divine spellcasting]
8 Cone of Cold 1/day [+1 divine spellcasting]
9 [+1 divine spellcasting]
10 Summon Huge Ice Elemental 1/day [+1 divine spellcasting]

Class Features:

Spells: Ice priests add their levels to previous divine spellcasting class to determine effective spellcasting levels.

Extra Domain: Gains an additional domain, chosen from your deity’s list of domains, as a bonus domain. For clerics, this simply means an additional domain spell choice and additional domain power, but no increase in domain slots.

For spontaneous casters, you gain the use of the additional domain’s power as a cleric equal to your ice priest levels and gain the spells from the additional domain as bonus spells known.

For other preparatory casters (other than clerics), you gain the use of the additional domain power as a cleric equal to your ice priest level and gain a ‘+1’ domain slot per spell level to be prepared with your bonus domain spells in your ‘Spells per day’ list.

Frost Fingers (Sp.): Ice priests can use Frost Fingers as a spell-like ability 3/day. Caster level is equal to ice priest level. Treat as the Burning Hands spell, except that it deals cold damage. DC is 11 + Cha Modifier.

Ice for Blood (Su.): Ice priests gains a +2 sacred bonus to all saving throws against spells and spell effects that are cold base or deal cold damage. They suffer half damage from a failed saving throw, and no damage from a successful saving throw when making saves against cold based effects.

Ice Blade (Sp.): Ice priests can use Ice Blade as a spell-like ability 3/day. Caster level is equal to ice priest level. Treat as the Flame Blade spell, except that it deals cold damage and you can apply your strength modifier to the damage.

Ice Storm (Sp.): Ice priests can use Ice Storm as a spell-like ability 1/day. Caster level is equal to ice priest level. DC is 14 + Cha Modifier.

Summon Elemental (Sp.): The ice priest can summon an ice elemental 1/day for a number of minutes equal to ice priest levels. The summoning duration may not be used consecutively. As the ice priest increases in levels, the type of elemental changes according to the table.

Cone of Cold (Sp.): Ice priests can use Cone of Cold as a spell-like ability 1/day. Caster level is equal to ice priest level. DC is 15 + Cha Modifier.
BurgerKing

08-18-05, 07:57 AM
Magistrati (Azuth)

Hit Die: d8

Requirements
Feats: One metamagic feat.
Skills: Knowledge (Religion) 8 ranks, Knowledge (Arcana) 4 ranks, Spellcraft 4 ranks.
Spells: Must be able to cast 2nd level divine spells and 2nd level arcane spells.
Special: Must have Azuth as a patron.

BAB: Average (As Cleric)
Saves: Good Fort and Will, Poor Reflex
Class Skills: Concentration, Craft, Decipher Script, Heal, Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes), Listen, Profession, and Spellcraft.

Skill Points: 2 + Int Modifier.

Level
1 Armored Casting (Light) [+1 to divine/+1 to arcane spellcasting]
2 Read Magic and Detect Magic at will [+1 to divine spellcasting]
3 [+1 to divine/+1 to arcane spellcasting]
4 Identify 3/day [+1 to divine spellcasting]
5 [+1 to divine/+1 to arcane spellcasting]
6 Magic Missile 3/day [+1 to divine spellcasting]
7 Armored Casting (Medium) [+1 to divine/+1 to arcane spellcasting]
8 Lightning Bolt or Fireball 1/day [+1 to divine spellcasting]
9 [+1 to divine/+1 to arcane spellcasting]
10 Wall Spell 1/day [+1 to divine spellcasting]

Class Features:

Spells: Magistrati add all levels to a previous divine spellcasting class to determine effective spellcasting class. They also add effective arcane spellcasting levels to a single previous arcane spellcasting class at odd number magistrai levels.

Armored Casting (Ex.): The magistrati gains the ability to ignore arcane failure in light armor. This ability extends to medium armor at level 7. This ability does not grant armor proficiency if he or she does not have it.

Read Magic and Identify (Sp.): Gains the ability to use Read Magic and Identify as spell-like abilities at will. Caster level is equal to magistrati level plus all arcane spellcasting levels.

Magic Missile (Sp.): Gains the ability to use Magic Missile as a spell-like ability 3/day. Caster level is equal to magistrati level plus all arcane spellcasting levels.

Lightning Bolt or Fireball (Sp.): Gains the ability to use either Lightning Bolt of Fireball as a spell-like ability 1/day. Caster level is equal to magistrati level plus all arcane spellcasting levels. DC is 13 + Cha modifier.

Wall Spell (Su.): Gains the ability to use any wall spell (Wall of Stone, Wall of Ice, etc…) as a spell-like ability 1/day. Type of wall spell to be chosen at the point of casting. Caster level is equal to magistrati level plus all arcane spellcasting levels.
BurgerKing

08-18-05, 08:04 AM
Doommaster (Beshaba)

Hit Die: d8

Requirements
Skills: Knowledge (Arcana) 4 ranks, Knowledge (Religion) 8 ranks
Spells: Must be able to cast 3rd level divine spells
Special: Must have Beshaba as a patron, must have the Fate Domain.

BAB: Average (As Cleric)
Saves: Good Reflex and Will, poor Fort
Class Skills: Concentration, Craft, Heal, Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes), Intimidate, Listen, Profession, Spellcraft and Survival.

Skill Points: 2 + Int Modifier.

Level
1 Extra Domain, Touch of Bad Luck 1/day [+1 to divine spellcasting]
2 Tasha's Hideous Laughter 3/day [+1 to divine spellcasting]
3 [+1 to divine spellcasting]
4 Bestow Curse 1/day [+1 to divine spellcasting]
5 Touch of Bad Luck 2/day [+1 to divine spellcasting]
6 [+1 to divine spellcasting]
7 Bestow Curse 3/day [+1 to divine spellcasting]
8 [+1 to divine spellcasting]
9 Greater Curse [+1 to divine spellcasting]
10 Touch of Bad Luck 3/day [+1 to divine spellcasting]

Class Features:

Spells: Doommasters add all their levels to a single previous divine spellcasting class to determine effective spellcasting levels.

Extra Domain: Gains an additional domain, chosen from your deity’s list of domains, as a bonus domain. For clerics, this simply means an additional domain spell choice and additional domain power, but no increase in domain slots.

For spontaneous casters, you gain the use of the additional domain’s power as a cleric equal to your doommaker levels and gain the spells from the additional domain as bonus spells known.

For other preparatory casters (other than clerics), you gain the use of the additional domain power as a cleric equal to your doommaker level and gain a ‘+1’ domain slot per spell level to be prepared with your bonus domain spells in your ‘Spells per day’ list.

Touch of Bad Luck (Su.): 1/day as a standard action, a doommaster can force a target to suffer a –2 penalty to attack rolls, saving throws, damage rolls, caster level checks or skill checks, choose one effect. The target gets a Will Save (DC 12 + doommaster’s levels) to negate this effect. If the target failed his or her saving throw, the doommaster gains a +2 profane bonus to the same effect. This ability can be used 2/day at 5th level and 3/day at 10th level.

Bestow Curse (Sp.): Gains the ability to use Bestow Curse as a spell-like ability 1/day. Caster level is equal to doommaster levels. DC is 13 + Cha modifier. Can be used 3/day at 7th level.

Greater Curse (Su.): Whenever the Bestow Curse spell-like ability (not the spell) is used, use the following table (choose one):


-10 decrease to one ability score (minimum 1).
-8 Penalty on attack rolls, saves, ability checks and skill checks
Each turn, target has a 25% chance to act normally, otherwise it takes no action.

Tasha’s Hideous Laughter (Sp.): Gains the ability to use Tasha’s Hideous Laughter as a spell-like ability 3/day. Caster level is equal to doommaster levels. DC is 11 + Cha modifer.
Mad Mage

08-18-05, 09:11 AM
Sounds nifty, BurgerKing. One suggestion I'd make, though, is to switch the Luck domain for Fate on the Doommaster. I'd say that speaks more for doom than Luck would.
BurgerKing

08-19-05, 07:36 AM
Glyphscribes (Deneir)

Hit Die: d8

Requirements
Feats: Scribe Scroll
Skills: Knowledge (Arcana) 8 ranks, Knowledge (Religion) 8 ranks
Spells: Must be able to cast 3rd level divine spells
Special: Must have Deneir as a patron, must have the Knowledge domain.

BAB: Average (As Cleric)
Saves: Good Will, Poor Fort and Reflex
Class Skills: Concentration, Craft, Decipher Script, Forgery, Heal, Knowledge (All), Listen, Profession, Spellcraft.

Skill Points: 2 + Int Modifier.

Level
1 Extra Domain, Glyph Protection [+1 to existing divine spellcasting]
2 Speak with Animals 3/day, Lesser Tongues [+1 to existing divine spellcasting]
3 Identify Rune [+1 to existing divine spellcasting]
4 [+1 to existing divine spellcasting]
5 Speak with Dead 3/day [+1 to existing divine spellcasting]
6 Glyph of Warding 1/day [+1 to existing divine spellcasting]
7 Dispel Magic 1/day [+1 to existing divine spellcasting]
8 Speak with Plants 1/day [+1 to existing divine spellcasting]
9 [+1 to existing divine spellcasting]
10 Symbol 1/day [+1 to existing divine spellcasting]

Class Features:

Spells: Glyphscribes add their class levels to a single previous divine spellcasting class to determine effective sleppcasting level.

Extra Domain: Gains an additional domain, chosen from your deity’s list of domains, as a bonus domain. For clerics, this simply means an additional domain spell choice and additional domain power, but no increase in domain slots.

For spontaneous casters, you gain the use of the additional domain’s power as a cleric equal to your glyphscribe levels and gain the spells from the additional domain as bonus spells known.

For other preparatory casters (other than clerics), you gain the use of the additional domain power as a cleric equal to your glyphscribe level and gain a ‘+1’ domain slot per spell level to be prepared with your bonus domain spells in your ‘Spells per day’ list.

Glyph Protection (Su.): Glyphscribes gain a +4 sacred bonus to all saving throws against spells and spell effects that contain the words ‘glyph’, ‘symbol’, ‘rune’ or other similar words.

Speak with Animals (Sp.): Gains the ability to use Speak with Animal as a spell-like ability 3/day. Caster level is equal to glyphscribe levels. DC is 11 + Cha modifier.

Speak with Dead (Sp.): Gains the ability to use Speak with Dead as a spell-like ability 3/day. Caster level is equal to glyphscribe levels. DC is 13 + Cha modifier.

Speak with Plants (Sp.): Gains the ability to use Speak with Plants as a spell-like ability 3/day. Caster level is equal to glyphscribe levels. DC is 13 + Cha modifier.

Lesser Tongues (Su.): At the beginning of every day, glyphscribes can add a number of languages equal to his intelligence score to his list of languages known. These languages cannot be from other crystal spheres, including other planes belonging exclusively to other crystal spheres. These bonus languages allow the glyphscribe to understand and speak with people who do not under stand common or have a common language. The glyph scribe cannot put these bonus languages into writing or teach them to other people, as this is a special blessing from Deneir to his priests only.

Identify Rune (Ex.): When examine a rune of any kind, a glyphscribe can attempt a special knowledge check to determine more information from it. The glyphscribe rolls an intelligence check and adds twice his Hit Dice to the roll as a bonus. His score reflects what information he gleans from that check. Many runes contain traps. Many glyphscribes are warned that using this ability can trigger some magical runes.

Score Information
15 How long the rune has been there.
20 What mundane tool was used to make the rune.
25 What language was the rune scribed in.
30 What was the message.
35 Race of the scribe who drew the rune.
40 Name of the person who drew the rune.

Dispel Magic (Sp.): Gains the ability to use Dispel Magic as a spell-like ability 1/day. Caster level is equal to glyphscribe levels.

Symbol (Sp.): Gains the ability to use any Symbol spell as a spell-like ability 1/day. Choose the type of symbol at the moment of casting. Caster level is equal to glyphscribe levels. DC is 16 + Cha modifier.
BurgerKing

08-19-05, 07:43 AM
Peaceman (Eldath)

Hit Die: d8

Requirements
Feats: Sacred Vow, Vow of Non-Violence, Vow of Peace
Skills: Knowledge (Religion) 8 ranks, Diplomacy 4 ranks
Spells: Must be able to cast 3rd level divine spells
Special: Must have Eldath as a patron, must have the Protection domain.

BAB: Average (As Cleric)
Saves: Good Fort, Reflex and Will
Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (Religion), Listen, Profession, Spellcraft.

Skill Points: 2 + Int Modifier.

Level
1 Extra Domain, Hold Person 1/day [+1 to existing divine spellcasting class]
2 Extra Enchantment Spell, Remove Fear 3/day [+1 to existing divine spellcasting class]
3 Calm Emotions 3/day [+1 to existing divine spellcasting class]
4 Extra Enchantment Spell, Immunity to Pain Touch [+1 to existing divine spellcasting class]
5 Hold Monster 1/day [+1 to existing divine spellcasting class]
6 Extra Enchantment Spell, Deep Sleep 1/day [+1 to existing divine spellcasting class]
7 [+1 to existing divine spellcasting class]
8 Extra Enchantment Spell [+1 to existing divine spellcasting class]
9 Hold Monster, Mass 1/day, Parry [+1 to existing divine spellcasting class]
10 Extra Enchantment Spell [+1 to existing divine spellcasting class]

Class Features:

Spells: Peacemen adds their class levels to a single previous divine spellcasting class to determine effective spellcasting levels.

Extra Domain: Gains an additional domain, chosen from your deity’s list of domains, as a bonus domain. For clerics, this simply means an additional domain spell choice and additional domain power, but no increase in domain slots.

For spontaneous casters, you gain the use of the additional domain’s power as a cleric equal to your peaceman levels and gain the spells from the additional domain as bonus spells known.

For other preparatory casters (other than clerics), you gain the use of the additional domain power as a cleric equal to your peaceman level and gain a ‘+1’ domain slot per spell level to be prepared with your bonus domain spells in your ‘Spells per day’ list.

Hold Spells (Sp.): Gains the ability to use Hold Spells (as stated in the table below) as a spell-like ability 1/day. Caster level is equal to peaceman levels. DC is 10 + lowest effective spell level + Cha modifier.

Remove Fear (Sp.): Gains the ability to use Remove Fear as a spell-like ability 3/day. Caster level is equal to peaceman levels.

Calm Emotions (Sp.): Gains the ability to use Calm Emotions as a spell-like ability 3/day. Caster level is equal to peaceman levels. DC is 12 + Cha modifier.

Immunity to Pain Touch (Su.): Peacemen gains immunity to the Pain Touch ability of Loviatans.

Deep Sleep (Sp.): Gains the ability to use Sleep as a spell-like ability 1/day except maximum Hit Die affected is twice peaceman levels. Caster level is equal to peaceman levels. DC is 15 + Cha modifier.

Extra Enchanment Spell (Ex.): At the indicated levels, a peaceman may select an Enchantment spell from another source and add it permanently into his list of spells known. The spell selected cannot be higher than his current spell level. Spells must be either from the (Mind-affecting [Compulsion]) or (Mind-affecting [Charm]) subschools.

Parry (Ex.): Whenever a peaceman is being attacked while actively defending himself or an ally, the attacker suffers a penalty to all his attack rolls equal to 1d12 plus the peaceman’s Str modifier. This penalty applies to enemy’s melee and range attacks only, not spells that require attack rolls.
BurgerKing

08-19-05, 07:49 AM
Earthwalkers (Grumbar)

Hit Die: d8

Requirements
Feats: Toughness
Skills: Knowledge (Religion) 8 ranks, Knowledge (Underdark) 4 ranks
Spells: Must be able to cast 3rd level divine spells
Special: Must have Grumbar as a patron.

BAB: Average (As Cleric)
Saves: Good Fort and Will, poor Reflex
Class Skills: Concentration, Craft, Heal, Knowledge (Religion), Knowledge (Underdark), Listen, Profession, Spellcraft, Survival.

Skill Points: 2 + Int Modifier.

Level
1 Extra Domain, Earthblood [+1 to existing divine spellcasting class]
2 Earthskin, Stoneskin 3/day [+1 to existing divine spellcasting class]
3 Earthenport 3/day [+1 to existing divine spellcasting class]
4 [+1 to existing divine spellcasting class]
5 Summon Large Earth Elemental 1/day [+1 to existing divine spellcasting class]
6 Earth Adaptation, Stone Shape 1/day [+1 to existing divine spellcasting class]
7 Summon Huge Earth Elemental 1/day [+1 to existing divine spellcasting class]
8 [+1 to existing divine spellcasting class]
9 Earthquake 1/day [+1 to existing divine spellcasting class]
10 Summon Elder Earth Elemental 1/day [+1 to existing divine spellcasting class]

Class Features:

Spells: Earthwalkers add their class levels to a single previous divine spellcasting class to determine effective spellcasting levels.

Extra Domain: Gains an additional domain, chosen from your deity’s list of domains, as a bonus domain. For clerics, this simply means an additional domain spell choice and additional domain power, but no increase in domain slots.

For spontaneous casters, you gain the use of the additional domain’s power as a cleric equal to your earthwalker levels and gain the spells from the additional domain as bonus spells known.

For other preparatory casters (other than clerics), you gain the use of the additional domain power as a cleric equal to your earthwalker level and gain a ‘+1’ domain slot per spell level to be prepared with your bonus domain spells in your ‘Spells per day’ list.

Summon Elemental (Sp.): The earthwalker can summon an earth elemental 1/day for a number of minutes equal to earthwalker levels. The summoning duration may not be used consecutively. As the earthwalker increases in levels, the type of elemental changes according to the table.

Earthblood (Su.): Earthwalkers gain a +2 sacred bonus to all saving throws against spells or spell-effects with the [Earth] descriptor, or with the words ‘stone’, ‘earth’, ‘rock’ or ‘mud’ in them.

Earthskin (Ex.): Earthwalkers can move at their normal speed when wearing medium or heavy armor made of stone or metal.

Stoneskin (Sp.): Gains the ability to use Stoneskin as a spell-like ability 3/day. Caster level is equal to earthwalker levels.

Earthenport (Sp.): Gains the ability to use Earthenport as a spell-like ability 3/day. As a standard action, an earthwalker can ‘teleport’ himself and his allies (1 ally per earthwalker level) through stone. Earth, stone or dirt must connect the point of origin and destination in a straight line. This means this ability cannot be used to cross rivers, oceans or large fires, though. It takes 2 rounds to complete the teleport, plus additional 2 rounds per ally brought along. Your destination must contain 5ft worth of earth, dirt or stone per person exiting the earthenport. When you reach your destination, you and your allies will be encased in a capsule of air. It will then take 1 full round to rise to the surface.

If you and your allies are subjected to Transmute Rock to Mud, Transmute Mud to Rock, Stoneshape or Earthquake spells while travelling, you all will be shunted out to the nearest rocky surface forcefully, taking damage equal to 1d6 per spell level of the spell that interrupted your journey.

Earth Adaptation (Su.): Earthwalkers gain the ability to ignore environment hazards when travelling in the Elemental Plane of Earth. This means that they can breathe and walk normally there as natives.

Stoneshape (Sp.): Gains the ability to use Stoneshape as a spell-like ability 1/day. Caster level is equal to earthwalker levels.

Earthquake (Sp.): Gains the ability to use Earthquake as a spell-like ability 1/day. Caster level is equal to earthwalker levels. DC is 19 + Cha modifier.
BurgerKing

08-19-05, 07:55 AM
Watchers (Helm)

Hit Die: d8

Requirements
Equipment: Must own a +1 full plate.
Feats: Alertness, Heavy Armor Proficiency
Skills: Knowledge (Religion) 8 ranks, Spot 6 ranks.
Spells: Must be able to cast 3rd level divine spells
Special: Must have Helm as a patron.

BAB: Good (As Fighter)
Saves: Good Fort and Will, poor Reflex
Class Skills: Concentration, Craft, Heal, Knowledge (Religion), Knowledge (Local), Listen, Profession, Spellcraft, Spot, Survival.

Skill Points: 2 + Int Modifier.

Level
1 Extra Domain, Everbright Armor
2 Protection (1 ally) [+1 to existing divine spellcasting]
3 Mace of Odo 1/day, Helm's Eyes +4 [+1 to existing divine spellcasting]
4 Improved Initiative
5 Protection (2 allies) [+1 to existing divine spellcasting]
6 Helm's Eyes +6 [+1 to existing divine spellcasting]
7 True Seeing 1/day
8 Protection (3 allies) [+1 to existing divine spellcasting]
9 Helm's Eyes +8 [+1 to existing divine spellcasting]
10 Guardian

Class Features:

Spells: At levels 2, 3, 5, 6, 8 and 9, a watcher can increase a single previous divine spellcasting class's effective level by 1 each time.

Extra Domain: Gains an additional domain, chosen from your deity’s list of domains, as a bonus domain. For clerics, this simply means an additional domain spell choice and additional domain power, but no increase in domain slots.

For spontaneous casters, you gain the use of the additional domain’s power as a cleric equal to your watcher levels and gain the spells from the additional domain as bonus spells known.

For other preparatory casters (other than clerics), you gain the use of the additional domain power as a cleric equal to your watcher level and gain a ‘+1’ domain slot per spell level to be prepared with your bonus domain spells in your ‘Spells per day’ list.

Everbright Armor (Su.): A watcher’s +1 full plate armor is now a +1 Everbright full plate armor. This ability functions for the watcher only. When this armor is worn by anyone else, it loses the everbright ability. This armor can still be enhanced as per normal.

Protection (Su.): Once per day, a watcher gains a sacred bonus equal to his watcher levels, to all saving throws. This ability lasts a number of rounds equal to watcher levels. At 2nd level, this ability affects himself and one ally (must be within 30ft of the watcher). At 5th and 8th level, the number of allies increased to 2 and 3 respectively.

Helm’s Eyes (Ex.): The bonus granted to the Alertness feat increases to +4 at 3rd level, +6 at 6th level and +8 at 9th level. In addition, the watcher is entitled to a Spot or Listen check even when he is asleep, treating him as if he is awake.

Mace of Odo (Sp.): Gains the ability to use Mace of Odo as a spell-like ability 1/day. Caster level is equal to watcher levels. Spell can be found in Player’s Guide to Faerun. DC is 13 + Cha modifier.

Improved Initiative (Su.): Gains the Improved Initiative feat as a bonus feat.

True Seeing (Sp.): Gains the ability to use True Seeing as a spell-like ability 1/day. Caster level is equal to watcher levels

Guardian (Su.): The watcher now only needs 2 hours of sleep per day to gain the benefits of 8 hours of sleep. Spell preparation is still as per normal.
Oulak

08-25-05, 11:49 AM
Alright, here it is - the time mage. Time travel is a very tricky think in D&D, so I would think that some DM's would want to alter this PrC in a way to fit.
This PrC was inspired by a book by Mongoose Publishing in the Encyclopedia Arcane series entitled Chronomany: The Power of TIme. It's a really good book, but introduces Chronomancy as a very complicated alternative type of magic. It's very flavorful, but hard to incorporate. Most of the stuff from this PrC comes from that book. Enjoy!
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Chronomancer

Mysterious thing, Time. Powerful, and when meddled with, dangerous. –Albus Dumbledore to Harry and Hermione

The world is a hallucination, a fragile illusion. Beyond your senses, beyond the magic of the un-awakened, there is another world, one without limits - a timeless void powered not by order, but by the very forces of creation. Here only the chronomancer can look, touching and drawing upon a power that outstrips any other.

A forgotten art, a mystery to even the most powerful archmage, chronomancy is a dark corner of magic, in which few dare to tread. Some see time simply as something to be manipulated through arcane magic. The chronomancer, however, holds it in high reverence. Only those fully aware of the consequences of their actions should be allowed to tamper with the great paradox that is time.

The history of chronomancy – or future – is unknown to all – including the practitioners. There are so few chronomancers in the world that no steady stereotypes have been developed. Humans though are the most numerous among their ranks, though just barely, and many choose to have a neutral outlook in some part of their alignment if for no other reason than to deal with the uncaring paradox that is Time.
Hit Die: d4.

Requirements
To qualify to become a chronomancer, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 13 ranks, Spellcraft 13 ranks
Feats: Improved Initiative and any two of the following: Extend Spell, Quicken Spell, Delay Spell, Persistant Spell, and Repeat Spell.
Spells: Ability to cast 5th level arcane spells, must have access to at least 5 spells with the chronomancy descriptor, three of which must be from the following spells: Expeditious Retreat, Haste, and Slow.
Special: The character cannot have specialized in any school of magic.

Class Skills
The chronomancer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (all skills taken individually)(Int), Knowledge (all skills taken individually)(Int), Profession (all skills taken individually)(Wis), Spellcraft (Int)
Skill Points at Each Level: 2 + Int modifier

Table X-X: The Chronomancer
Lvl BAB Fort Ref Will Special Spells Per Day
1 +0 +0 +0 +2 Chronomancy Specialist, Lose Spell-0th level +1 level of existing arcane spellcasting class
2 +1 +0 +0 +3 Bonus Feat, Lose Spell-1st level +1 level of existing arcane spellcasting class
3 +1 +1 +1 +3 Suppress Time, Lose Spell-2nd level +1 level of existing arcane spellcasting class
4 +2 +1 +1 +4 Quirk, Lose Spell-3rd level +1 level of existing arcane spellcasting class
5 +2 +1 +1 +4 Timeless Body, Lose Spell-4th level +1 level of existing arcane spellcasting class
6 +3 +2 +2 +5 Improved Suppress Time, Lose Spell-5th level +1 level of existing arcane spellcasting class
7 +3 +2 +2 +5 Bonus Feat, Lose Spell-6th level +1 level of existing arcane spellcasting class
8 +4 +2 +2 +6 Quirk, Improved Metamagic, Lose spell-7th level +1 level of existing arcane spellcasting class
9 +4 +3 +3 +6 Immortal Body, Lose Spell-8th level +1 level of existing arcane spellcasting class
10 +5 +3 +3 +7 True Time Travel, Lose Spell-9th level +1 level of existing arcane spellcasting class


Class Features
All the following are class features of the chronomancer prestige class.
Weapon and Armor Proficiency: Chronomancers gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: When a new chronomancer level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 5th level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (bonus Metamagic or item creation feats, and so on). Of a character had more than one arcane spellcasting class in which he could cast 5th level spells before he became a chronomancer, he must decide to which class he adds each level of chronomancer for the purpose of determining spells per day.
Chronomancy Specialist: The approach a chronomancer takes to his specialization is vastly different than that of a normal specialist, and this is reflected in the following ways. Chronomancers enjoy a +2 bonus to research a spell with the [Chronomancy] descriptor; a +2 bonus to Spellcraft checks involving such spells; and casts these spells at +1 caster level. He also adds Augury, Divination, Modify Memory, and Revanance to his arcane spell list. If these spells are new to his list, they are cast as a spell of 1 level higher (i.e. Augury is a 3rd level spell). Because of the mental strain of trying to sort out what is truly happening in time and what is capable of happening – or capable of already having happened, the chronomancer permanently loses 2 points of Wisdom.
Lose Spell: Through the trials of exploring and gaining mastery over time, the chronomancer trades some of his spell casting abilities for a higher calling. The chronomancer permanently eliminates a spell slot of the given level. If the chronomancer doesn’t have an eligible slot of the given level (his previous class was a bard for instance), the progression begins anew, but at the rate of two spell level slots per level. A 13th level Bard/8th level Chronomancer would lose a 0 level and 1st level spell slot, and if he took another level of chronomancer, he would lose a 2nd level and 3rd level spell slot.
Bonus Feat: At 2nd and 7th level the chronomancer may choose a feat from the following list. This is in addition to the feats that a character of any class normally gets every three levels. The character must still meet any prerequisites for these bonus feats. The bonus feat list is: Extend Spell, Quicken Spell, Delay Spell, Repeat Spell, and Persistant Spell.
Suppress Time (Sp): Through study and experimenting with the manipulation of the fabric of time, the chronomancer awakens in such a way that he can suppress the time around him. The chronomancer doubles all movement rates, including ones gained through magical means (such as the Fly spell, or the burrow ability from an altered form) for as many rounds as half his chronomancer class level. These do not have to be consecutive rounds, and can be allotted as the chronomancer sees fit throughout the day.
Quirk (varies): Chronomancy is often seen as a dangerous path to walk in, and quirks are the physical evidence of this. The chronomancer has warped time enough so that certain physical or supernatural ailments occur on or around him. What would have happened if that part in history hadn’t been altered? What if it hadn’t been left alone? Quirks are a glimpse into the what-ifs in dealing with time. At 4th and 8th level a chronomancer selects (or rolls randomly, or is assigned by the DM) a quirk from the following list. No quirk may be selected twice, and new quirks may be created, subject to the approval of the DM.
Stillness (Ex): Whenever the chronomancer is not actively moving, he is perfectly still. The chronomancer has no idea he is doing this and appears not to even be breathing. This can be noticed with a Spot check (DC 15) or simply by watching the chronomancer for longer than a minute. Many chronomancers have developed certain habits to offset this such as pacing or drumming fingertips on a tabletop.
Clock Failure (Su): A 10-foot aura radiates from the chronomancer’s body influencing any device used to tell time. The sand and water in hourglasses refuse to fall, or go in the opposite direction, shadows on a sundial and hands on a clock don’t move, or spin around at random rates, and candles stop burning or even regain burned wax. Generally these devices begin working again normally after the chronomancer leaves the area (and receiving a bit of recalibration), although the DM has final say in this.
Ageing (Su): The Chronomancer ages 4d4 years in the course of a month. This is purely physical aging and can even occur after acquiring the Timeless Body class feature.
Unseeing Eyes (Su): The Chronomancers eyes can become lost in some past moment and cease to reflect the scenery around them. This occurs once a week (at the Dm’s behest), and the chronomancers eyes can be returned to the present with a Will saving throw at DC 15, although this may only be attempted once per round. During this time, the chronomancer is effectively Blind, as their eyes reveal nothing but a past memory. An observer can notice this peculiar facet with a Spot check (DC 20). Very rarely a chronomancer has a vision of a possible future - near or distant. This is entirely up to the DM and generally is used as a plot hook or other such device.
Amnesia (Ex): A period of 5d10 days is instantly wiped from the chronomancers mind. This time is usually centered around an important event such as a love affair or a visit to a king’s chamber. This never results in the loss of any levels, skills, or any class based feature and is entirely a role-playing device.
Timeless Body (Ex):After attaining 5th level, a chronomancer no longer takes ability score penalties for ageing (see table 6-5: Aging Effects, page 109 in PHB) and cannot be magically aged (except in the instance of acquiring the Ageing quirk). Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the chronomancer still dies of old age when his time is up.
Improved Suppress Time (Sp): Through further study and experimenting with the manipulation of the fabric of time, the chronomancer achieves a new way of suppressing time around him. The chronomancer gains an extra partial action and a +4 haste bonus to armor class. This ability is usable for round per day/ 3rd of the chronomancers class level (two rounds at 6th level, and 3 rounds at 9th level). These do not have to be consecutive rounds, and can be allotted as the chronomancer sees fit throughout the day. This ability does not stack with the Haste spell, nor with anything that mimics these effects.
Improved Metamagic: All spells used in conjunction with any Metamagic feat from the chronomancer’s bonus feats list are cast at one spell level lower. For instance, a quickened Magic Missile spell is prepared as a 4th level spell (1st level naturally, +4 for quickening, -1 for Improved Metamagic). A spell always has at least a +1 spell level when altered with any metamagic feat from the chronomancers bonus feat list. A Sorcerer or Bard gains the ability to quicken a spell 3 times per day without any penalties to casting time, although they must have the Quicken Spell feat.
Immortal Body (Ex): The chronomancer has come to such a point in his manipulation of time that he no longer risks dieing of old age. He may still be killed normally by any other means. The chronomancer does not gain any benefits from ageing beyond venerable.
True Time Travel (Su): The chronomancer has finally achieved the pinnacle of his craft, able to make small ripples in time for a short duration. The chronomancer can travel back or forth in time once per week. This is a full round action and provokes an attack of opportunity. This ability lasts for 1 minute, and cannot be broken into smaller amounts of time with the intention of using it for more than once per week, although the chronomancer may cut a particular trip through time short of his own volition.
The chronomancer may travel to any point in history or the future. There are two ways to effectively travel through time; the first and most common being centered on the chronomancer himself, and the second being centered in a certain area.
When a chronomancer travels in time centered on himself, his mind goes back to any point in his own life and takes over his body for the duration of the ability. Common uses of this are not opening that Pandora’s Box, or making another attempt at a failed saving throw (the chronomancer must have survived the effect to be able to travel back to that point).
Time travel centered on a location is performed by physically going to that particular location (a wise chronomancer would research before time traveling – more than once a chronomancer has met his end by ending up at the bottom of a pre-historic ocean or inside a future volcano). The chronomancer may bring a number of people equal to his positive wisdom modifier with him, and they must all be holding hands or touching each other in a similar way. If the destination is during the chronomancer’s, or anyone in the time traveling parties actual past or future, they all suffer a –2 paradox penalty to any skill check, saving throw, and attack roll attempted. One example of this use is to go into the assassinated king’s bedchambers and time travel to the point that the assassin entered the room and try to prevent that event from occurring.
Any attempts to bring an object or person from a different time back into the chronomancers regular time must succeed with a Concentration check (DC 20 +5 per gp value of the object) for an object, and an unwilling person gets a Will save (DC 20) to resist being stolen from its time, and the chronomancer must succeed at a Concentration check (DC 30) to successfully bring a person, whether they failed their saving throw or went along willingly.
The DM has the final say in all matters of time travel.

An alternative to this final ability would be to increase the amount of times the chronomancer can use both suppress time abilities by 2, and lower the Improved Metamagic by an additional 1 spell level (although still minimum of +1). Or, the use of this ability could simply cost the Chronomancer 5,000 exp the samae way a Wish spell does.

Add the [Chronomancy] descriptor to the following spells:
Players Handbook: Daze, Expeditious Retreat, Feather Fall, True Strike, Gentle Repose, Haste, Slow, Freedom of Movement, Permanency, Contingency, Legend Lore, Mass Haste, Permanent Image, Programmed Image, Project Image, Vision, Foresight, Temporal Stasis, Time Stop, Augury, Divination, and Modify Memory.
Magic of Faerun: Kaupaer’s Skittish Nerves, Speed Swim, Simbul’s Spell Matrix, Simbul’s Spell Sequencer, Simbul’s Spell trigger, Revenance, Living Prints
Forgotten Realms Campaign Setting: Grimwalds Graymantle
Complete Adventurer: Expeditious Retreat - Swift, Accelerated Movement, Hindsight

Chronomancy: The Power of Time also has 29 spells that are considered chronomancy, nearly all of which are really cool. I suggest you check it out to get the most of this PrC.
Jhazeel

09-02-05, 07:45 AM
What I would like to present here is a Prestige Class idea. This actually was developed with the help of some of my players and we play tested it to good effect. The Onyx Scorpion presented here allows for flexibility in that it allows the drow character to follow three distinct paths. Once a path is chosen at second level as discribed under the divergence feature, the drow cannot change paths. This helps to eliminate unbalanced characters. This prestige class keeps the power in the hands of the DM because the PC is not allowed to advance in this class unless the DM allows it. It is best that the class starts to be taken at higher levels, anywhere above 10th level. Please take a look and enjoy this colorful addition to any game.

note: this is a organization of a group of drow thieves and merchants called the "Harvesters". You will need to develope your own guild if you like but can use this idea. Enjoy!

Onyx Scorpion

The Onyx Scorpions are an elite drow exclusive organization that works solely for the advancement of the Harvesters. About 15% of the drow that work for the Harvesters belong to the Onyx Scorpions. When the drow is inducted into the Onyx Scorpions their status within the guild is increased immensely. Wherever they are located the only people they fall under are the guild master and any senior members of the Onyx Scorpions that are present at that location.

To request the presence of an Onyx Scorpions you have to get in contact with the Trinity. This is the ruling body of the Onyx Scorpions. The request has to be made by the guild master or his second in command. The regional directors and the Leader of the Harvesters do not have to make requests; they only have to ask if the resources requested are available. Once a request is approved the members of the society are sent to the location and report directly to the guild master to carry out his/her orders.


The main functions of the Onyx Scorpions are as follows.

1. Internal Affairs- They can be sent to any location that has any connection to the guild to investigate any type of suspicious activity from within its own ranks. In these situations if the guild master is not suspected they fall under him and can do anything he needs to do to further his investigation with the advised cooperation of the guild master. If the guild master is a suspect, they are sent in and have complete power over everything in the area until there investigation is complete and they usually make the correct leadership changes then leave once everything is re-established.
2. Bolster Manpower- If members of the Onyx Scorpions are sent in under this circumstance it is to provide offensive or defensive support for the extent of the guild war in the area. They usually take command of the existing resources and call in most of their own to swing the favor of the war their way.
3. Hunting/Assassination- if the guild master calls them into an area for this purpose their goal is simple. He gives them a target or group of targets and they eliminate them by whatever means dictated by them from the guild.
4. Research/Acquisition- they are usually given this mission from the Council themselves. They given a mission the entails the research of a item or set of items and determine there worth to the guild. If the Council determines that the item or items are valuable they will send the Onyx Scorpions in to retrieve the items. Another way this mission can be given is if a guild master has uncovered something of worth, then they can request the Onyx Scorpion’s help if the Council thinks it may be needed.

Resources.

The Onyx Scorpions have access to the greatest assets of the harvesters. Anything that they will need to perform their duties, from money to mundane items will be provided. For anything exotic or any major enchantments that are needed they will have to be approved by the Council. Most of the time the person will have to rely on his own person equipment that he has earned throughout his career. When sent on missions the member is allowed to keep part of any treasure he was sent after. The council chooses what he is allowed to choose from. He is also rewarded from time to time for the completing goals and secondary assignment while on mission. Onyx Scorpions are usually provided with opulent room and board wherever they go because of their status within the guild. Any member that abuses this is severely punished by both the Council and the Guild Master of the area that he is in. Monetary Wealth is accumulated after each mission, plus an annual bonus depending on performance.

Structure

The Onyx Scorpions have a rigorous rank structure that is strictly enforced. They know that discipline and training are what make them so successful. It is not easy to be promoted in rank; an Onyx Scorpion is tested constantly to see how well they do in the situations that each would encounter in the higher echelons on the Onyx Scorpions. The structure is setup as follows. (See Attachment). To move up from the lower ranks (neonate-shade lord), all drow are given a quest, which the difficulty increases w/ each rank. Once completed, they are presented to the Trinity and are given their next title. Once an Onyx Scorpion reaches the rank of Shade Lord they have reached the highest rank that most of the drow ever will attain. To move beyond this to the ranks of Knife, Venom, or Shadow Master they have to be personally chosen by the Trinity to compete in a series tournaments that span a 3 years (One for each of the Trinity.) At the end of the Tournaments the winners are chosen, and the Scorpion Prince promotes them. Once they attain this rank they will remain here until either their death or advancement into the Trinity. Upon entering into the Trinity they are considered one of the most powerful members of the guild. There are very few drow who can hope to attain this position. The members of the Trinity also serve for life or until their advancement into the rank of Prince. The Prince is the only person the Trinity talks to, he/she is also the champion of the Onyx Scorpions. If something ever comes up to where he has to be called out, that means that it is an extremely serious problem that threatens not only the guild but also the existence of the drow way of life, he/she is also the only person that knows the personal identity of the Scorpion Lord and is the only person aloud to speak to him. This is also a position held for life or until the death of the Lord. The Scorpion Lord is by far the most powerful drow in all of the Harvesters minus the Harvester King. He has complete power over the whole organization and his directives are followed unquestionably. There is nothing this dorw can’t do himself or have the means to do.

His position is held for life and even unlife, if the Scorpion Lord still shows competence beyond life he remains in his title. The current Scorpion Lord is one of the first drow to reach the surface after the banishing and is a demi-lich of immeasurable terrible power.

The ranks are in accordance to levels listed here:

LVL 1 (Neonate)
LVL 2 (Journeyman)
LVL 3 (Disciple)
LVL 4 (Lord)
LVL 5 (Shade Lord)

Then you would have your 3 masters, Knife, Venom, and Shadow. There are only three and they comprise the trinity. Next after them would be the Prince or the Princess. Last but not least you have the Scorpion Lord/King.

Note: I can't figure out how to put my nifty little table in. It is a *.bmp file. Anyhelp? Thanks.

Onyx Scorpions
Hit Die: d8

Requirements

To become an Onyx Scorpion, a character must fulfill the following requirements:
Alignment: Any Evil
Skills:
Feats: Daylight Adaptation
Special: The character must be selected by a member of the Onyx Scorpions to join. Character must be drow.

Class Skills

The Onyx Scorpions class skills (and the key ability modifier for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Wis), Swim (Dex).

Skill Points at Each Level: 4 + Int modifier

Table 1-1: The Onyx Scorpion
Lvl BAB Fort Ref Will Special
1 +1 +2 +0 +0 Tattoo, Sense Onyx Scorpion
2 +1 +3 +0 +0 Resist Poison, Divergence
3 +2 +3 +1 +1 Scattered Soul, Divergence
4 +3 +4 +1 +1 Poison Immunity, Divergence
5 +3 +4 +1 +1 Tattoo Familiar, Divergence

1st Level (Neonate)

Tattoo: At 1st level, the Onyx Scorpion is inducted into the order. The Onyx Scorpion is branded with a magical tattoo of a scorpion. Scorpions, regardless of size or type, will not willingly attack the Onyx Scorpion as long as there is no threat to the scorpion from the Onyx Scorpion, no save allowed. If a potential threat exists (i.e. weapons drawn, aggressive movements towards the scorpion), then the scorpion must make a Will save (DC equal to Onyx Scorpions HD). If it passes the save, then it perceives the Onyx Scorpion as a threat and can attack, even if no threat is intended. If there are obvious threats towards the scorpion from the Onyx Scorpion (such as aiming spells, effects, ranged weapons, etc), then no save is necessary and the scorpion acts as normal. If the scorpion is under the control of another creature, then the scorpion must make a Will save (DC equal to Onyx Scorpions HD) every round it decides to attack the Onyx Scorpion. If it fails the save, the scorpion loses it’s actions for that round. If it passes the save, then it may act as intended for that round.

Sense Onyx Scorpion: Since all Onyx Scorpions are joined to each other, the Onyx Scorpions can sense the basic location of all other Onyx Scorpions within a radius of their HD in miles. Onyx Scorpions can pinpoint the location of another Onyx Scorpion to 100 feet if they are within one mile of each other.

2nd Level (Journeyman)

Resist Poison: Upon reaching 2nd level, the Onyx Scorpion body is more resistant to poison. Against all natural poison saves, the Onyx Scorpion adds ½ their HD total to the save.

Divergence: Before an Onyx Scorpion may progress any further they must decide which path they will follow. There are three distinct pathways, each focusing on a different aspect of the Onyx Scorpions. Once chosen, the Onyx Scorpion must follow that path, unable to choose a different path at future levels. The Onyx Scorpion may choose two abilities from the list, though each ability (in bold) may only be chosen once at each level. The three paths and the associated abilities they may choose from are as follows:

Path of Blades

Aimed towards those that choose force over magic or thievery, the Path of Blades is best chosen by fighting classes. If the Path of Blades is chosen, then the Base Attack Bonus changes from the above table to a Base Attack Bonus (Good). The abilities the Path of Blades are as follows:

Bonus Feat: The Onyx Scorpion gets a combat-oriented bonus feat. These feats must be drawn from the feats noted as fighter bonus feats (PHB pg 90, Table 5-1). The Onyx Scorpion must still meet all prerequisites for a bonus feat, including ability scores and base attack bonus minimums.

Damage Reduction: The Onyx Scorpion gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the Onyx Scorpion takes each time he is dealt damage from a weapon or natural attack. Damage reduction can reduce the damage from an attack to 0, but not below 0. This damage reduction does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, or other feats.

Uncanny Dodge: The Onyx Scorpion gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even when he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).

Favored Enemy (Ex): An Onyx Scorpion may select a type of creature from among those given on Table: Onyx Scorpion Favored Enemies. The Onyx Scorpion gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
Each time Favored Enemy is chosen, pick an additional favored enemy from those given on the table. In addition the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the Onyx Scorpion chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the Onyx Scorpion’s bonuses do not stack; he simply uses whichever bonus is higher.

Table 1-2: Onyx Scorpion Favored Enemies
Type (Subtype)
Type (Subtype)
Aberration
Giant
Magical beast
Monstrous humanoid
Ooze
Outsider (chaotic)
Outsider (evil)
Outsider (good)
Outsider (lawful)
Outsider (native)
Humanoid (reptilian)
Humanoid (dwarf)
Humanoid (elf)
Humanoid (goblinoid)
Humanoid (gnoll)
Humanoid (gnome)
Humanoid (halfling)
Humanoid (human)
Humanoid (orc)
Undead

Path of Poison

The Path of Poison is often chosen by those that sneak around in the darkness, picking stealth and quick, lethal strikes over frontal confrontations. If Path of Poison is chosen, then the Base Save for Reflex saves changes from Poor to Good. The following skills are considered additional class skills for the Path of Poison:

The abilities for the Path of Poison are as follows:

Bonus Feat: Any General Feat

Sneak Attack: If the Onyx Scorpion can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The Onyx Scorpion’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Onyx Scorpion flanks her target. This extra damage is and additional 1d6 and it increases by 1d6 every time this ability is chosen thereafter. Should the Onyx Scorpion score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A Onyx Scorpion can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Onyx Scorpion must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Onyx Scorpion cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Special Abilities: An Onyx Scorpion may choose a special ability of her choice from among the following options.

Crippling Strike (Ex): An Onyx Scorpion with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex): The Onyx Scorpion can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the Onyx Scorpion must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Onyx Scorpion’s evasion ability does not apply to the defensive roll.

Evasion (Ex): The Onyx Scorpion can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Onyx Scorpion is wearing light armor or no armor. A helpless Onyx Scorpion does not gain the benefit of evasion.

Opportunist (Ex): Once per round, the Onyx Scorpion can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Onyx Scorpion’s attack of opportunity for that round. Even an Onyx Scorpion with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The Onyx Scorpion becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. An Onyx Scorpion may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Poison Mastery: The Onyx Scorpion may choose to pick up the following feat. This feat is a prerequisite for all other Poison Mastery feats that can be chosen at future levels.

Poison Use: You never risk accidentally poisoning yourself when applying poison to a blade or using it in combat.

Death Attack: If the Onyx Scorpion studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Onyx Scorpion’s choice). While studying the victim, the Onyx Scorpion can undertake other actions so long as his attention stays focused on the target and the target does not detect the Onyx Scorpion or recognize the Onyx Scorpion as an enemy. If the victim of such an attack fails her Fortitude saving throw (DC 10 + the Onyx Scorpion’s class level + the Onyx Scorpion’s Intelligence modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim’s mind and body become enervated, rendering her completely helpless and unable to act for 1d6 rounds plus 1 round per level of the Onyx Scorpion. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Onyx Scorpion has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the Onyx Scorpion does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. This ability may be taken up to three times. The second time this ability is taken, the DC for the Onyx Scorpion’s death attack is revised (DC10 + ½ damage dealt on the death attack). If this ability is taken a third time, the DC is changed once again (DC 10 + damage dealt on the death attack). The base DC of the death attack may not be more than 10 + Onyx Scorpion’s HD. Other skills or feats may adjust this number to higher than this maximum.

Path of the Occult

Practitioners of either arcane or divine magics, those that follow the Path of the Occult wield their power in the Onyx Scorpion’s missions. If the Path of the Occult is chosen, the base saves for Will go from Poor to Good. The following skills are considered additional class skills for the Path of the Occult:

The abilities for the Path of the Occult are as follows:

Spells per Day: When this ability is chosen, the Onyx Scorpion gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before choosing the ability. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an Onyx Scorpion, he must decide to which class he adds the new level for purposes of determining spells per day.

Bonus Metamagic Feat: An Onyx Scorpion may choose any metamagic feat.

Higher Lore: An Onyx Scorpion gains the opportunity to select a special ability from among those described below:

Mastery of Shaping (Su): The Onyx Scorpion can alter area and effect spells, spell-like abilities or effects that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability can be used on ongoing effects that the Onyx Scorpion has going, changing the shape and affecting areas once per round as a free action.

Spell-Like Ability (Su): An Onyx Scorpion who selects this type of Higher Lore can use one of his spell slots to permanently prepare one of his spells as a spell-like ability that can be used twice per day. The Onyx Scorpion does not use any components when casting the spell, although a spell that costs XP to cast still does so and a spell with a costly material component instead costs him 10 times that amount in XP.
The spell-like ability normally uses a spell slot of the spell’s level, although the Onyx Scorpion can choose to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level.
The Onyx Scorpion may use an available higher-level spell slot in order to use the spell-like ability more often. Using a slot three levels higher than the chosen spell allows him to use the spell-like ability four times per day, and a slot six levels higher lets him use it six times per day.
If spell-like ability is selected more than one time as a Higher Lore choice, this ability can apply to the same spell chosen the first time (increasing the number of times per day it can be used) or to a different spell.

Spell Power (Su): This ability increases the Onyx Scorpion’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only.

Faith Healing (Su): A Onyx Scorpion can use healing spells to their maximum effect on creatures of the same alignment as the Onyx Scorpion (including the Onyx Scorpion himself). Any spell with the healing descriptor cast on such creatures works as if under the effects of a Maximize Spell feat (without using a higher-level spell slot).

Power of Nature (Su): Available only to Onyx Scorpion with druid levels, this ability allows a Onyx Scorpion to temporarily transfer one or more of his druid Class Features to a willing creature. The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the Onyx Scorpion cannot use the transferred power. He can transfer any of his druid powers except spellcasting and the ability to have an animal companion.
The druid’s wild shape ability can be partially or completely transferred. The Onyx Scorpion chooses how many uses of wild shape per day to give to transfer and retains the rest of the uses for himself. If the Onyx Scorpion can assume the form of Tiny or Huge animals, the recipient can as well.
As with the imbue with spell ability spell, the Onyx Scorpion remains responsible to his deity for any use to which the recipient puts the transferred abilities.

3rd Level (Disciple)

Scattered Soul: The Onyx Scorpion is now at ease with his separation of body and soul, as his body has come to terms with missing a part of his soul. Because of this, he is more resistant to death effects, energy drain, and ability damage. Against all affects that cause the Onyx Scorpion to save versus death, energy drain or ability damage the Onyx Scorpion gains a +2 bonus against that spell or affect.

Divergence: The Onyx Scorpion may choose two abilities from the below list of his chosen path, as well as from the list of preceding abilities available to his path.

Path of Blades

Improved Coup de Grace: The Onyx Scorpion can dispatch fallen foes more quickly. The character may use a melee weapon to deliver a coup de grace attack as a standard action.

Increased Multiplier: This ability increases the multiplier of the selected weapon by +1. For example, the longsword has a critical multiplier of x2. Using this ability, you can increase the multiplier to x3 (2+1=3). You must declare the use of this ability before you roll damage for the weapon. Picking this ability more than once can be used to either select another weapon.

Improved Uncanny Dodge (Ex): The Onyx Scorpion can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the Onyx Scorpion. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.


Path of Poison

Hide in Plain Sight (Su): An Onyx Scorpion can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an Onyx Scorpion can hide himself from view in the open without having anything to actually hide behind.
He cannot, however, hide in his own shadow.

Special Abilities: An Onyx Scorpion may choose a special ability of her choice from among the following options, in addition to the abilities from the previous level.

Improved Evasion (Ex): This ability works like evasion, except that while the Onyx Scorpion still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Onyx Scorpion does not gain the benefit of improved evasion. This ability can only be chosen if the Onyx Scorpion already has evasion as a class feature.

Slippery Mind (Ex): This ability represents the Onyx Scorpion’s ability to wriggle free from magical effects that would otherwise control or compel her. If an Onyx Scorpion with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Poison Mastery: The Onyx Scorpion may pick from the following poison feats. He must have Poison Use for the following feats:

Extend Poison: The Onyx Scorpion may choose to delay the initial onset time by up to one hour. This has no effect on the secondary damage, which still occurs one minute after application. The Onyx Scorpion may alter existing poisons and set the time, or set the time during initial creation.

Empower Poison: All variable and numeric effects are increased by one half. An empowered poison deals half again as much initial and secondary damage. Non-variable effects, such as blindness or deafness are not affected. The Onyx Scorpion may alter existing potions or empower poisons during creation.

Poison Focus: Add +2 to the DC for all saving throws against poisons of your preferred type (Ingested, Inhaled, Contact, and Injury). You can gain this feat multiple times, each time applying it to a different type.

Path of the Occult

Ignore Spell Failure (Ex): The Onyx Scorpion ignores up to 10% arcane spell failure chance associated with using armor. For instance, a character with scalemail and a small shield normally has a spell failure chance of 30%, but this drops to only 20%. This ability can be chosen more than once and stacks.

Higher Lore: An Onyx Scorpion gains the opportunity to select a special ability from among those described below, in addition to previous Higher Lore abilities:

Arcane/Divine Reach (Su): The Onyx Scorpion can use spells with a range of touch on a target up to 30 feet away. The Onyx Scorpion must make a ranged touch attack. Arcane/Divine Reach can be selected a second time as a special ability, in which case the range increases to 60 feet.

Mastery of Elements (Su): The Onyx Scorpion can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting.

Mastery of Energy (Su): Available only to an Onyx Scorpion with cleric levels, this ability allows an Onyx Scorpion to channel positive or negative energy much more effectively, increasing his ability to affect undead. Add a +4 bonus to the Onyx Scorpion’s turning checks and turning damage rolls. This ability only affects undead, even if the Onyx Scorpion can turn other creatures, such as with a granted power of a domain.

4th Level (Lord)

Poison Immunity (Su): As the magic that courses through the Onyx Scorpion’s body their blood slowly becomes more toxic. This magic makes Onyx Scorpions immune to all natural poison.

Divergence: The Onyx Scorpion may choose two abilities from the below list of his chosen path, as well as from the list of preceding abilities available to his path.

Path of Blades

Epic Bonus Feat: The Onyx Scorpion may choose from the following list of epic bonus feats. All prerequisites must still be met, as well as the character must have an ECL of 21 or higher. The epic feats available are: Armor Skin, Bane of Enemies, Blinding Speed, Combat Archery, Damage Reduction, Death of Enemies, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Favored Enemy, Improved Ki Strike, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Keen Strike, Legendary Climber, Legendary Commander, Legendary Rider, Legendary Tracker, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Health, Perfect Two-weapon Fighting, Reflect Arrows, Self-concealment, Spell-casting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-weapon Rend, Uncanny Accuracy.

Improved Reaction: An Onyx Scorpion gains +2 to initiative rolls. This ability stacks with the Improved Initiative feat.

Superior Iron Will: The Onyx Scorpion gains an addition +2 to Will saves. This ability stacks with the Iron Will feat.

Path of Poison

Epic Bonus Feat: The Onyx Scorpion may choose from the following list of epic bonus feats. All prerequisites must still be met, as well as the character must have an ECL of 21 or higher. The epic feats available are: Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Improved Combat Reflexes Improved Death Attack, Improved Sneak Attack, Legendary Climber, Legendary Tracker, Lingering Damage, Self Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Trap Sense, Uncanny Accruracy.

Poison Mastery: The Onyx Scorpion may pick from the following poison feats. He must have Poison Use for the following feats:

Maximize Poison: All poison made by the Onyx Scorpion does maximum damage on a failed save. This effect works for the secondary damage one minute later as well. The Onyx Scorpion may alter existing poisons or during initial creation.

Quicken Poison: All poisons made or altered by the Onyx Scorpion deal their initial and secondary damage immediately. The victim must make two saves as soon as they are poisoned. The Onyx Scorpion may alter existing poisons or during initial creation.

Spell-Like Ability: The Onyx Scorpion may choose one of the following as a spell-like ability that may be used 2/day. The caster level for each ability is equal to the levels of Onyx Scorpion the character has.

Invisibility:

Meld Into Stone:

Pass Without Trace:

Disguise Self:

Path of the Occult

Epic Bonus Feat: The Onyx Scorpion may choose from the following list of epic bonus feats. All prerequisites must still be met, as well as the character must have an ECL of 21 or higher. The epic feats available are: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms & Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wonderous Armor, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Component, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic.

Vile Spell-casting: This allows the Onyx Scorpion to add the Evil descriptor to all of his spells. For example a “Vile” Fireball that would normally do 6d6 fire damage now does 3d6 fire and 3d6 unholy damage. Thus creatures immune to fire still take 3d6 points of unholy damage.

Quickened Spell Storage: The Onyx Scorpion may automatically quicken a spell that he can currently cast as long as the level of the spell is not higher than the levels of Onyx Scorpion the character has. This ability does not use up the spell slot or cast per day. This ability can be used up to twice per day. If the Onyx Scorpion picks this ability again, then the number of times per day increases by two.

5th Level (Shade Lord)

Tattoo Familiar: This allows the Shade Lord to bring his tattoo to life as a familiar. The tattoo becomes a living Gargantuan Scorpion that can communicate with any other Onyx Scorpions in sight telepathically. The familiar has a intelligence and wisdom of ½ the Shade Lord and HD equal to the level of the Shade Lord.

Divergence: The Onyx Scorpion may choose two abilities from the below list of his chosen path, as well as from the list of preceding abilities available to his path.


Path of Blades

Scorpion’s Sting: This allows the Shade Lord to counterattack while in melee combat. To do this the Shade Lord has to designate a single target for this ability. If the opponent engages the Shade Lord in melee combat the Shade Lord can make an opposed attack roll at his highest attack modifier versus his opponent’s first attack. If successful the Shade Lord counters the opponent’s attack and deals damage normally as if he just received a free attack. No feats or abilities may be applied to the damage of this attack. The opponent deals no damage on from his first attack. After the damage is resolved the opponent finishes the round normally.

Quick Release: This allows the Shade Lord to threaten a 10 foot radius with any ranged weapon that can be used at your full normal attack rate. Standard rules for attacks of opportunity apply.

Armor Mastery: For any armor the Shade Lord wears he will move without speed penalty, the maximum Dex bonus is treated as 2 higher, and the armor check penalty is reduced by 2 to a minimum of 0.

Path of Poison

Poison Touch: As the magic courses through the Shade Lord they gain the ability to excrete a very potent poison. The Shade Lord gains a natural attack that can poison enemies. The Shade Lord’s touch becomes a contact poison that does 1d8 STR damage (Secondary Effect 1d8 STR.) with a save DC of 10 + Character Level. The Shade Lord has conscious control over this ability, and can subdue excreting the poison. This ability is treated as a natural attack and the Shade Lord does not receive any penalty for being unarmed. Once under the affect of the poison the target cannot be affected again by this ability for another 24 hours. A Shade Lord can use all poison enhancing feats and abilities with this attack. This ability can be used at will.

Mimicry: This allows the Shade Lord to use the Alter Self spell once per round. When using this ability, the Onyx Scorpion must choose a humanoid type (if the Onyx Scorpion is a humanoid type normally).

Superior Skill Mastery: Upon gaining this ability the Shade Lord can select a number of skills equal to 3 + his Intelligence Modifier. When making a check with one of these skills the Shade Lord can “take 20” even if stress and distractions would normally prevent her from doing so.

Path of the Occult

Improved Energy Admixture: You can modify a spell that uses one type of energy to mix in an equal amount of up to all other types of energy. The damage cap for a spell cast using this ability remains the same as the base spell, but counts separately for each type of energy chosen. The spell uses up a spell slot 4 levels higher than the spell’s actual level, while adding 2 other energy types to the spell. By increasing the level of the spell slot used by 1 an additional energy type may be added, up to a maximum of 5 energy types (using a spell slot 6 levels higher than the actual spell level.) The caster decides at the time the spell is cast which energy types to add to the spell though the caster can not change the base energy type of the spell with the ability. For example a wizard prepares an improved energy admixtured fireball as a 8th level spell. When casting the spell the wizard takes the base 10d6 fireball and decides to add two 10d6 coldballs and one 10d6 sonic ball.

Epic Spell Economy: When dealing with epic spell mitigation factors the DC modifier is decreased by an additional one per factor. For example for every 1d6 backlash damage subtract two from the DC modifier instead of one.

Item Creation XP Pool: The Shade Lord has a source of magical energy that he can draw the equivalent of XP to contribute toward the creation of magical items. The amount of XP in the pool is 1,000 times the level of the Shade Lord. These points can be used only to create magical items, and once spent can only be replenished by cannibalizing magic items to harvest the power held within. The process requires 1 day per 100,000 gp of the item (or fraction thereof), at the end of which the Shade Lord can add a number of points to his item creation XP pool equal to one-half the XP required to create the item. For instance, if a Shade Lord cannibalized a +5 longsword (which costs 2,000 XP to create) he would add 1,000 points to his pool. A charged item that isn’t fully charged only contributes a proportional amount of XP. For instance, a wand with only 25 charges would contribute half the normal points of a fully charged wand. The power harvested from such activity contributes only to the character’s item creation XP pool, not to his normal XP total.
Burningspear

09-09-05, 05:41 PM
I had originally created this for a character of mine, who unfortunately died before being able to enter the PrC. Hope you can enjoy it...

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This is a PrC for worshippers of Abbathor (dwarven god of greed and betrayal). You may find info on him and his dogma in either Faiths&Pantheons or Demihuman Deities (the second is free for download on the Wizards website, I believe).

Aetharnor

Requirements
Skills: Appraise 8 ranks, Bluff 8 ranks, Craft (any) 4 ranks, Knowledge (religion) 4 ranks, Search 2 ranks, Sleight of Hand 4 ranks.
Feats: Any two item creation feats
Patron: Abbathor
Spells: Ability to cast 3rd level divine spells
Special: Must personally own at least 1,000 GP per character level in coins or gems (borrowed money doesn't count). You do not need to have immediate access to the riches, but as long as nobody else can get their hands on them, the prerequisite is fulfilled.

Features
Hit Dice: d6
BAB: as cleric/rogue (3/4)
Good saving throws: Reflex and Will
Weapons and armor: gains proficiency with all simple weapons and rogue weapons.

Abbathor's Commandment: No aetharnor can steal from any other dwarf, or influence events to cause harm to the person or wealth of any rival priest of Abbathor. Violating this commandment causes loss of all prestige class powers (except for sneak attack and spells) until receiving an atonement spell from an aetharnor in full standing.

Abbathor's Share: If the aetharnor is a divine caster, every time he prays to Abbathor for spells he must sacrifice gems or coins worth at least 50 gp per class level. Such items are whisked away to the Trove Lord's colossal hoard in His divine realm, and can be recovered with a miracle spell.

Spells: +1 caster level in a divine spellcaster class at every level.

Sneak attack: as the rogue ability, +1d6 at levels 1, 4, 7, 10.

Cheat (Sp): As the spell [from the BoVD], once per day per class level, as a bard of the aetharnor's class level.

Greedy Rage (Ex): When he believes that defeating one or more enemy would grant him possession of a large sum of money or a precious or powerful item (for a worth of at least 500 gp per character level, according to his estimation), or when an enemy tries to steal from his possessions, the aetharnor gains a +2 morale bonus to attack and damage rolls and Will saving throws against such enemies. If at the end of the encounter he does not gain possession of such items, or fails to defend his possessions, he is fatigued until he rests. The bonus increases to +4 at 6th level.

Theft (Sp): As a move-equivalent action, an aetharnor of 2nd level or higher can choose an unattended item within line of sight (or multiple items no two of which are more than 5 feet away from each other) and magically transfer it, as with a dimension door spell, upon his person. Noticing the disappearance while not looking at the object, on a casual glance, requires a Spot check (DC 20 + the aetharnor's Wisdom modifier) Artifacts are not subject to this power, and intelligent items receive a Will saving throw. Theft can be used once per day per two class levels.

Cheap Casting (Ex): An aetharnor of 3rd level or higher can use material components or foci for divine spells whose worth is half the normally required minimum.

Knowledge of Wealth: Aetharnor of 4th level gain a +4 competence bonus to Appraise checks and can cast identify once per day as a spell-like ability as a wizard of their class level.

Defend your Own (Ex): Aetharnor of 5th level can attempt to negate disarm or sunder attempts against them by making a Reflex saving throw (DC equal to the disarming/sundering enemy's attack roll). If successful, the attempt fails. The aetharnor cannot make attacks of opportunity upon the disam/sunder attempt when using this ability.

Personal Hoard (Su): An aetharnor of 5th level or higher can magically enchant a bag of holding or portable hole to become the container of his personal, secure extraplanar hoard. The item can now disappear (it is transferred to a secure location in Abbathor's divine realm) and reappear in the aetharnor's hand at his command (a standard action), no matter how far the item and the aetharnor are. Coins and gems do not count any longer against the item's capacity limit. When using his theft and grand theft powers, the aetharnor can choose the stolen item to be transferred to his personal hoard instead, whether it is current on the Material Plane or in Abbathor's planar vault. An aetharnor can only have one personal hoard in existence at any moment.

Spare the Riches (Ex): Aetharnor of 7th level or higher can craft magic items for two-thirds (66%) of their normal craft cost in gold pieces. The XP cost is unaffected.

Wyrm Empathy (Ex): Aetharnor of 8th level gain a +4 competence bonus to Charisma-based checks towards true dragons.

Hoard Sense (Su): Twice per day, aetharnor of 9th level can detect precious metals and gems as if using a rod of metal and mineral detection, but range is 120 feet.

Grand Theft (Sp): An aetharnor of 10th level can use this power once per day. It is identycal to the theft power, except that the subtracted item is automatically replaced by a permanent image replica. Witnesses to the act do not realise what happens unless they disbelief the illusion.




The Aetharnor (note: all levels add to divine caster level)
CL BAB Fort Ref Will Special
1st +0 +0 +2 +2 Sneak attack +1d6, cheat, greedy rage +2
2nd +1 +0 +3 +3 Theft 1/day
3rd +2 +1 +3 +3 Cheap casting
4th +3 +1 +4 +4 Sneak attack +2d6, theft 2/day, knowledge of wealth
5th +3 +1 +4 +4 Defend your own, personal hoard
6th +4 +2 +5 +5 Theft 3/day, greedy rage +4
7th +5 +2 +5 +5 Sneak attack +3d6, spare the riches
8th +6 +2 +6 +6 Theft 4/day, wyrm empathy
9th +6 +3 +6 +6 Hoard sense
10th +7 +3 +7 +7 Sneak attack +4d6, theft 5/day, grand theft







It seems absolutely interesting to play, but what r its inclass skills?
Caldeth Be´Lakor

09-14-05, 08:28 AM
Do you have any prestigeclasses to a elf swashbuckler/fighter using elven courtblade that would focus on weaponskill? maybe a bit like weaponmaster...
Burningspear

09-24-05, 02:25 PM
I had originally created this for a character of mine, who unfortunately died before being able to enter the PrC. Hope you can enjoy it...

---------------------------------------

This is a PrC for worshippers of Abbathor (dwarven god of greed and betrayal). You may find info on him and his dogma in either Faiths&Pantheons or Demihuman Deities (the second is free for download on the Wizards website, I believe).

Aetharnor

Requirements
Skills: Appraise 8 ranks, Bluff 8 ranks, Craft (any) 4 ranks, Knowledge (religion) 4 ranks, Search 2 ranks, Sleight of Hand 4 ranks.
Feats: Any two item creation feats
Patron: Abbathor
Spells: Ability to cast 3rd level divine spells
Special: Must personally own at least 1,000 GP per character level in coins or gems (borrowed money doesn't count). You do not need to have immediate access to the riches, but as long as nobody else can get their hands on them, the prerequisite is fulfilled.

Features
Hit Dice: d6
BAB: as cleric/rogue (3/4)
Good saving throws: Reflex and Will
Weapons and armor: gains proficiency with all simple weapons and rogue weapons.

Abbathor's Commandment: No aetharnor can steal from any other dwarf, or influence events to cause harm to the person or wealth of any rival priest of Abbathor. Violating this commandment causes loss of all prestige class powers (except for sneak attack and spells) until receiving an atonement spell from an aetharnor in full standing.

Abbathor's Share: If the aetharnor is a divine caster, every time he prays to Abbathor for spells he must sacrifice gems or coins worth at least 50 gp per class level. Such items are whisked away to the Trove Lord's colossal hoard in His divine realm, and can be recovered with a miracle spell.

Spells: +1 caster level in a divine spellcaster class at every level.

Sneak attack: as the rogue ability, +1d6 at levels 1, 4, 7, 10.

Cheat (Sp): As the spell [from the BoVD], once per day per class level, as a bard of the aetharnor's class level.

Greedy Rage (Ex): When he believes that defeating one or more enemy would grant him possession of a large sum of money or a precious or powerful item (for a worth of at least 500 gp per character level, according to his estimation), or when an enemy tries to steal from his possessions, the aetharnor gains a +2 morale bonus to attack and damage rolls and Will saving throws against such enemies. If at the end of the encounter he does not gain possession of such items, or fails to defend his possessions, he is fatigued until he rests. The bonus increases to +4 at 6th level.

Theft (Sp): As a move-equivalent action, an aetharnor of 2nd level or higher can choose an unattended item within line of sight (or multiple items no two of which are more than 5 feet away from each other) and magically transfer it, as with a dimension door spell, upon his person. Noticing the disappearance while not looking at the object, on a casual glance, requires a Spot check (DC 20 + the aetharnor's Wisdom modifier) Artifacts are not subject to this power, and intelligent items receive a Will saving throw. Theft can be used once per day per two class levels.

Cheap Casting (Ex): An aetharnor of 3rd level or higher can use material components or foci for divine spells whose worth is half the normally required minimum.

Knowledge of Wealth: Aetharnor of 4th level gain a +4 competence bonus to Appraise checks and can cast identify once per day as a spell-like ability as a wizard of their class level.

Defend your Own (Ex): Aetharnor of 5th level can attempt to negate disarm or sunder attempts against them by making a Reflex saving throw (DC equal to the disarming/sundering enemy's attack roll). If successful, the attempt fails. The aetharnor cannot make attacks of opportunity upon the disam/sunder attempt when using this ability.

Personal Hoard (Su): An aetharnor of 5th level or higher can magically enchant a bag of holding or portable hole to become the container of his personal, secure extraplanar hoard. The item can now disappear (it is transferred to a secure location in Abbathor's divine realm) and reappear in the aetharnor's hand at his command (a standard action), no matter how far the item and the aetharnor are. Coins and gems do not count any longer against the item's capacity limit. When using his theft and grand theft powers, the aetharnor can choose the stolen item to be transferred to his personal hoard instead, whether it is current on the Material Plane or in Abbathor's planar vault. An aetharnor can only have one personal hoard in existence at any moment.

Spare the Riches (Ex): Aetharnor of 7th level or higher can craft magic items for two-thirds (66%) of their normal craft cost in gold pieces. The XP cost is unaffected.

Wyrm Empathy (Ex): Aetharnor of 8th level gain a +4 competence bonus to Charisma-based checks towards true dragons.

Hoard Sense (Su): Twice per day, aetharnor of 9th level can detect precious metals and gems as if using a rod of metal and mineral detection, but range is 120 feet.

Grand Theft (Sp): An aetharnor of 10th level can use this power once per day. It is identycal to the theft power, except that the subtracted item is automatically replaced by a permanent image replica. Witnesses to the act do not realise what happens unless they disbelief the illusion.




The Aetharnor (note: all levels add to divine caster level)
CL BAB Fort Ref Will Special
1st +0 +0 +2 +2 Sneak attack +1d6, cheat, greedy rage +2
2nd +1 +0 +3 +3 Theft 1/day
3rd +2 +1 +3 +3 Cheap casting
4th +3 +1 +4 +4 Sneak attack +2d6, theft 2/day, knowledge of wealth
5th +3 +1 +4 +4 Defend your own, personal hoard
6th +4 +2 +5 +5 Theft 3/day, greedy rage +4
7th +5 +2 +5 +5 Sneak attack +3d6, spare the riches
8th +6 +2 +6 +6 Theft 4/day, wyrm empathy
9th +6 +3 +6 +6 Hoard sense
10th +7 +3 +7 +7 Sneak attack +4d6, theft 5/day, grand theft



i am personally thinking of:

Skillpoints:2+int per lvl.
skills:
appraise, bluff, diplomacy, sense motive, craft, know rel., search, sleight of hand, move silent, hide, open lock, profession, concentration, know.arcana, local, history, spellcraft, disable device.

and i would change:
Wyrm Empathy (Ex): Aetharnor of 8th level gain a +4 competence bonus to Charisma-based checks towards true dragons.

to:
Wyrm Empathy(ex)+2 competence bonus to Charisma-based checks towards true dragons, and the knowledge of Draconic and Aragrakh languages.
Wizzy of Eros

10-16-05, 02:15 PM
Hi!
I made a PrC that is loosely based on the Beloved of Valerian PrC from the BoED. I think this version is much better playeble.

Here he comes:
Beloved of Lurue!

The Beloved of Lurue are powerfull champions of the woodlands, becomeing one with the nature its self. This are mostly good aligned rangers, babarians or fighters. Elven paladins some become beloveds of Lurue. The rare fey who make fighting their speciality are commonly Beloveds of Lurue. It is not required to worship Lurue herself, but in order to receive the divine spells of the beloved of Lurue they must worship a deity that gives acces to the animal, fey or plant domain.

Prequistes:
To qualify to become a Beloved of Lurue, a character must fulfill all the following criteria.
Alignment: Any good
Feats: Mounted Combat, Sacred Vow, Vow of Abstience, Vow of Purety.
Skills: 4 ranks knowledge (nature), 4 ranks survival , 8 ranks ride.
Special: Must speak the Sylvan language.

Gameplay Info
All of the following are features of the Beloved of Lurue prestige class.
Hit Dice: d10
Base Attack Bonus: As Fighter (good bab)
Saving Throws: poor Will, poor Reflex, good Fort
Skill List: The skills for the Beloved of Lurue and the ability for each, are: Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points Per Level: 4

Weapon and Armor Profiency: the Beloved gains no proficiency with any weapon or armor.

Spellcasting: A beloved has the ability to cast a small number of divine spells. To cast the beloved of lurue spells the beloved must have a wisdom of 10+ spell level. The saving trows are 10 +spell level +wisdom mod. The spells are chosen from the Beloved of Lurue spell list.

Blessing of the Unicorn (Ex): At 1st level the beloved is blessed by the unicorn's good fortune. This extraordinary ability allows the beloved to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. The beloved must take the result of the reroll, even if it’s worse than the original roll.

Purehearth (Ex): At 1th level the beloved is instilled by the morale of the unicorns. The beloved gains a +2 bonus to checks against spells the enchantment school. This bonus increases to +4 at level 5. Finally at level 10 the beloved becomes immune to spells form the enchantment school.

Lay on Hands (Su): Beginning at 2nd level, a beloved with a Charisma score of 12 or higher can heal wounds (its own or those of others) by touch. Each day the beloved can heal a total number of hit points of damage equal to her Beloved of Lurue level x her Charisma bonus. A beloved may choose to divide its healing among multiple recipients, and it doesn’t have to use it all at once. Using lay on hands is a standard action.

Woodland Stride (Ex): At 2nd level, a Beloved is not harmed by nature in anyway. A beloved may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Unicorn Companion (Ex): At 1st level the beloved aquires an unicorn as companion just as a druid does. Threat the casterlevel as a druid of the same level as the levels in the Beloved of Lurue class.

Cleanse Poison (Sp): At 3th level the beloved can channel the purifieing powers of the unicorn from his hands. When touching a creater you can produce the same effect as a neutralise poison spell cast by a druid of the beloved of Lurue's level. This power is usable once per day per three levels.

Nature's Blessing (Ex): At 4th level the beloved is infused by the very power of woodlands and glades its self. The beloved gains a +2 bonus to Str and Con as long as the beloved is in a natural enviorment. This bonus increases to +4 in forests.

Sylvan Champion (Ex): At 6th level the beloved companion transforms into a champion of the woodlands. The unicorn companion of the beloved gains the half fey template.

Magic circle agains evil (Su): At 7th level the beloved is sanctumed by the force of goodness. This ability continuously duplicates the effect of the spell. A beloved cannot suppress this ability.

Timelessness (Ex): At 8th level the beloved gains the near immortal lifespan of an unicorn. A beloved no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the beloveds age process is essentially halted.

Metamorphosis: At 10th level the beloved chooses a safe place in the forest. And as he will fall asleep a cocoon spins intself around the fey lord. 10 days later the cocoon bursts open. During this time the beloveds unicorn companion defends is dreaming companion with his or her life. The beloved its transformation is complete. The beloveds appearance becomes more fey like. The beloveds type changes to the fey type. Ifused with the power of the fey them self the beloved's charisma increases with 4 points as in level increases. The beloved also gains DR 5/ Cold Iron.

1. Blessing of the Unicorn 1/day, Purehearth, Unicorn Companion.
2. Lay on hands, Woodland Stride.
3. Cleanse Poison 1/day.
4. Nature's Blessing.
5. Blessing of the Unicorn 2/day.
6. Cleanse Poison 2/day, Sylvan Champion.
7. Magic circle against evil.
8. Timelessness.
9. Cleanse Poison 3/day.
10. Blessing of the Unicorn 3/day, Metamophosis.

[b]Beloved Spells:
level 1:Calm Animals, Delay Poison, Detect Poison, Detect Evil, Detect Snares and Pits, Enlarge Person, Entropic Shield, Faerie Fire, Protection from Evil, Speak with Animals, Summon Natures Ally I.

level 2: Bask Skin, Aid, Bull’s Strength, Charm Person, Dark Vision, Eagles Splendor, Ease Pain, Hold Animal, Owls Wisdom, Remove Addiction, Summon Natures Ally II, Zone of Truth.

level 3: Blinding Beauty, Discern Lies, Dominate Animal, Hearth's Ease, Holy Smite, Magic Vestment, Neutralise Poison, Inspired Aim, Protection from Energy, Remove Disease, Summon Natures Ally III.

level 4: Break Enchantment, Commune with Nature, Dispel Evil, Freedom of Movement, Spear of Valarian, Spell Immunity, Summon Nature’s Ally IV, Righteous Might, Treestride.

The spells know and spells per day are the same as a Emmesairy of Bachiel in the BoED. Could someone help me with the formatting of the spell tables?
Keldor69

10-19-05, 08:43 AM
Hi all, I joined the boards yesterday and originally posted this in the prestige classes forum, then saw this threadd so thought I'd post here. This PrC is designed with a character of mine in mind (although it will be a while before he can take it), obviously the existing Tempest PrC has had an influence. Hopefully it might be of some use to others of you out there. Any feedback welcome.

Mielikki’s Hunter

Hit Die: d8.

Requirements
To qualify to become one of Mielikki’s Hunters, a character must fulfil all of the following criteria.
Base Attack Bonus: +6.
Skills: Handle Animal 8 ranks, Knowledge (Nature) 8 ranks, Survival 8 ranks
Feats: Dodge, Improved Two-Weapon Fighting, Track, Two-Weapon Defence, Two-Weapon Fighting
Special: Be a follower of Mielikki and have taken part in a Wild Ride.

Class Skills
The Hunter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis) and Swim (Str).

Skill Points at Each Additional Level: 6 + Int modifier.

BAB: +1
Good saves: Ref
Medium saves: Fort, Will

Abilities
1st Wild empathy, Favoured Enemy (Malarite) +2, Mielikki’s Blessing
2nd Animal Companion, Hunter’s Defence +1
3rd Ambidexterity (-3/-1), Trackless Step
4th Mielikki’s Blessing, Hornblade Adherent
5th Favoured Enemy (Malarite) +4, Hunter’s Defence +2,
6th Ambidexterity (-2/0)
7th Mielikki’s Blessing, Hornblade Devotee
8th Hunter’s Defence +3
9th Mielikki’s Favour
10th Favoured Enemy (Malarite) +6, Mielikki’s Blessing, Hornblade Disciple

Class Features

Weapon and Armour Proficiency: A Mielikki’s Hunter is proficient with all simple and martial weapons, light armour and shields.

Favoured Enemy (Malarite) (Ex): The Mielikki’s Hunter gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against followers of Malar. Likewise, he gets a +2 bonus on weapon damage rolls against such beings. These bonuses increase to +4 at 5th level and +6 at 10th level.

Mielikki’s Blessing (Ex): Mielikki allows her Hunters to choose one of the following skills to receive a +1 divine bonus, to aid in the hunt: Hide, Listen, Move Silently, Spot or Survival. Every three levels the Mielikki’s Hunter gains the same choice, she may choose the same skill and the bonus stacks.

Animal Companion : At 2nd level a Mielikki’s Hunter gains an animal companion (if he doesn't already have one) selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf.
This ability functions like the druid ability of the same name, except that the Mielikki’s Hunter’s effective druid level is one-half his Mielikki’s Hunter level.

Hunter’s Defence (Ex): When wearing no armour or light armour and wielding two weapons the defences of the Mielikki’s Hunter increase, gaining a +1 bonus to Armour Class. This bonus improves by +1 every 3 levels.

Ambidexterity (Ex): When wearing no armour or light armour a Hunter’s ability to wield two weapons simultaneously improves, so that the he only suffers a -3 penalty when wielding a one-handed weapon in the off hand and only -1 when wielding a light weapon in the off hand. The penalty is further reduced to -2 and 0 when the Mielikki’s Hunter reaches 6th level.

Trackless Step (Ex): Starting at 3rd level, a Mielikki’s Hunter leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Hornblade Adherent: Dedicating themselves to use of the scimitar, in honour of the Hornblade wielded by Mielikki, the Hunter’s prowess increases and they gain Weapon Focus (Scimitar).

Hornblade Devotee: The Hunter’s continued dedication to emulating Mielikki enables her to wield the scimitar with ever greater skill, and make effective use of its curved blade, she gains Improved Critical (Scimitar). In addition, whilst wearing no armour or light armour only the Hunter may apply her dexterity bonus instead of her strength bonus for her attack rolls for the scimitar.

Mielikki’s Favour (Ex): The Hunter’s dedication to the way of Mielikki has gained her favour. The Hunter gains +1 to all saves and in addition the bond between the Hunter and his animal companion is strengthened. The animal companion’s intelligence raises to 6 and the two share a mental link so that they can understand one another’s thoughts – each is able to block the other out at will, but can sense if the other wishes to communicate.

Hornblade Disciple: By 10th level the Mielikki’s Hunter’s devotion to the scimitar is so great that she can inflict even greater damage with it and can apply her wisdom bonus to the damage roll as well as any strength bonus.
HVulpes

12-26-05, 09:58 AM
Here's my attempt with creating a Prestage Class. I don't know if this is balance, so input is helpful.

Finders of Finder Wyvernspur

These are the artistic priest of Finder that have devoted themselves to the powers of the arts and their transformation. They have devloped their skills to different creative skills and to skills in performance.

Those that take this Prestage Class the most often are Bards, Clerics and Bard/Clerics. Though Favored Souls and Wizards with the right Skills and Feats can take it as well.
HD:d6

Level BAB Fort Ref Will Special Spell/Day, Spell/Known
1 0 0 2 2 Bardic Music +1 level of Existing Class
2 1 0 3 3 Skills of the Artist +2 +1 level of Existing Class
3 2 1 3 3 New Domain +1 level of Existing Class
4 3 1 4 4 Bonus Feat +1 level of Existing Class
5 3 1 4 4 Skills of the Artist+4 +1 level of Existing Class
6 4 2 5 5 Stone's Light +1 level of Existing Class
7 5 2 5 5 +1 level of Existing Class
8 6 2 6 6 Skills of the Artist+6 +1 level of Existing Class
9 6 3 6 6 Bonus Feat +1 level of Existing Class
10 7 3 7 7 +1 level of Existing Class

Requirements:
Skills: Perform(Any) 2 ranks, Craft(Any Artistic) 4 ranks
Feats:Exotic Weapons Proficiency (Bastard Sword), Skill Focus(Perform (Any))
Patron:Finder Wyvernspur
Special: Must have made Pilgrimage to "The Singing Cave", in the Desertsmouth Mountains

Skills: Bluff(Cha), Concentration(Con), Craft(Int), Diplomacy(Cha), Heal(Wis), Knowledge(Arcana)(Int),Knowledge(History )(Int), Knowledge(Religion)(Int), Perform(Cha), Sleight of Hand (Dex), Spellcraft(Int), Tumble(Dex)
Skill points: 4 + Int per level

Weapon and Armour Proficiency: The character gains no new Weapon or Armour Proficiency.
Spells per Level/Spells Known: At each Finder level, the character gains new spells per day/known as if they had also gained a level in their spellcasting class they belonged to before becoming a Finder. They do not gain any other bonus (Turn undead, Bonus feats) unless stated otherwise. If the character has more than one character class that is eligibale for this, only one class gains the spells per day/known.The player must choose one.
Bardic Music:This is the same as the Class ability of the bard with one extra use per level of Finder. This stacks with the same ability in other class (Ie. Bard). A Finder with out bard levels still needs to have the needed Perform ranks to use their powers.
Skills of the Artist:At 2nd, A Finder gains a +2 bonus to skill checks of the following skills: Bluff, Craft, Perfom, Sleight of Hands and Tumble checks. This bonus increases to +4 at 5th level, and +6 at 8th level.
New Domain:At 3rd level, A Finder gains a new Domain from this list: Chaos, Charm, Renewal, Scalykind
Bonus Feat:At 4th level, a Finder gains a bonus Item Creation Feat due to their skills in creation. Common choices are Forge Rings and Craft Wonderous Item. They gain another one at 9th.
Stone's Light:At 6th level due to the symbolic link with the artifact used by Finder (The Finder's Stone), A Finder can use "Find the Path" once per day. Their caster level equals their character level.
Element Master

12-26-05, 04:59 PM
Hey all. The leader of a drow house's soldiers is referred to as the house weapon masters. Question: Could there be a PrC called "Drow Weapon Master"? If anyone knows anything, it would be much appreciated. My campaign is centering around this type of thing, and I thought that this could add a little something extra for my players.
Element Master

12-26-05, 05:00 PM
Does anyone have any ideas for something like this? If anyone knows anything, it would be much appreciated.
Jaeysonne

12-28-05, 06:35 PM
requirements:
religion 8 ranks;
alertness feat;
acess to the Luck domain;
must have Tymora as a patron deity;
must be in good standing with the Temple of Tymora, and must serve as a Luckbringer

d8 hd
class skills: same as cleric
skill points per level: 2+int mod

1st LEVEL
base attk +0 F+1 R+0 W+1
Tymora's Smile; Luck of Heroes feat;
+1 exisiting divine spellcasting lv

2nd LEVEL
bast attk +1 F +2 R+0 W+2 ----------

3rd LEVEL
base attk +2 F +2 R+1 W+2
Treasure Hunter;
+1 exisiting spellcasting level

4th LEVEL
base attk +2 F+3 R+1 W+3
Nobody's fool feat;
+1 exisitng divine spellcasting level

5th LEVEL
base attk +3 F+3 R+2 W+3
Aura of Good Luck;
+1 exisiting divine spellcasting level


Spells/Day:
+1 exisitng divine spellcasting level; this is not granted at secong level

Tymora's Smile:
1/day get +2 luck bonus on any save, can be added after DM gives success/failure result

Luck of Heroes feat:
automatically gets this feat found in the Players Guide to Faerun, regardless of region and/or prerequiste

Treasure Hunter:
+5% more treasure for each battle, at DM discrection

Nobody's Fool:
+2 sense motive. +2 spot

Aura of Good Luck:
all allies in 10' raduis get +2 luck bonus to all saves

Okay guys...tell me what you think...this is going to be submitted to my DM, so i can advance in my own prestiege class...
BurgerKing

12-28-05, 06:43 PM
I like it! Can I use it in my own FR games? I also got the Doommaster of Beshaba as a PrC somewhere... Makes the encounter more interesting.

1) Should you have a "Ability to Cast 3rd level Divine Spells." requirement somewhere?

2) I would suggest adding Bluff, Knowledge (Games of Chance) and Sleight of Hand to the list of Class skills.
Jaeysonne

12-28-05, 07:40 PM
I like it! Can I use it in my own FR games? I also got the Doommaster of Beshaba as a PrC somewhere... Makes the encounter more interesting.

1) Should you have a "Ability to Cast 3rd level Divine Spells." requirement somewhere?

2) I would suggest adding Bluff, Knowledge (Games of Chance) and Sleight of Hand to the list of Class skills.


you can totally use it Burgerking!
you got some good ideas...ill add them before i send it to my DM...if you live in los angeles, we play evry friday night...your invited...

also, i cant find your Doomaster of Beshaba PrC, could you post it...my DM will be throwing us up against a cleric of Beshaba soon, and i think your PrC will do just great for it...
Jaeysonne

12-28-05, 07:44 PM
Doommaster (Beshaba)

Hit Die: d8

Requirements
Skills: Knowledge (Arcana) 4 ranks, Knowledge (Religion) 8 ranks
Spells: Must be able to cast 3rd level divine spells
Special: Must have Beshaba as a patron, must have the Fate Domain.

BAB: Average (As Cleric)
Saves: Good Reflex and Will, poor Fort
Class Skills: Concentration, Craft, Heal, Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes), Intimidate, Listen, Profession, Spellcraft and Survival.

Skill Points: 2 + Int Modifier.

Level
1 Extra Domain, Touch of Bad Luck 1/day [+1 to divine spellcasting]
2 Tasha's Hideous Laughter 3/day [+1 to divine spellcasting]
3 [+1 to divine spellcasting]
4 Bestow Curse 1/day [+1 to divine spellcasting]
5 Touch of Bad Luck 2/day [+1 to divine spellcasting]
6 [+1 to divine spellcasting]
7 Bestow Curse 3/day [+1 to divine spellcasting]
8 [+1 to divine spellcasting]
9 Greater Curse [+1 to divine spellcasting]
10 Touch of Bad Luck 3/day [+1 to divine spellcasting]

Class Features:

Spells: Doommasters add all their levels to a single previous divine spellcasting class to determine effective spellcasting levels.

Extra Domain: Gains an additional domain, chosen from your deity’s list of domains, as a bonus domain. For clerics, this simply means an additional domain spell choice and additional domain power, but no increase in domain slots.

For spontaneous casters, you gain the use of the additional domain’s power as a cleric equal to your doommaker levels and gain the spells from the additional domain as bonus spells known.

For other preparatory casters (other than clerics), you gain the use of the additional domain power as a cleric equal to your doommaker level and gain a ‘+1’ domain slot per spell level to be prepared with your bonus domain spells in your ‘Spells per day’ list.

Touch of Bad Luck (Su.): 1/day as a standard action, a doommaster can force a target to suffer a –2 penalty to attack rolls, saving throws, damage rolls, caster level checks or skill checks, choose one effect. The target gets a Will Save (DC 12 + doommaster’s levels) to negate this effect. If the target failed his or her saving throw, the doommaster gains a +2 profane bonus to the same effect. This ability can be used 2/day at 5th level and 3/day at 10th level.

Bestow Curse (Sp.): Gains the ability to use Bestow Curse as a spell-like ability 1/day. Caster level is equal to doommaster levels. DC is 13 + Cha modifier. Can be used 3/day at 7th level.

Greater Curse (Su.): Whenever the Bestow Curse spell-like ability (not the spell) is used, use the following table (choose one):


-10 decrease to one ability score (minimum 1).
-8 Penalty on attack rolls, saves, ability checks and skill checks
Each turn, target has a 25% chance to act normally, otherwise it takes no action.

Tasha’s Hideous Laughter (Sp.): Gains the ability to use Tasha’s Hideous Laughter as a spell-like ability 3/day. Caster level is equal to doommaster levels. DC is 11 + Cha modifer.

I like it...it should be an awesome encounter...
BurgerKing

12-28-05, 08:04 PM
Jason thanks for the invite! But i live in Singapore (way at the other side of the real world.) Hope you like my Doommaster! (or at least your DM.)
Naked Elf Girl

01-02-06, 01:17 AM
any body know where green elven vampire has been? I was hoping to see some new elven or dwarven prcs soon.
Bilar

01-06-06, 09:50 PM
This is just a PrC my DM is using in his campaign, give the Telflammar Shadowlords some competition... ... ...

The Nigh'Shade Ninjas
Generations ago, a Strongheart clan of Shadowdancers ventured out of Luirien. Their many travels eventually brought them to the lands of the Unapproachable East. Members of the clan began to hire themselves out as bodyguards to the various caravans heading to and from Kara-Tur; hidden amongst the cargo these Hin served as perfect traps waiting for caravan raiders. During the downtime spent in the Shou lands, these Hin took in the Kara-Turan flavor, especially the ways of the ninja, which blended well with their shadowdancing arts. Over time the Hin clan grew quite prosperous with their guard jobs using their Shou-fused stylings. However, such success drew the attention of the Telflammar Shadowlords. After failed attempts to bring in the Hin clan, the Shadowlords went for an extermination plan. Since then, the Nigh'shades and Shadowlords have been at odds, with the Hin getting the short end of the stick for now.

Requirements
Alignment: Any Neutral
Feats: Blind-Fight, Dodge, Improved Inititave, Mobility
Skills: Balance 5 ranks, Bluff 5 ranks, Hide 8 Ranks, Jump 8 Ranks, Move Silently 8 Ranks, Tumbling 8 Ranks
Special: Evasion Class Feature; must train with Hin Clan Kinobren (at DM's discretion allow only halflings)

Hit Dice: d6

Base Attack Bonus Progression: Average
Base Saving Throw Progression: Reflex Good, Fortitude/Will Poor

Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Survival (Wis), Tumble (Dex), Use Magic Device (Cha) Skill Points/Lvl: 8 + Int Mod

Weapons and Armor: Proficient with all Simple Weapons, Ninja-to, and Shuriken. Not proficient with any armor or shields. In addition, at level 1, may choose Exotic Weapon Proficiency with one of the following: blowgun, claw bracer, fukimi-bari (mouth darts), hand crossbow, kusari-gama, nekode, spiked chain, warfan; or, instead of an exotic weapon, she may choose either Improved Unarmed Strike or Throw Anything.

Class Features:
Fast Movement (Ex): gain enhancement bonus to speed. Cannot use when wearing any armor.
Sneak Attack: as under Rogue entry in Player's Handbook
Improved Iterative Attack (Ex): as Monk's flurry of blows, but with only one weapon. Treat ninja lvl as monk lvl to determine penalties. If player has lvls in monk and chooses unarmed strike or any monk special weapons for Improved Iterative Attack, lvls stack. Can't use while wearing armor.
Ninja Dodge (Ex): Starting at 2nd lvl and every other lvl thereafter, gain +1 dodge bonus. May assign to one opponent, or divide up among several opponents. For example, a lvl 6 Nigh'Shade Ninja has a +3 dodge bonus from Ninja Dodge. The ninja may assign this dodge bonus to 1 opponent, or a +2 and +1 to 2 opponents, or +1 to 3 opponents. Cannot use while wearing armor.
Shadow Jump (Su): As Shadowdancer ability in Dungeon Master's Guide.
Uncanny Perception (Ex): At lvl 3, ninja gains Blindsense out to a radius of 30'. At lvl 9, ninja gains Blindsight to radius of 15'.
Speed of Thought: Get Intelligence Modifier as bonus to initiative
Catfall (Su): Ninja treats falling damage equal to 10 x ninja lvl as nonlethal. Example, lvl 3 ninja treats first 30' of fall damage as nonlethal. Cannot use while wearing armor.
Bounding Shadows (Su): +10 competence bonus to Jump and Tumble. Increases to +20 at lvl 7. Cannot use while wearing armor.
Displacement (Sp): 1 + Cha Modifier (min of 1) use Displacement as standard. Spellcaster lvl = ninja lvl.
Fleeting Shadows (Su): No penalty on Hide/Move Silently checks when moving norm speed. Only -10 when running (still -20 when attacking/charging). No penalty for tumbling at norm speed. Cannot use while wearing armor.
Great Leap (Su): All jumps treated as with Run feat and running. Cannot use while wearing armor.
Improved Diversion (Ex): As feat
Improved Evasion (Ex): As under Rogue entry in PHB.

Level 1: Fast Movement +10, Improved Iterative Attack, Sneak Attack +1d6
Level 2: Ninja Dodge +1, Shadow Jump 20', Uncanny Perception
Level 3: Bounding Shadows, Catfall, Speed of Thought
Level 4: Displacement, Fast Movement +20, Ninja Dodge +2, Sneak Attack +2d6
Level 5: Fleeting Shadows, Great Leap
Level 6: Ninja Dodge +3, Shadow Jump 40'
Level 7: Bounding Shadows, Sneak Attack +3d6
Level 8: Improved Diversion, Ninja Dodge +4
Level 9: Imrproved Evasion, Uncanny Perception
Level 10: Fast Movement +30, Ninja Dodge +5, Shadow Jump 80', Sneak Attack +4d6

Any comments/critiques and wotnot greatly appreciated. Really just wanted to put something up here that's not for elves or dwarves (especially elves :P)
Mad Mage

01-09-06, 10:30 PM
Here's something I came up with late last year. It's sort-of based off the Shapeshifter druid kit that was used in the PC game "Baldur's Gate 2"

Gaia Shifter

This prestige class is for devout nature worshippers who give into studies of shape-changing and lycanthropy, which they voluntarily inflict themselves with and focus on this instead of the normal druidic shapechanging powers. However, through their strong attunement to the world of nature, they are able to bend their lycanthropic tendencies completely to their will. Gaia Shifters rarely (almost never) wear armor, due to their tendency to change into their lycanthropic form. Since this prestige class calls for the wild shape feature, Gaia Shifters are exclusively druids.

Requirements:
Alignment: Any Neutral
Skills: Knowledge (Arcana) +4, Knowledge (Nature) +7, Survival +7
Spellcasting: Must be able to cast 3rd-level druid spells.
Special: Must have the wild shape class feature, and be a willingly afflicted lycanthrope.

Hit Dice: d8
Class Skills: Concentration, Control Shape, Knowledge (Arcana), Knowledge (Nature), Survival
Weapons and Proficiency: The Gaia Shifter does not gain any proficiency with weapons or armor.
Spellcasting: Gaia Shifters continue gaining spellcasting levels from their druid class as if they had just gained a level as a druid.

Lvl BaB: Fort Ref Will Bonus Spec. Abiltity
1st +0 +2 +0 +2 Natural Change
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3 Enhanced Lycanthropy
4th +3 +4 +1 +4
5th +3 +4 +1 +4
6th +4 +5 +2 +5 Enhanced Lycanthropy
7th +5 +5 +2 +5
8th +6 +6 +2 +6
9th +6 +6 +3 +6 Enhanced Lycanthropy
10th +7 +7 +3 +7


Class abilities:
Natural Change (Su): Starting at 1st level, a Gaia Shifter's savage mind is mediated by the power of nature. The Gaia Shifter retains their official alignment before they became a lycanthrope. In addition, the Gaia Shifter sacrifices their Wild Shape to enhance their lycanthropic features.

Enhanced Lycanthropy (Su): Starting at level 3 and every 3 levels after that, the Gaia Shifter's lycanthropic form is infused with more strength from the powers of nature. The Gaia Shifter gains an additional animal HD.

I was told this sounded balanced, but what do you all say?
iceraven8

01-10-06, 10:27 AM
I love to play as lycans but after playing awhile I have decided that its just not enough so I had made a PrC called Greater Lycanthrope I will be posting it soon and just wanted to know if anyone else likes the idea before I get it posted
iceraven8

01-16-06, 01:38 PM
Requirements-
race- any lycanthrope
skills- control 8 ranks (afflicted only), Intimidate 4 ranks, Jump 4 ranks, knowledge nature 4 ranks, survival six ranks
feats-power attack, cleave, improved natural weapon
BAB- +6

hit die d8

class skills- climb, concentration, hide, intimidate, jump, knowledge nature, listen, move silently, spot, survival, swim

skill points per level= 4 = Int modifier

1- 1,2,2,0-greater curse of Lycanthropy, wild items
2- 2,3,3,0-wild empathy, speak hybrid form
3- 3,3,3,1-improved hybrid form, weapon focus
4- 3,4,4,1-improved damage reduction (+5/silver)
5- 4,4,4,1-faster change, improved critical
6- 5,5,5,2-darkvision (60ft.)
7- 5,6,5,2-weapon speclication
8- 6,6,6,2-quick change
9- 6,7,6,3-improved damage reduction (+5/magic and silver)
10- 7,8,7,4-frightful attack

greater curse of Lycanthropy- add your greater lycan class level to dc save for curse of lycanthropy.
wild items-can use wild items as a druid.
wild empathy- you can add your greater lycan level to any handle animal check when dealing with animals of your lycanthropy, this effect stacks with other abilities of the same name.
speak hybrid form-you can speak any of your known languges in your hybrid form.
Improved hybrid form-you can use all special attacks of your animal form in hybrid form.
weapon focus-you gain the feat weapon focus for the attack chossen in impoved natural attack.
imporced damage reduction-your damage reduction improves by +5 at 4 level, again at 9 level your damage reduction imporves by another +5 and at 9 level your damage reduction can be overcome by magic silvered weapons.
faster change-gains the feat fast change
improved critical-gains the feat improved critical in the attack chossen for improved natural attack.
Darkvision-gain darkvision 60 ft.
weapon speclication-gains the feat weapon speclication for the attack chossen in improved natural attack.
quick change-gains the feat quick change.
frightful attacks-gains unsettling presence in animal or hybrid form. When he attacks or charges, all oppenents within 30 ft. who wittness his attack become shaken for 2d4 rounds. This only effects oppenents with fewer hit dice, to avoid effects will save of 30, if save is made oppent is not effected by this action for 5 rounds
Naked Elf Girl

01-19-06, 02:10 AM
wow those are both super cool. nice work.
Ramar Aulinvox

01-19-06, 10:16 PM
Here is my Crusader of Duerra prestige class.

Crusader of Duerra

The Crusaders of Duerra are a special military/"holy" order that has been charged with persuing Deep Duerra's plans of conquest. They are fanatically loyal to the Queen of the Invisible Art, which is only matched by their deep hatred of mind flayers. The crusaders are duergar from the underdark city of Dunspeirrin (where Deep Duerra appeared during the Avatar Crisis).

The history of the crusaders is not long considering the first crusader appeared during the Avatar Crisis. After Deep Duerra declared a crusade of conquest, the Crusaders came about as the elite bringers of the Axe Princess of Conquest's plan.

Most crusaders are cleric/psions. There have been blackguard/psychic warriors, blackguard/psions, ranger/psions, ranger/psychic warriors, and cleric/psychic warriors. Wilders are not present due to the tendency of disciplined learning of the art that normally accompanies duergar psionic training; however, a wilder with divine casting abilities could become a crusader.

Requirements:
Patron: Deep Duerra
Alignment: LE or LN
Base Attack Bonus: +4
Skills: Know (Psionics) 8 ranks, Know (Religion) 8 ranks
Spells: Cast 2L divine spells
Psionics: Manifest 2L powers
Feats: Psicrystal Affinity, Weapon Focus (Battle Axe)
Domains*: War
*if the Crusader has access to domains, then one of them must be war.

Level BAB F R W Special Spells/Powers
1 0 0 0 2 Embedded Psicrystal +1 divine casting class/+1 manifester class
2 1 0 0 3 Channel Power 1/day +1 divine casting class/+1 manifester class
3 2 1 1 3 +1 divine casting class/+1 manifester class
4 3 1 1 4 Channel Div. Spell 1/day +1 divine casting class/+1 manifester class
5 3 1 1 4 +1 divine casting class/+1 manifester class
6 4 2 2 5 Channel Power 2/day +1 divine casting class/+1 manifester class
7 5 2 2 5 +1 divine casting class/+1 manifester class
8 6 2 2 6 Channel Div. Spell 2/day +1 divine casting class/+1 manifester class
9 6 3 3 6 +1 divine casting class/+1 manifester class
10 7 3 3 7 Channel Power 3/day +1 divine casting class/+1 manifester class

HD: 1d6
Skills (2 + Int. Mod. per level): Autohypnosis, Concentration, Craft, Handle Animal, Know (Psionics), Know (Religion), Know (War), Psicraft, Ride, & Spellcraft

Weapon & Armor Prof: none gained.

Spells per day/Powers Known: when a new crusader level is attained, the character gains new spells per day as if he had also attained a level in any one divine spell-casting class s/he belonged to before he added the prestige class. S/he gains additional power points per day and access to new powers as if s/he had also gained a level in any one manifesting class s/he belonged to previously. S/he does not, however, gain any other benefit a character of either class would have gained (bonus metapsionic feats, enhanced turning, wild empathy, smite good, etc.). This essentially means that s/he adds the level of crusader to the level of whatever other divine spellcasting class and manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and manifester level accordingly. However, the crusader adds his/her crusader level to his/her other psionic class levels to determine the abilities of his/her psicrystal.

Embedded Psicrystal: at 1st level, the Crusader learns to embed his/her psicrystal into a battle axe of at least master work quality. Embedding or removing a psicrystal is a full-round action requiring an expendenture of power points equal to the Crusader's manifester level. While embedded, this "psi-axe" loses the psicrystal abilities of self-propulsion and flight; however, the psi-axe acts as a holy symbol and divine focus for the crusader's spells. The crusader retains any other benefits that the psicrystal gives. If the psicrystal possesses the telepathic speech ability, the crusader may command the psicrystal to leave the axe as a full-round action so long as it is within range. The "psi-axe" is the only weapon that the crusader may channel powers and spells into.

Channel Power: at 2nd level, the crusader gains the ability to channel a power s/he can manifest into his/her "psi-axe." Using this ability requires a move action, and the crusader uses up the power points (including any used to augment the power) just as if s/he had manifested the power. The channeled power affects the next target that the crusader successfully attacks with his/her "psi-axe" (saving throws and power resistance still apply). Even if the power normally affects an area or is a ray, it affects only the target. The power is discharged from the weapon, which can then hold another power or spell. Powers channeled into a weapon are lost if not used in 8 hours or if the psicrystal is detatched from the charged axe.

Channel Divine Spell: at 4th level, the crusader gains the ability to channel a spell s/he can cast into his/her "psi-axe." Using this ability requires a move action, and the crusader uses up the spell just as if s/he had cast it. The channeled spell affects the next target that the crusader successfully attacks with his/her "psi-axe" (saving throws and spell resistance still apply). Even if the spell normally affects an area or is a ray, it affects only the target. The spell is discharged from the weapon, which can then hold another power or spell. Spells channeled into a weapon are lost if not used in 8 hours or if the psicrystal is detatched from the charged axe.

(the channel divine spell and channel power discriptions were adapted from Complete Warrior. the spells per day/powers known discription was adapted slightly from the Expanded Psionics Handbook. The class and progression were inspired by the Arcane Hierophant class in Races of the Wild.)
Draka

01-20-06, 07:34 AM
Have anyone seen somethig like a soul binder or lich hunter???? :confused:
Jhazeel

02-01-06, 01:46 PM
What I would like to present here is a Prestige Class idea. This actually was developed with the help of some of my players and we play tested it to good effect. The Onyx Scorpion presented here allows for flexibility in that it allows the drow character to follow three distinct paths. Once a path is chosen at second level as discribed under the divergence feature, the drow cannot change paths. This helps to eliminate unbalanced characters. This prestige class keeps the power in the hands of the DM because the PC is not allowed to advance in this class unless the DM allows it. It is best that the class starts to be taken at higher levels, anywhere above 10th level. Please take a look and enjoy this colorful addition to any game.

note: this is a organization of a group of drow thieves and merchants called the "Harvesters". You will need to develope your own guild if you like but can use this idea. Enjoy!

Onyx Scorpion

The Onyx Scorpions are an elite drow exclusive organization that works solely for the advancement of the Harvesters. About 15% of the drow that work for the Harvesters belong to the Onyx Scorpions. When the drow is inducted into the Onyx Scorpions their status within the guild is increased immensely. Wherever they are located the only people they fall under are the guild master and any senior members of the Onyx Scorpions that are present at that location.

To request the presence of an Onyx Scorpions you have to get in contact with the Trinity. This is the ruling body of the Onyx Scorpions. The request has to be made by the guild master or his second in command. The regional directors and the Leader of the Harvesters do not have to make requests; they only have to ask if the resources requested are available. Once a request is approved the members of the society are sent to the location and report directly to the guild master to carry out his/her orders.


The main functions of the Onyx Scorpions are as follows.

1. Internal Affairs- They can be sent to any location that has any connection to the guild to investigate any type of suspicious activity from within its own ranks. In these situations if the guild master is not suspected they fall under him and can do anything he needs to do to further his investigation with the advised cooperation of the guild master. If the guild master is a suspect, they are sent in and have complete power over everything in the area until there investigation is complete and they usually make the correct leadership changes then leave once everything is re-established.
2. Bolster Manpower- If members of the Onyx Scorpions are sent in under this circumstance it is to provide offensive or defensive support for the extent of the guild war in the area. They usually take command of the existing resources and call in most of their own to swing the favor of the war their way.
3. Hunting/Assassination- if the guild master calls them into an area for this purpose their goal is simple. He gives them a target or group of targets and they eliminate them by whatever means dictated by them from the guild.
4. Research/Acquisition- they are usually given this mission from the Council themselves. They given a mission the entails the research of a item or set of items and determine there worth to the guild. If the Council determines that the item or items are valuable they will send the Onyx Scorpions in to retrieve the items. Another way this mission can be given is if a guild master has uncovered something of worth, then they can request the Onyx Scorpion’s help if the Council thinks it may be needed.

Resources.

The Onyx Scorpions have access to the greatest assets of the harvesters. Anything that they will need to perform their duties, from money to mundane items will be provided. For anything exotic or any major enchantments that are needed they will have to be approved by the Council. Most of the time the person will have to rely on his own person equipment that he has earned throughout his career. When sent on missions the member is allowed to keep part of any treasure he was sent after. The council chooses what he is allowed to choose from. He is also rewarded from time to time for the completing goals and secondary assignment while on mission. Onyx Scorpions are usually provided with opulent room and board wherever they go because of their status within the guild. Any member that abuses this is severely punished by both the Council and the Guild Master of the area that he is in. Monetary Wealth is accumulated after each mission, plus an annual bonus depending on performance.

Structure

The Onyx Scorpions have a rigorous rank structure that is strictly enforced. They know that discipline and training are what make them so successful. It is not easy to be promoted in rank; an Onyx Scorpion is tested constantly to see how well they do in the situations that each would encounter in the higher echelons on the Onyx Scorpions. The structure is setup as follows. (See Attachment). To move up from the lower ranks (neonate-shade lord), all drow are given a quest, which the difficulty increases w/ each rank. Once completed, they are presented to the Trinity and are given their next title. Once an Onyx Scorpion reaches the rank of Shade Lord they have reached the highest rank that most of the drow ever will attain. To move beyond this to the ranks of Knife, Venom, or Shadow Master they have to be personally chosen by the Trinity to compete in a series tournaments that span a 3 years (One for each of the Trinity.) At the end of the Tournaments the winners are chosen, and the Scorpion Prince promotes them. Once they attain this rank they will remain here until either their death or advancement into the Trinity. Upon entering into the Trinity they are considered one of the most powerful members of the guild. There are very few drow who can hope to attain this position. The members of the Trinity also serve for life or until their advancement into the rank of Prince. The Prince is the only person the Trinity talks to, he/she is also the champion of the Onyx Scorpions. If something ever comes up to where he has to be called out, that means that it is an extremely serious problem that threatens not only the guild but also the existence of the drow way of life, he/she is also the only person that knows the personal identity of the Scorpion Lord and is the only person aloud to speak to him. This is also a position held for life or until the death of the Lord. The Scorpion Lord is by far the most powerful drow in all of the Harvesters minus the Harvester King. He has complete power over the whole organization and his directives are followed unquestionably. There is nothing this dorw can’t do himself or have the means to do.

His position is held for life and even unlife, if the Scorpion Lord still shows competence beyond life he remains in his title. The current Scorpion Lord is one of the first drow to reach the surface after the banishing and is a demi-lich of immeasurable terrible power.

The ranks are in accordance to levels listed here:

LVL 1 (Neonate)
LVL 2 (Journeyman)
LVL 3 (Disciple)
LVL 4 (Lord)
LVL 5 (Shade Lord)

Then you would have your 3 masters, Knife, Venom, and Shadow. There are only three and they comprise the trinity. Next after them would be the Prince or the Princess. Last but not least you have the Scorpion Lord/King.

Note: I can't figure out how to put my nifty little table in. It is a *.bmp file. Anyhelp? Thanks.

Onyx Scorpions
Hit Die: d8

Requirements

To become an Onyx Scorpion, a character must fulfill the following requirements:
Alignment: Any Evil
Skills:
Feats: Daylight Adaptation
Special: The character must be selected by a member of the Onyx Scorpions to join. Character must be drow.

Class Skills

The Onyx Scorpions class skills (and the key ability modifier for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Wis), Swim (Dex).

Skill Points at Each Level: 4 + Int modifier

Table 1-1: The Onyx Scorpion
Lvl BAB Fort Ref Will Special
1 +1 +2 +0 +0 Tattoo, Sense Onyx Scorpion
2 +1 +3 +0 +0 Resist Poison, Divergence
3 +2 +3 +1 +1 Scattered Soul, Divergence
4 +3 +4 +1 +1 Poison Immunity, Divergence
5 +3 +4 +1 +1 Tattoo Familiar, Divergence

1st Level (Neonate)

Tattoo: At 1st level, the Onyx Scorpion is inducted into the order. The Onyx Scorpion is branded with a magical tattoo of a scorpion. Scorpions, regardless of size or type, will not willingly attack the Onyx Scorpion as long as there is no threat to the scorpion from the Onyx Scorpion, no save allowed. If a potential threat exists (i.e. weapons drawn, aggressive movements towards the scorpion), then the scorpion must make a Will save (DC equal to Onyx Scorpions HD). If it passes the save, then it perceives the Onyx Scorpion as a threat and can attack, even if no threat is intended. If there are obvious threats towards the scorpion from the Onyx Scorpion (such as aiming spells, effects, ranged weapons, etc), then no save is necessary and the scorpion acts as normal. If the scorpion is under the control of another creature, then the scorpion must make a Will save (DC equal to Onyx Scorpions HD) every round it decides to attack the Onyx Scorpion. If it fails the save, the scorpion loses it’s actions for that round. If it passes the save, then it may act as intended for that round.

Sense Onyx Scorpion: Since all Onyx Scorpions are joined to each other, the Onyx Scorpions can sense the basic location of all other Onyx Scorpions within a radius of their HD in miles. Onyx Scorpions can pinpoint the location of another Onyx Scorpion to 100 feet if they are within one mile of each other.

2nd Level (Journeyman)

Resist Poison: Upon reaching 2nd level, the Onyx Scorpion body is more resistant to poison. Against all natural poison saves, the Onyx Scorpion adds ½ their HD total to the save.

Divergence: Before an Onyx Scorpion may progress any further they must decide which path they will follow. There are three distinct pathways, each focusing on a different aspect of the Onyx Scorpions. Once chosen, the Onyx Scorpion must follow that path, unable to choose a different path at future levels. The Onyx Scorpion may choose two abilities from the list, though each ability (in bold) may only be chosen once at each level. The three paths and the associated abilities they may choose from are as follows:

Path of Blades

Aimed towards those that choose force over magic or thievery, the Path of Blades is best chosen by fighting classes. If the Path of Blades is chosen, then the Base Attack Bonus changes from the above table to a Base Attack Bonus (Good). The abilities the Path of Blades are as follows:

Bonus Feat: The Onyx Scorpion gets a combat-oriented bonus feat. These feats must be drawn from the feats noted as fighter bonus feats (PHB pg 90, Table 5-1). The Onyx Scorpion must still meet all prerequisites for a bonus feat, including ability scores and base attack bonus minimums.

Damage Reduction: The Onyx Scorpion gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the Onyx Scorpion takes each time he is dealt damage from a weapon or natural attack. Damage reduction can reduce the damage from an attack to 0, but not below 0. This damage reduction does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, or other feats.

Uncanny Dodge: The Onyx Scorpion gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even when he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).

Favored Enemy (Ex): An Onyx Scorpion may select a type of creature from among those given on Table: Onyx Scorpion Favored Enemies. The Onyx Scorpion gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
Each time Favored Enemy is chosen, pick an additional favored enemy from those given on the table. In addition the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the Onyx Scorpion chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the Onyx Scorpion’s bonuses do not stack; he simply uses whichever bonus is higher.

Table 1-2: Onyx Scorpion Favored Enemies
Type (Subtype)
Type (Subtype)
Aberration
Giant
Magical beast
Monstrous humanoid
Ooze
Outsider (chaotic)
Outsider (evil)
Outsider (good)
Outsider (lawful)
Outsider (native)
Humanoid (reptilian)
Humanoid (dwarf)
Humanoid (elf)
Humanoid (goblinoid)
Humanoid (gnoll)
Humanoid (gnome)
Humanoid (halfling)
Humanoid (human)
Humanoid (orc)
Undead

Path of Poison

The Path of Poison is often chosen by those that sneak around in the darkness, picking stealth and quick, lethal strikes over frontal confrontations. If Path of Poison is chosen, then the Base Save for Reflex saves changes from Poor to Good. The following skills are considered additional class skills for the Path of Poison:

The abilities for the Path of Poison are as follows:

Bonus Feat: Any General Feat

Sneak Attack: If the Onyx Scorpion can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The Onyx Scorpion’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Onyx Scorpion flanks her target. This extra damage is and additional 1d6 and it increases by 1d6 every time this ability is chosen thereafter. Should the Onyx Scorpion score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A Onyx Scorpion can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Onyx Scorpion must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Onyx Scorpion cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Special Abilities: An Onyx Scorpion may choose a special ability of her choice from among the following options.

Crippling Strike (Ex): An Onyx Scorpion with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex): The Onyx Scorpion can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the Onyx Scorpion must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Onyx Scorpion’s evasion ability does not apply to the defensive roll.

Evasion (Ex): The Onyx Scorpion can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Onyx Scorpion is wearing light armor or no armor. A helpless Onyx Scorpion does not gain the benefit of evasion.

Opportunist (Ex): Once per round, the Onyx Scorpion can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Onyx Scorpion’s attack of opportunity for that round. Even an Onyx Scorpion with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The Onyx Scorpion becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. An Onyx Scorpion may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Poison Mastery: The Onyx Scorpion may choose to pick up the following feat. This feat is a prerequisite for all other Poison Mastery feats that can be chosen at future levels.

Poison Use: You never risk accidentally poisoning yourself when applying poison to a blade or using it in combat.

Death Attack: If the Onyx Scorpion studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Onyx Scorpion’s choice). While studying the victim, the Onyx Scorpion can undertake other actions so long as his attention stays focused on the target and the target does not detect the Onyx Scorpion or recognize the Onyx Scorpion as an enemy. If the victim of such an attack fails her Fortitude saving throw (DC 10 + the Onyx Scorpion’s class level + the Onyx Scorpion’s Intelligence modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim’s mind and body become enervated, rendering her completely helpless and unable to act for 1d6 rounds plus 1 round per level of the Onyx Scorpion. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Onyx Scorpion has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the Onyx Scorpion does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. This ability may be taken up to three times. The second time this ability is taken, the DC for the Onyx Scorpion’s death attack is revised (DC10 + ½ damage dealt on the death attack). If this ability is taken a third time, the DC is changed once again (DC 10 + damage dealt on the death attack). The base DC of the death attack may not be more than 10 + Onyx Scorpion’s HD. Other skills or feats may adjust this number to higher than this maximum.

Path of the Occult

Practitioners of either arcane or divine magics, those that follow the Path of the Occult wield their power in the Onyx Scorpion’s missions. If the Path of the Occult is chosen, the base saves for Will go from Poor to Good. The following skills are considered additional class skills for the Path of the Occult:

The abilities for the Path of the Occult are as follows:

Spells per Day: When this ability is chosen, the Onyx Scorpion gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before choosing the ability. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an Onyx Scorpion, he must decide to which class he adds the new level for purposes of determining spells per day.

Bonus Metamagic Feat: An Onyx Scorpion may choose any metamagic feat.

Higher Lore: An Onyx Scorpion gains the opportunity to select a special ability from among those described below:

Mastery of Shaping (Su): The Onyx Scorpion can alter area and effect spells, spell-like abilities or effects that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability can be used on ongoing effects that the Onyx Scorpion has going, changing the shape and affecting areas once per round as a free action.

Spell-Like Ability (Su): An Onyx Scorpion who selects this type of Higher Lore can use one of his spell slots to permanently prepare one of his spells as a spell-like ability that can be used twice per day. The Onyx Scorpion does not use any components when casting the spell, although a spell that costs XP to cast still does so and a spell with a costly material component instead costs him 10 times that amount in XP.
The spell-like ability normally uses a spell slot of the spell’s level, although the Onyx Scorpion can choose to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level.
The Onyx Scorpion may use an available higher-level spell slot in order to use the spell-like ability more often. Using a slot three levels higher than the chosen spell allows him to use the spell-like ability four times per day, and a slot six levels higher lets him use it six times per day.
If spell-like ability is selected more than one time as a Higher Lore choice, this ability can apply to the same spell chosen the first time (increasing the number of times per day it can be used) or to a different spell.

Spell Power (Su): This ability increases the Onyx Scorpion’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only.

Faith Healing (Su): A Onyx Scorpion can use healing spells to their maximum effect on creatures of the same alignment as the Onyx Scorpion (including the Onyx Scorpion himself). Any spell with the healing descriptor cast on such creatures works as if under the effects of a Maximize Spell feat (without using a higher-level spell slot).

Power of Nature (Su): Available only to Onyx Scorpion with druid levels, this ability allows a Onyx Scorpion to temporarily transfer one or more of his druid Class Features to a willing creature. The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the Onyx Scorpion cannot use the transferred power. He can transfer any of his druid powers except spellcasting and the ability to have an animal companion.
The druid’s wild shape ability can be partially or completely transferred. The Onyx Scorpion chooses how many uses of wild shape per day to give to transfer and retains the rest of the uses for himself. If the Onyx Scorpion can assume the form of Tiny or Huge animals, the recipient can as well.
As with the imbue with spell ability spell, the Onyx Scorpion remains responsible to his deity for any use to which the recipient puts the transferred abilities.

3rd Level (Disciple)

Scattered Soul: The Onyx Scorpion is now at ease with his separation of body and soul, as his body has come to terms with missing a part of his soul. Because of this, he is more resistant to death effects, energy drain, and ability damage. Against all affects that cause the Onyx Scorpion to save versus death, energy drain or ability damage the Onyx Scorpion gains a +2 bonus against that spell or affect.

Divergence: The Onyx Scorpion may choose two abilities from the below list of his chosen path, as well as from the list of preceding abilities available to his path.

Path of Blades

Improved Coup de Grace: The Onyx Scorpion can dispatch fallen foes more quickly. The character may use a melee weapon to deliver a coup de grace attack as a standard action.

Increased Multiplier: This ability increases the multiplier of the selected weapon by +1. For example, the longsword has a critical multiplier of x2. Using this ability, you can increase the multiplier to x3 (2+1=3). You must declare the use of this ability before you roll damage for the weapon. Picking this ability more than once can be used to either select another weapon.

Improved Uncanny Dodge (Ex): The Onyx Scorpion can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the Onyx Scorpion. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.


Path of Poison

Hide in Plain Sight (Su): An Onyx Scorpion can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an Onyx Scorpion can hide himself from view in the open without having anything to actually hide behind.
He cannot, however, hide in his own shadow.

Special Abilities: An Onyx Scorpion may choose a special ability of her choice from among the following options, in addition to the abilities from the previous level.

Improved Evasion (Ex): This ability works like evasion, except that while the Onyx Scorpion still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Onyx Scorpion does not gain the benefit of improved evasion. This ability can only be chosen if the Onyx Scorpion already has evasion as a class feature.

Slippery Mind (Ex): This ability represents the Onyx Scorpion’s ability to wriggle free from magical effects that would otherwise control or compel her. If an Onyx Scorpion with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Poison Mastery: The Onyx Scorpion may pick from the following poison feats. He must have Poison Use for the following feats:

Extend Poison: The Onyx Scorpion may choose to delay the initial onset time by up to one hour. This has no effect on the secondary damage, which still occurs one minute after application. The Onyx Scorpion may alter existing poisons and set the time, or set the time during initial creation.

Empower Poison: All variable and numeric effects are increased by one half. An empowered poison deals half again as much initial and secondary damage. Non-variable effects, such as blindness or deafness are not affected. The Onyx Scorpion may alter existing potions or empower poisons during creation.

Poison Focus: Add +2 to the DC for all saving throws against poisons of your preferred type (Ingested, Inhaled, Contact, and Injury). You can gain this feat multiple times, each time applying it to a different type.

Path of the Occult

Ignore Spell Failure (Ex): The Onyx Scorpion ignores up to 10% arcane spell failure chance associated with using armor. For instance, a character with scalemail and a small shield normally has a spell failure chance of 30%, but this drops to only 20%. This ability can be chosen more than once and stacks.

Higher Lore: An Onyx Scorpion gains the opportunity to select a special ability from among those described below, in addition to previous Higher Lore abilities:

Arcane/Divine Reach (Su): The Onyx Scorpion can use spells with a range of touch on a target up to 30 feet away. The Onyx Scorpion must make a ranged touch attack. Arcane/Divine Reach can be selected a second time as a special ability, in which case the range increases to 60 feet.

Mastery of Elements (Su): The Onyx Scorpion can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting.

Mastery of Energy (Su): Available only to an Onyx Scorpion with cleric levels, this ability allows an Onyx Scorpion to channel positive or negative energy much more effectively, increasing his ability to affect undead. Add a +4 bonus to the Onyx Scorpion’s turning checks and turning damage rolls. This ability only affects undead, even if the Onyx Scorpion can turn other creatures, such as with a granted power of a domain.

4th Level (Lord)

Poison Immunity (Su): As the magic that courses through the Onyx Scorpion’s body their blood slowly becomes more toxic. This magic makes Onyx Scorpions immune to all natural poison.

Divergence: The Onyx Scorpion may choose two abilities from the below list of his chosen path, as well as from the list of preceding abilities available to his path.

Path of Blades

Epic Bonus Feat: The Onyx Scorpion may choose from the following list of epic bonus feats. All prerequisites must still be met, as well as the character must have an ECL of 21 or higher. The epic feats available are: Armor Skin, Bane of Enemies, Blinding Speed, Combat Archery, Damage Reduction, Death of Enemies, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Favored Enemy, Improved Ki Strike, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Keen Strike, Legendary Climber, Legendary Commander, Legendary Rider, Legendary Tracker, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Health, Perfect Two-weapon Fighting, Reflect Arrows, Self-concealment, Spell-casting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-weapon Rend, Uncanny Accuracy.

Improved Reaction: An Onyx Scorpion gains +2 to initiative rolls. This ability stacks with the Improved Initiative feat.

Superior Iron Will: The Onyx Scorpion gains an addition +2 to Will saves. This ability stacks with the Iron Will feat.

Path of Poison

Epic Bonus Feat: The Onyx Scorpion may choose from the following list of epic bonus feats. All prerequisites must still be met, as well as the character must have an ECL of 21 or higher. The epic feats available are: Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Improved Combat Reflexes Improved Death Attack, Improved Sneak Attack, Legendary Climber, Legendary Tracker, Lingering Damage, Self Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Trap Sense, Uncanny Accruracy.

Poison Mastery: The Onyx Scorpion may pick from the following poison feats. He must have Poison Use for the following feats:

Maximize Poison: All poison made by the Onyx Scorpion does maximum damage on a failed save. This effect works for the secondary damage one minute later as well. The Onyx Scorpion may alter existing poisons or during initial creation.

Quicken Poison: All poisons made or altered by the Onyx Scorpion deal their initial and secondary damage immediately. The victim must make two saves as soon as they are poisoned. The Onyx Scorpion may alter existing poisons or during initial creation.

Spell-Like Ability: The Onyx Scorpion may choose one of the following as a spell-like ability that may be used 2/day. The caster level for each ability is equal to the levels of Onyx Scorpion the character has.

Invisibility:

Meld Into Stone:

Pass Without Trace:

Disguise Self:

Path of the Occult

Epic Bonus Feat: The Onyx Scorpion may choose from the following list of epic bonus feats. All prerequisites must still be met, as well as the character must have an ECL of 21 or higher. The epic feats available are: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms & Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wonderous Armor, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Component, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic.

Vile Spell-casting: This allows the Onyx Scorpion to add the Evil descriptor to all of his spells. For example a “Vile” Fireball that would normally do 6d6 fire damage now does 3d6 fire and 3d6 unholy damage. Thus creatures immune to fire still take 3d6 points of unholy damage.

Quickened Spell Storage: The Onyx Scorpion may automatically quicken a spell that he can currently cast as long as the level of the spell is not higher than the levels of Onyx Scorpion the character has. This ability does not use up the spell slot or cast per day. This ability can be used up to twice per day. If the Onyx Scorpion picks this ability again, then the number of times per day increases by two.

5th Level (Shade Lord)

Tattoo Familiar: This allows the Shade Lord to bring his tattoo to life as a familiar. The tattoo becomes a living Gargantuan Scorpion that can communicate with any other Onyx Scorpions in sight telepathically. The familiar has a intelligence and wisdom of ½ the Shade Lord and HD equal to the level of the Shade Lord.

Divergence: The Onyx Scorpion may choose two abilities from the below list of his chosen path, as well as from the list of preceding abilities available to his path.


Path of Blades

Scorpion’s Sting: This allows the Shade Lord to counterattack while in melee combat. To do this the Shade Lord has to designate a single target for this ability. If the opponent engages the Shade Lord in melee combat the Shade Lord can make an opposed attack roll at his highest attack modifier versus his opponent’s first attack. If successful the Shade Lord counters the opponent’s attack and deals damage normally as if he just received a free attack. No feats or abilities may be applied to the damage of this attack. The opponent deals no damage on from his first attack. After the damage is resolved the opponent finishes the round normally.

Quick Release: This allows the Shade Lord to threaten a 10 foot radius with any ranged weapon that can be used at your full normal attack rate. Standard rules for attacks of opportunity apply.

Armor Mastery: For any armor the Shade Lord wears he will move without speed penalty, the maximum Dex bonus is treated as 2 higher, and the armor check penalty is reduced by 2 to a minimum of 0.

Path of Poison

Poison Touch: As the magic courses through the Shade Lord they gain the ability to excrete a very potent poison. The Shade Lord gains a natural attack that can poison enemies. The Shade Lord’s touch becomes a contact poison that does 1d8 STR damage (Secondary Effect 1d8 STR.) with a save DC of 10 + Character Level. The Shade Lord has conscious control over this ability, and can subdue excreting the poison. This ability is treated as a natural attack and the Shade Lord does not receive any penalty for being unarmed. Once under the affect of the poison the target cannot be affected again by this ability for another 24 hours. A Shade Lord can use all poison enhancing feats and abilities with this attack. This ability can be used at will.

Mimicry: This allows the Shade Lord to use the Alter Self spell once per round. When using this ability, the Onyx Scorpion must choose a humanoid type (if the Onyx Scorpion is a humanoid type normally).

Superior Skill Mastery: Upon gaining this ability the Shade Lord can select a number of skills equal to 3 + his Intelligence Modifier. When making a check with one of these skills the Shade Lord can “take 20” even if stress and distractions would normally prevent her from doing so.

Path of the Occult

Improved Energy Admixture: You can modify a spell that uses one type of energy to mix in an equal amount of up to all other types of energy. The damage cap for a spell cast using this ability remains the same as the base spell, but counts separately for each type of energy chosen. The spell uses up a spell slot 4 levels higher than the spell’s actual level, while adding 2 other energy types to the spell. By increasing the level of the spell slot used by 1 an additional energy type may be added, up to a maximum of 5 energy types (using a spell slot 6 levels higher than the actual spell level.) The caster decides at the time the spell is cast which energy types to add to the spell though the caster can not change the base energy type of the spell with the ability. For example a wizard prepares an improved energy admixtured fireball as a 8th level spell. When casting the spell the wizard takes the base 10d6 fireball and decides to add two 10d6 coldballs and one 10d6 sonic ball.

Epic Spell Economy: When dealing with epic spell mitigation factors the DC modifier is decreased by an additional one per factor. For example for every 1d6 backlash damage subtract two from the DC modifier instead of one.

Item Creation XP Pool: The Shade Lord has a source of magical energy that he can draw the equivalent of XP to contribute toward the creation of magical items. The amount of XP in the pool is 1,000 times the level of the Shade Lord. These points can be used only to create magical items, and once spent can only be replenished by cannibalizing magic items to harvest the power held within. The process requires 1 day per 100,000 gp of the item (or fraction thereof), at the end of which the Shade Lord can add a number of points to his item creation XP pool equal to one-half the XP required to create the item. For instance, if a Shade Lord cannibalized a +5 longsword (which costs 2,000 XP to create) he would add 1,000 points to his pool. A charged item that isn’t fully charged only contributes a proportional amount of XP. For instance, a wand with only 25 charges would contribute half the normal points of a fully charged wand. The power harvested from such activity contributes only to the character’s item creation XP pool, not to his normal XP total.


I haven't seen much comment on this class. Would anyone like to help me flesh this out? Thank you.
Thexclash

02-01-06, 07:39 PM
Could anyone make a prestige class for a wereshark worshipers of Umberlee? Mabye one class with spells and the other more of a brute without to protect. I never see any Lycanthrope classes or prestige classes and would LOVE to see this.
TonyMontana1638

02-19-06, 01:05 AM
I just spent the last hour reading through this thread and want to congratulate everyone who put so much hard work and effort into making these classes on a job well done! I'd also like to thank everyone for providing me with an enormous pool of classes with which to tinker with/use (I've already incorporated three into a campaign of mine :D ).

Keep up the good work!




... *bump* :smirk:
Green Elven Vampire

02-20-06, 11:23 PM
I just spent the last hour reading through this thread and want to congratulate everyone who put so much hard work and effort into making these classes on a job well done! I'd also like to thank everyone for providing me with an enormous pool of classes with which to tinker with/use (I've already incorporated three into a campaign of mine :D ).

Keep up the good work!




... *bump* :smirk:
You're welcome my friend. Thank you for enjoying all these PrC's. Hope you have fun using them all.
Zireael

02-21-06, 01:49 AM
GEV, where I can find the Foe Hunter Prc mentioned in your signature?
joepoe

02-21-06, 01:55 AM
Elven Spirit Warrior

Elven Spirit Warriors (esw) are legendary warriors that are fabulous strengths in larger combats as they make their allies fight with better, they boost their morale. They are also exceptional fighters themselves.
Hit Die: d10

REQUIREMENTS
To qualify to become a Elven Spirit Warrior, a character must fulfill all the following criteria.
Race: Any surface elf/half-elf
BAB: +6
Skills: Perform (chant) 4 ranks, Concentration 4 ranks
Feats: Combat reflexes, dodge, improved initiative, martial weapon proficiency, weapon focus, weapon specialization.

CLASS SKILLS
The Elven Spirit Warrior class skills (and the key ability for each skill) are concentration (con), craft (int), diplomacy (cha), heal (wis), intimidate (cha), jump (str), knowledge history (elven) (int), perform (chant) (cha) and ride (dex).
The Elven Spirit Warrior get 2 + int mod skill point per level.

CLASS FEATURES
All of the following are features of the Elven Spirit Warrior prestige class.
Weapon and Armor Proficiency: The Elven Spirit Warrior is proficient all simple and martial weapons. Elven Spirit Warriors are proficient with all types of armor and shields.
Canny defence: The Elven Spirit Warrior are sacred with some of the fallen elven warrior’s spirit and get his int modifier (if positive) to AC as a deflection modifier. Whenever an Elven Spirit Warrior looses his dex to AC he also looses this deflection modifier.
Inspire Courage: At 1st level an Elven Spirit Warrior can chant as a free action as he moves into combat. This boosts all allies that can hear him and provides a +1 morale bonus on all attack and damage rolls and saving throws against charm and fear effects. This bonus increases to +2 at 5th lvl, +3 at 8th lvl and +4 at 10th lvl. This ability can be used once per day per Elven Spirit Warrior level, and lasts as long his concentration stays unbroken. The bonuses stay for 5 rounds after he stops chanting.
Fighter feat: At 2nd, 4th, 6th and 9th level, an Elven Spirit Warrior can choose a bonus feat from the same list as fighters do. This also includes greater weapon focus and greater weapon specialization.
Swift reaction: Starting at 3rd lvl, an Elven Spirit Warrior gains the ability to react faster in combat. He receives a +2 bonus to all initiative rolls. At 7th lvl this bonus raises to +4. This bonus stack with improved initiative.
Fearless: When the Elven Spirit Warrior reaches 5th lvl, he becomes fearless.
Elven Spirit: At 10th lvl, an Elven Spirit Warrior get in close contact with the inner spirit of the People and gains DR 10/magic.
Inspire Heroic Courage: At 10th lvl, an Elven Spirit Warrior can inspire heroic courage in his allies with him chanting. In addition to get bonuses to attack, damage and saves against charm effects, his allies are immune to fear effects during the Elven Spirit Warriors chanting.





Base Fort Ref Will
Level Att Bonus Save Save Save Special
1st 1 2 2 0 Canny defence, Inspire courage +1
2nd 2 3 3 0 Fighter feat
3rd 3 3 3 1 Swift reaction +2
4th 4 4 4 1 Fighter feat
5th 5 4 4 1 Inspire courage +2, Fearless
6th 6 5 5 2 Fighter feat
7th 7 5 5 2 Swift reaction +4
8th 8 6 6 2 Inspire courage +3
9th 9 6 6 3 Fighter feat
10th 10 7 7 3 Elven Spirit, Inspire heroic courage



Comments?
blindcynic

02-21-06, 11:19 AM
Dungeon Cloak, half cloak or Ruined Man PRC: :eek:

This prestige class is for wizards and powerful arcane spell casters. Beings who seek to keep their knowledge and their lore. In my campaign, this prestige class is an order known as the “Khran Absul”, (Meaning in Netherese the Ruined Men), Spellcasters who have given up all of the mercy and goodness within them for their magic. Who have made, their quest for magic the defining cause of their lives.(Note: Often the Khran Absul are called the ruined men or half cloaks) Khran Absul (the Ruined Men) were originally convicted tyrant spell casters of ancient Netheril. Rather than kill them, the good arcanists of that age, imprisoned them in a demi-plane, dubbed the dungeon, where the mages were ‘forced’ to suffer lives without magic, as slaves to tyrants of magical power. Slaves to beholders of the Alimir Hive! The Khran Absul spent 500 years learning to practice their magic in secret, learning to develop spells on their own. As is yet unknown, (As my PC’s frequently read this site), the Khran Absul found a way to overthrow their beholder masters, to free themselves and return to Faerun but still use their prison dimension, the dungeon, as a base of operations. Dungeon Cloaks are very wary of all non-Dungeon Cloaks, often putting potential members through hundreds of tests.

Mind set:
Magic is the greatest force in existence, mastering it is the only way to true power. Wielders of the art are as gods among insects…Developing new spells is extremely important, as only through striving for true magical dominance can one gain that dominance. Finding the Nether Scrolls and reforming the ancient empire of Netheril is clearly the only correct path.

Note: A Dungeon Cloak can multiclass as a mage lord of Athalantar freely or as a mage of the arcane order (The Khran Absul).

Requirements:
Accomplishments: The character aspiring to gain entry into the organization must have developed/researched their own arcane spell of no less than 3rd level. Which they can cast. Also the character MUST pay the Khran Absul 2000 gp as an entry fee.
Base Attack bonus: +3
Class: Wizard (Must be at least level 1 wizard) Note: The schools of abjuration and evocation cannot be barred schools.
Skills: Knowledge (Dungeoneering) 2, Spellcraft 4, Decipher Script 2 and Knowledge (Ancient History) 8
Feats: Spell mastery, Quicken spell and craft wondrous item feat.
Spells: Ability to cast 3rd level or higher arcane spells.
Alignment: Any non-good the Khran Absul is an evil magic society.
Oath of the Khran Absul:
Magic is the key to power and power is above all things.
Dungeons are both our home and our prison, we must raid and plunder each and everyone one them until we find the scrolls of Netheril.
Morality is just a word…might makes right.
HD: d4

Class Skills:
Craft (Int), Decipher Script (Int), Knowledge (Int), Survival (Wis), Use Rope (Dex), Spellcraft (Int), Spot (Wis), Climb (Str), Concentration (Con), Search (Int) and Speak Language.

Special abilities:
level BaB Fort Reflex Will Features
1 +0 +0 +0 +4 Magic Vessel, Spell Mastery feat and half cloak.
2 +1 +0 +0 +5 +1 Spell casting level, Quicker spells
3 +1 +1 +1 +5 Arcane Might, beholder bane
4 +2 +1 +1 +6 +1 Spell casting level, Quicker spells
5 +2 +2 +2 +6 Arcane Mastery, Spell Mastery feat

Class Features:
Magic vessel: Upon joining this group, the new dungeon cloak is brought to the chamber of Tashlé on the demi plane of dungeon, where they are invested with magic at great cost. They suffer a permanent loss of 2 constitution points and all of the hit points related to that stat, plus a loss of 2 points of charisma and all bonus spells related to that stat. In return the character is ingrained with evocation and abjuration magic…they may pick one level 1, or lower, arcane evocation spell that, that character is immune to permanently. At level 3 the character can pick an additional level 3 or lower arcane evocation spell and at level 5 the character can pick an additional level 5 or lower arcane evocation spell. ALSO: The Dungeon cloak receives a half cloak. (see below) Finally the character receives a +2 bonus to all will saves which is added into the will saving throw on the class chart. (This is why they’re called Ruined Men, evocation and abjuration magic has permeated their souls…this kind of use for the body as a magical conduit that can absorb spells…affects the body negatively. Much along that same vein their personality and characters kind of blur with the magic making them different and oblivious to most normal concerns, empathy and mercy seem burned right out of them.)

Spell Mastery Feat: Because Dungeon Cloaks work very hard to perfect their spells and upgrade them they gain the spell mastery feat as a bonus feat at level 1 and level 5 to reflect how hard they practice their spells and how hard they push themselves to master their spells.

Spells: At levels two and four a Dungeon Cloak gains a level of arcane spell casting ability as though he had gained a level in his previous spell casting class, but he gains none of the other abilities or features of that class.

Quicker spells: 2/day the Dungeon Cloak can cast any spell of up 6th level as though he had prepared it with the quicken spell feat. However, the spell does not use up a higher spell slot as it would with the quicken spell feat. At 4th level this ability the Dungeon Cloak can use this ability 4/day.

Arcane Might: any spells the Dungeon cloak has mastered, as per the spell mastery feat, are cast as though the Dungeon Cloak were one level higher in his spellcasting class (For example: Gorgrym the Dauntless Wiz(Abjurer) 7/Dungeon Cloak 5/Mage of the Arcane Order 1 casts a magic missile spell, which he has mastered as per the spell mastery feat, with arcane might Gorgrym’s magic missile spell is cast as an 11th level spell for all intents and purposes. Without Arcane might, this spell would have been cast at Gorgrym‘s regular spell casting ability, which is 10th.)

Beholder Bane: Because the Khran Absul were ruled over like chattel by beholders on the demi plane and eventually overthrew them. All Khran Absul both loathe and fear beholders, all evocation spells targeting beholders cast by Khran Absul gain +2 damage per die. Note: All Khran Absul gain a +3 to all saves against beholder eye rays, centuries of magical study have taught them techniques in resisting these fell creatures. This knowledge is passed on to Dungeon Cloaks at level 3.

Arcane Mastery: any time the Dungeon Cloak prepares a spell he has mastered, as per the spell mastery feat, with a metamagic feat he treats the spell’s increased level as one level lower.

Half Cloak: All Dungeon Cloaks wear these cloaks, it is a sign of their order. A half cloak is a beautiful cloak that doesn’t quite cover a medium sized humanoid, it’s designed to be worn about the shoulders and down the back, with a hood. Only it doesn’t cover the arms whatsoever, keeping it from getting in the way of the Dungeon Cloak’s hands while he is casting spells. All half cloaks given to new Dungeon Cloaks are enchanted with the following:
The wearer gains Darkvision of 60 feet while worn. (Note: if the character already has Darkvision than add 10’ to that ability instead)
+1 deflection bonus to armour class
Grants a +5 to hide checks when in a stony, mountainous or underdark area.
(Note: Dungeon Cloaks usually almost always wear a half cloak, it’s kind of like a uniform, Dungeon Cloaks can enhance these cloaks easily adding a +1 deflection bonus to armour class for a mere 1100 experience up to a maximum of +5 or the cloak can grant the wearer the blindsense ability for a paltry 1300 experience or tremor sense for the same cost. )
Note: Half Cloaks are beholder hides steeped in magic, any beholder who sees one will immediately know what it is made of and act upon this accordingly.

Where do Dungeon Cloaks fit in these days? Well, in just about any dungeon, these guys are mean, angry and obsessed with finding the Nether Scrolls. They have sacrificed both their health and their personalities for magical might and they aren’t shy about using it. Maybe they can’t cast as many spells as some of the other prestige classes out there like the red wizards of Thay or the Zhentarim Skymages but they certainly do pack a punch. With lightning fast mastered spells.

Looking for a prestige class that’s villainous?
Looking for a prestige class with Fluff and Crunch?
Looking for a prestige class with unique abilities?
Looking for a prestige class that can help kick a beholder’s butt?
TonyMontana1638

03-01-06, 05:58 PM
Question for neo tha I hope he'll see: I liked your councilor of the trees and I'm trying to build an npc with it but I'm having some problems, namely what kind of a class he goes best with. Maybe the point is that you can combine him with many different classes, but I originally thought he was a druid but he has no spell casting levels, then a cleric of sorts, then a fighter/aristocrat-type. What's your take?

Thanks :D
blindcynic

03-06-06, 11:23 AM
Does anyone have any thoughts on the Dungeon Cloak Prc?
Too powerful? Interesting or just...dull?

Please evaluate and critique honestly (PEACH)
TonyMontana1638

03-06-06, 11:28 PM
I think it's actual a very interesting class blindcynic. Their hatred of Beholders makes for some interesting campaign ideas: say for example a party knows their going up against some of the Eye Tyrants they hear rumors of this order, decide to go about trying to persuade/hire one to help... Good stuff. :D
Karsus the Mad

03-07-06, 12:37 AM
I was never satisfied with the PGtF version since it didn't fit anything as to what I think an arcanist was suppose to be, so I figured I'd put my hands to it and try to come up with someone that keeps more of the flavor, while also keeping it in line and easily adaptable to existing Netherese arcanists.

To qualify to become a Netherese arcanist, a character must fulfill all the following criteria.
Race: Human of Netherese descent (inlcuding human undead) or shade.
Skills: Knowledge (arcana) 24 ranks, Spellcraft 24 ranks.
Feats: Arcane Manipulation, Epic Spellcasting.
Other: If the character is a wizard, he must not be a specialist wizard prior to taking levels in this prestige class.
Special: Traditions of Netheril: The candidate must have access to the ancient magical traditions of Netheril. A Netherese arcanist from the time of Netheril or a shade character from the Empire of Shade meets this criterion, or (at the DM's discretion) another character who has unearthed ancient Netherese lore or who has discovered portions of the Nether Scrolls might also qualify.


The Netherese Arcanist
Class
Level Special
1 Field Specialization, Improved Spell Capacity (10th)
2 Spell Focus (major field)
3 Backlash resistance I
4 Epic spell artisan I
5 Greater Spell Focus (major field)
6 Improved Spell Capacity (11th)
7 Backlash resistance II
8 Epic spell artisan II
9 Epic spell focus (major field)
10 Improved Spell Capacity (12th)

Improved Spell Capacity (10th): At 1st level, the Netherese arcanist gains Improved Spell Capacity (10th) as a bonus feat if he does not already have it. If he already has it, he instead gains an additional 10th level spell slot, he does not, however, gain a higher level spell slot. Before the Fall of Netheril and subsequent ban on magic by Mystra, this feat allowed Netherese arcanists to prepare and cast true 10th level spells, provided they met the requirements for casting 10th level magic.

Field Specialization: Every Netherese arcanist chooses one of three "fields" of magic-invention, mentalism, or variation-for his major field of specialization. He also chooses one of the remaining two fields as his minor field. He can nolonger learn new spells in the third field (he can still cast the spells he knew prior to taking levels in the Netherese arcanist prestige class) and he can not develop or cast epic spells based on seeds from the third field.
The schools of magic and the epic seeds covered by each field is given in the table below. The base Spellcraft DC for developing spells in the arcanist's major field of specialization is reduced by 5.

Field Schools Seeds
Invention abjuration, conjuration, evocation animate, animate dead, armor*, conjure, dispel, energy*, heal, life, mythal, shadow, slay*, summon*
Mentalism divination, enchantment, illusion afflict, banish, compel*, conceal*, conjure, contact*, delude, dispel, foresee*, mythal, reflect, reveal*, shadow, ward*
Variation abjuration, necromancy, transmutation afflict, animate, animate dead, banish, delude, destroy*, dispel, fortify*, heal, life, reflect, transform*, transport*
*-These seeds are unique to their field.

Spell Focus (major field): At 2nd level, the saving throw DC for a Netherese arcanist's spells from his Major Field are increased by 1.

Backlash Resistance I (Su): At 3rd level, a Netherese arcanist gains a resistance of 5 + his Intelligence modifier to backlash damage from casting epic spells.

Epic Spell Artisan I: At 4th level, a Netherese arcanist gains the ability to develop epic spells with less expense in time and resources. When determining the cost of raw materials for researching an epic spell, he multiplies the Spellcraft DC by 7,000 gp instead of the usual 9,000 gp and reduces the development time and XP cost accordingly.

Greater Spell Focus (major field): At 5th level, the saving throw DC for a Netherese arcanist's spells from his Major Field are increased by 1, stacking with Spell Focus (major field) for a net increase of +2.

Improved Spell Capacity (11th): At 6th level, the Netherese arcanist gains Improved Spell Capacity (11th) as a bonus feat if he does not already have it. If he already has it, he instead gains an additional 11th level spell slot, he does not, however, gain a higher level spell slot. Before the Fall of Netheril and subsequent ban on magic by Mystra, this feat allowed Netherese arcanists to prepare and cast true 11th level spells, provided they met the requirements for casting 11th level magic.

Backlash Resistance II: At 7th level, the Netherese arcanist's backlash resistance is increased to 10 + his Intelligence modifier.

Epic Spell Artisan II: At 8th level, the Netherese arcanist multiplies the Spellcraft DC by 5,000 gp to determine the cost of raw materials and XP for researching an epic spell.

Epic Spell Focus (major field): At 9th level, the saving throw DC for a Netherese arcanist's spells from his Major Field are increased by 1, stacking with Spell Focus (major field) and Greater Spell Focus (major field) for a net increase of +3.

Improved Spell Capacity (12th): At 10th level, the Netherese arcanist gains Improved Spell Capacity (12th) as a bonus feat if he does not already have it. If he already has it, he instead gains an additional 12th level spell slot, he does not, however, gain a higher level spell slot. Before the Fall of Netheril and subsequent ban on magic by Mystra, this feat allowed Netherese arcanists to prepare and cast true 12th level spells, provided they met the requirements for casting 12th level magic.

And some feats to go along with it.

Improved Arcane Manipulation [Epic]
Your advanced knowledge in the arcane traditions of Netheril allow you to mold and shape magic more to your own will.
Prerequisites: At least one level in the Netherese arcanist prestige class.
Benefit: When you prepare spells, there is no limit to the number of spell slots you can break down into lower level spell slots. The sum of the levels of all the new spell slots must equal the level of the original. Spell slots that you break down into multiple lower-level slots remain that way until the next time you prepare spells, at which time you can choose to restore your spell slots to normal or break them up again.
Normal: A character with Arcane Manipulation can break down up to three spell slots. A character can always use a higher level spell slot for lower level spells, but any remaining spell levels are lost.

Netherese Spellcasting
You understand the secrets of the Netherese arcanists, empowering you to cast your spells without any preparation.
Prerequisite: Spell Mastery, wizard 10th level, Traditions of Netheril*
Benefit: You can spontaneously cast spells you have mastered (via Spell Mastery) without the need to prepare them ahead of time, just as a sorcerer spontaneously casts spells. You must have an available empty spell slot (one that has not been used to prepare a spell) of the appropriate level.
Green Elven Vampire

03-09-06, 10:13 PM
Great stuff here people!!! :D :cool: I haven't gotten around to updating the index page due to my career and hedonistic ways, but I'll get all these on there AsAp. Again, great stuff here.
Zireael

03-10-06, 08:15 AM
Any drow-related PrCs?
Cryto

03-11-06, 02:16 PM
Medusa mage

Medusas are creatures commonly feared among people. Poisonous and with unique ability to turn flesh into stone medusas are very powerful enemies. Sometimes when medusa gains enough power to advance she or he becomes medusa mage. Medusa mages are medusas who have found ways to empower their inborn abilities and improve disguise talents with magic. The most powerful ones even gain snakes as familiars which makes them at the top of the race.

Hit Die: d6

Requirements:

Race: Medusa
Skills: Bluff 9 ranks, Disguise 9 ranks, Knowledge (nature) 2 ranks
Feats: Irresistible gaze, Ability focus (poison)
Special: Must have killed at least two victims, one with poison (until Str drops to 1 and then with normal attacks) and one with petrifying gaze alone.

Skills: Bluff, Craft, Disguise, Hide, Intimidate, Knowledge (nature), Move Silently, Profession, Spot.
Skill points: 2+ Int modifier

Medusa mage
Level BA Fort Ref Will Special
1st +0 +0 +2 +2 Change self 1/day, Medusa mage
2nd +1 +0 +3 +3 Paralytic poison
3rd +2 +1 +3 +3 -
4th +3 +1 +4 +4 Change self 2/day
5th +3 +1 +4 +4 Familiar
6th +4 +2 +5 +5 -
7th +5 +2 +5 +5 Change self 3/day
8th +6 +2 +6 +6 Fearsome gaze
9th +6 +3 +6 +6 -
10th +7 +3 +7 +7 Change self 4/day, Medusa grace


Change self (Sp): Medusa mage can use change self as spell-like ability at caster level equal to class level indicated times per day.

Medusa mage: HD gained in Medusa mage class stack with HD of medusa for purpose of DC for poison and petrifying gaze abilities.

Paralytic poison (Su): Medusa mage gains one more effect of her poison. Any time victim fails save it is paralyzed for number of round equal to one half class level.

Familiar: Medusa mage gains tiny viper as familiar. Use medusa mage levels to determine familiar abilities.

Fearsome gaze (Su): Any time when victim looks at medusa and avoids being petrified (by any cause) he must make will save equal to DC for gaze or become shaken for number of rounds equal to one half class level.

Medusa grace (Ex): Medusa gains +4 inherit bonus to Charisma.
Cryto

03-11-06, 04:26 PM
Durthan

Hit Die: d4


Requirements:

Gender: Female
Alignment: any nongood
Feats: Improved counterspell, Iron Will, any metemagic feat
Spellcasting: Ability to cast 4th level arcane or divine spells
Region: Rashemen

*All other abilties remain unchanged (Unaprochable east page 22)
blindcynic

03-12-06, 12:42 PM
Drow House Weapon master:

Requirements:
Racial Requirements: Drow (Note: No half drow or anything else, full drow only)
Ability Score Attributes: Dex 14+, Str 12+, Int 12+ and Cha 14+
(Drow house weapon masters don’t come to this position easily. They must be cunning, persuasive, swift and strong.)
BaB: +6
Feats: Iron will, weapon focus (any), Highborn Drow (or the ability to repeatedly levitate with some item or spell) and Blooded.
Skills: Hide 3, Move Silently 3, intimidate 5 and sense motive 4.
(Drow house weapon masters are silent and deadly, feared by their enemies and able to sense betrayal.)

Class Features:
HD: 1d8
Base Attack Bonus: (as Fighter)
Base saving throws: (as Fighter)
Skills: (Same as fighter plus bluff, spell craft, hide, move silently, intimidate and sense motive.)
Weapon and armour proficiency: Drow house weapon masters are proficient with all simple weapons and rapiers, long swords, short swords, scimitars, and light armour. Often they fight with two weapons or double weapons in combat.
Weapon Mastery: At first level a Drow house weapon master gains this ability with a weapon for which he also has the weapon focus feat. With this weapon he gains an additional +1 bonus to attack and damage rolls. (This bonus stacks with weapon focus, greater weapon focus, weapon specialization and greater weapon specialization.)
Sneak attack: At level 2 the Drow weapon master gains the sneak attack ability, identical to the rogues class ability of the same name. At second level it’s +1d6 and rises to +2d6 at level 4. This bonus stacks with any other sneak attack bonuses the character may have.
Treacherous Grace: At second level, a Drow house weapon master gains a +1 to initiative and a +1 dodge bonus to armour class. At level four these bonuses are both increased to +2.
Bonus feat: At third level the Drow house weapon master gains a bonus feat which must be from the following selection, note he MUST meet the requirements for the feat in order to select it: Eyes in the back of your head (Comp Adventurer), mobility, spring attack, Improved Initiative, stealthy, Quick Draw, Leadership, Skill Focus (Hide, move silently, intimidate or sense motive), combat reflexes, blind fight and alertness.
Drow killer: at level 5 all Drow house weapon master’s become extremely efficient at killing other Drow. They study and practice daily …learning ways to use their knowledge of Drow against their Drow enemies. Thus, they gain a +2 to damage rolls against Drow and a +1 to all bluff, intimidate and sense motive checks against Drow.

Notes: Though I just developed this class and I am still tweaking it…I feel that other than the class features and such it is important to note that Drow House weapon masters aren’t all of this class and all Drow house weapon master class characters are not yet Drow house weapon masters! I could easily see masters of melee magthere with this class, as well as a few notable members of Bregan Daerthe, etc.

Please let me know what you guys think. I hope I made the requirements steep enough that not everyone could take this class. Also, I know the class has some crazy damage potential I just think that those abilities make sense for a drow weapon master...maybe I should space them out to a ten level progression? There HD is reduced to reflect the more skillful side of things. I dunno maybe I should change their attack bonus and lower it?
Lion_Legionnaire

03-14-06, 10:45 AM
I just wanted to chime in and say that I find both the Gaia Shifter and Greater Lycanthrope Prestige Classes to be particularly to my liking. Excellent work, both of you.
Green Elven Vampire

03-15-06, 04:42 AM
Drow House Weapon master:

Requirements:
Racial Requirements: Drow (Note: No half drow or anything else, full drow only)
Ability Score Attributes: Dex 14+, Str 12+, Int 12+ and Cha 14+
(Drow house weapon masters don’t come to this position easily. They must be cunning, persuasive, swift and strong.)
BaB: +6
Feats: Iron will, weapon focus (any), Highborn Drow (or the ability to repeatedly levitate with some item or spell) and Blooded.
Skills: Hide 3, Move Silently 3, intimidate 5 and sense motive 4.
(Drow house weapon masters are silent and deadly, feared by their enemies and able to sense betrayal.)

Class Features:
HD: 1d8
Base Attack Bonus: (as Fighter)
Base saving throws: (as Fighter)
Skills: (Same as fighter plus bluff, spell craft, hide, move silently, intimidate and sense motive.)
Weapon and armour proficiency: Drow house weapon masters are proficient with all simple weapons and rapiers, long swords, short swords, scimitars, and light armour. Often they fight with two weapons or double weapons in combat.
Weapon Mastery: At first level a Drow house weapon master gains this ability with a weapon for which he also has the weapon focus feat. With this weapon he gains an additional +1 bonus to attack and damage rolls. (This bonus stacks with weapon focus, greater weapon focus, weapon specialization and greater weapon specialization.)
Sneak attack: At level 2 the Drow weapon master gains the sneak attack ability, identical to the rogues class ability of the same name. At second level it’s +1d6 and rises to +2d6 at level 4. This bonus stacks with any other sneak attack bonuses the character may have.
Treacherous Grace: At second level, a Drow house weapon master gains a +1 to initiative and a +1 dodge bonus to armour class. At level four these bonuses are both increased to +2.
Bonus feat: At third level the Drow house weapon master gains a bonus feat which must be from the following selection, note he MUST meet the requirements for the feat in order to select it: Eyes in the back of your head (Comp Adventurer), mobility, spring attack, Improved Initiative, stealthy, Quick Draw, Leadership, Skill Focus (Hide, move silently, intimidate or sense motive), combat reflexes, blind fight and alertness.
Drow killer: at level 5 all Drow house weapon master’s become extremely efficient at killing other Drow. They study and practice daily …learning ways to use their knowledge of Drow against their Drow enemies. Thus, they gain a +2 to damage rolls against Drow and a +1 to all bluff, intimidate and sense motive checks against Drow.

Notes: Though I just developed this class and I am still tweaking it…I feel that other than the class features and such it is important to note that Drow House weapon masters aren’t all of this class and all Drow house weapon master class characters are not yet Drow house weapon masters! I could easily see masters of melee magthere with this class, as well as a few notable members of Bregan Daerthe, etc.

Please let me know what you guys think. I hope I made the requirements steep enough that not everyone could take this class. Also, I know the class has some crazy damage potential I just think that those abilities make sense for a drow weapon master...maybe I should space them out to a ten level progression? There HD is reduced to reflect the more skillful side of things. I dunno maybe I should change their attack bonus and lower it?
Looks good and fine to me friend. ;)
Mad Mage

03-15-06, 12:54 PM
I just wanted to chime in and say that I find both the Gaia Shifter and Greater Lycanthrope Prestige Classes to be particularly to my liking. Excellent work, both of you.

Thank you. It's hard to find some respect around here some times. :cloud9:
Ramar Aulinvox

03-19-06, 11:20 PM
Here is my adaptation of the specialty priest of Leira from Faiths & Avatars

Mistcallers
Prerequisites:
Alignment: CN or CE
Diety: Leira
Feats: Spell Focus (Illusion), Servant of the Fallen (Leira) [LEoF]
Skills: Bluff 6 ranks, Disguise 4 ranks, Know(Arcana) 6 ranks, Know(Religion) 6 ranks
Spells: Ability to cast 2L divine spells; Ability to cast 2L arcane spells (at least 3 illusion spells)
Special: Can't have ever knowingly used a True Seeing spell.

Skills (2 + Int. modifier per level): Bluff (cha), Concentration (con), Disguise (cha), Forgery (int), Know(Arcana) (int), Know(Religion) (int), Profession (wis), & Spellcraft (int)

HD: 1d4
Weapon & Armor Prof: None gained.

Spells per Day/Spells Known: When a new odd mistcaller level is gained, the character gains new spells per day (and spells known, if applicable) as if s/he had also gained a level in whatever arcane spellcasting class and divine spellcasting class that made him/her eligible for this class. When a new even mistcaller level is gained, the character gains new spells per day (and spells known, if applicable) as if s/he had also gained a level in either one arcane or divine spellcasting class. The character does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assasin abilities, undead turning, and so on), except for increased effective level of spellcasting.

Mist Binding: if a Mistcaller ever uses a True Seeing spell, the Mistcaller immediately loses access to divine spells and all other benefits of this class save hit points, saves, base attack, and arcane spellcasting until s/he attones.

Know the Mist: every odd level of the Mistcaller class gives a profane bonus to saving throws against illusion spells [+1 at 1L, +2 at 3L, etc.].

Spell-like Abilities: Mistcallers gain access to several spell-like abilities at various levels. The Mistcallers cast these spells at his/her highest arcane or divine casting level.

L BAB F/R/W Special Abilities Spells per day/Spells Known
1 0 0/0/2 Mistbinding; Know the Mist(+1) +1 Arcane/+1 Divine
2 1 0/0/3 SLA - Glibness 1/day +1 Arcane or Divine
3 1 1/1/3 Know the Mist (+2) +1 Arcane/+1 Divine
4 2 1/1/4 SLA - Major Image 1/day +1 Arcane or Divine
5 2 1/1/4 Know the Mist (+3) +1 Arcane/+1 Divine
6 3 2/2/5 SLA - Shadow Conjuration 1/day +1 Arcane or Divine
7 3 2/2/5 Know the Mist (+4) +1 Arcane/+1 Divine
8 4 2/2/6 SLA - Shadow Evocation 1/day +1 Arcane or Divine
9 4 3/3/6 Know the Mist (+5) +1 Arcane/+1 Divine
10 5 3/3/7 SLA - Permanent Image 1/day +1 Arcane or Divine

Note: the Mistcaller class originally appeared in Faiths & Avatars, the "spells per day/spells known" description was adapted from pp. 75-76 of PGtF, and the general template was adapted from the Mystic Theurge class in the DMG3.5 and the Sunmaster class from LEoF.
blindcynic

03-22-06, 02:49 PM
I am doing the Aglarond at war thread in people and places of Faerun and I was thinking that maybe someone could either design a Priest of watery war fare or something similar or give me some ideas regarding that idea. Some kind of Divine naval warfare type character.

Thanx guys!
Don't let this thread die. I must read it about every 2 weeks!
Shrympscampi

03-22-06, 04:22 PM
Looking for suggestions.

A dwarven fighter that works just behind the point man (scout/rogue) or brings up the rear!

Earth Vanguard (Prestige Class)
Hit Die: d10

Requirements
Race: Dwarf
Stonecunning
Climb 10
BAB: +4

Earth Vanguard Skills
Appraise (metal/stone/Gem)(Int), Climb(str), Craft(Int), Disable device(Int), Handle Animal (Cha), Hide(D), Jump (str), Listen(Wis), Move Silently(Dex), Open Locks(Dex), Profession(Wis), Search(Int), Spot(Wis), Swim(Str), Survival(Wis)

Skill points at Each Additional Level: 4 + Int modifier

Weapon and Armor Proficiency: The Earth Vanguards are proficient with all simple and martial weapons.
The Earth Vanguard gains proficiency with Medium and Light armor and shields.


Level Base Attack Fort Save Ref Save Will Save
1 +1 +2 +0 +0
2 +2 +2 +2 +0
3 +3 +3 +3 +0
4 +4 +4 +3 +1
5 +5 +4 +3 +1
6 +5 +4 +4 +2
7 +6/+1 +4 +5 +2
8 +7/+2 +5 +5 +2
9 +7/+2 +5 +5 +2
10 +8/+3 +5 +5 +3


Level 1 Earth Climb (I)
Level 2 Earth Walk (I); Earth Skin
Level 3 Earth Sense (I)
Level 4 Earth Sight (I); Earth Meld
Level 5 Earth Thought (I)
Level 6 Earth Climb (II); Earth Leap
Level 7 Earth Walk (II)
Level 8 Earth Sense (II); Earth Heal
Level 9 Earth Sight (II)
Level 10 Earth Thought (II)



Earth Climb (I): Gains climb speed of 10 feet light Armor or no armor. Feat only works with stone and earth. Vanguard has no chance of falling when moving 5 feet or less. Hands not needed to climb, while feet anchored to surface, thus can fight while climbing. Vanguard can move on vertical and overhanging surfaces at half normal movement speed (10) and not need to use hands to climb. Vanguard cannot be dislodged as long as surface is stable.

Earth Walk (I): The Vanguard can walk across any type of land, loose sand, quicksand and etc, at full speed.

Earth sense (I): Can sense the number of creatures and direction within 30 feet of where individual is touching the ground. Can pinpoint the number of creatures and direction within 5 feet of where Vanguard is touching the ground. A move action is required to use this sense.

Earth thought (I): Vanguard gains a +2 insight bonus on saves against mind-affecting spells and effects.

Earth sight (I): Allows the Vanguard to see, limit of 60ft, through stone, dirt, rock and other mineral substances.

Earth Climb (II) The Vanguard can charge down the wall deal an attack that doubles the damage and provides +1 on attack roll due to attacking from higher ground. Vanguard can now wear Medium armor type while climbing. Vanguard can move on Vertical and overhanging surfaces at normal movement speed (20ft).

Earth Walk (II): The Vanguard can also move through earth and stone at half his normal rate. He melds in the earth and than can move any direction. His direction of movement is done via thought. Earth Vanguard can not breathe while moving through earth.

Earth sense (II): Can sense the number of creatures and direction within 60 feet of where individual is touching the ground. A move action is required to use this sense. Can pinpoint the number of creatures and direction within 10 feet of where Vanguard is touching the ground.

Earth thought (II): An Earth Vanguard becomes immune to fear and similar effects.

Earth sight (II): Increases sight through through stone, dirt, rock and other mineral substances to 120 feet. Allows Vanguard to see creatures using spells or abilities like meld into stone to hide or move within earth or stone.

Earth skin: Skin begins to take on properties of Earth and stone, and now provides dmg reduction of (Earth Vanguard level/2)/-. Skins still retains flexibility.

Earth Meld: Meld your body and possessions into earth or any kind of natural Stone up to man-made stone, ((Earth Vanguard level/2)+1)/day, 10 minutes per Earth Vanguard level.

Earth Leap: Vanguard gains the ability to travel from Stone to Stone each day, similar to Tree Stride (2000 feet). ((Earth Vanguard level/3)+1)/day

Earth Heal: While lying on earth or stone Vanguard heals at triple the normal rate.
Ramar Aulinvox

03-24-06, 02:33 PM
Here is a new prestige class that I've been working on:

Masters of Blood & Tome
a.k.a. Simbul's apprentice

The Simbul is the one of the most powerful spellcasters in the world. Through years of study, experimentation, and trial & error, the Simbul has learned how to focus one's mind and body so that one may empower not only magic called from one's heritage but at the same time magic learned from study. This special application of mixing the magic of blood & tome has not been spread very far considering that the Simbul only mastered the process w/ in the last 100 years. While it would be possible for anyone who meets the prerequisites to advance in this class, the known practicioners have been limited to apprentices of the Simbul. The day may come when others learn the powers that the Simbul has created, but for now, the secret remains with the Witch of Aglorand.

All current members of this class are wizard/sorcerer. While it is possible for wizard/bards or wizard/warmages, known have been known.

Prerequisites
Skills: Craft(Alchemy) 5 ranks, Know(Arcana) 10 ranks, & Spellcraft 8 ranks
Feats: 1 item creation & 1 metamagic
Spells: ability to cast 2d Level arcane spells w/out memorization. Ability to cast 2d Level arcane spells from memorization.
Special: Must spend at least one month w/ a person w/ levels in this prestige class. During such time a special alchemedical concoction must be made which is imbibed before the student attains his/her first level of the class. This concoction costs 1,000gp and takes 2 days to prepair in a lab.

Benefits
HD: 1d4
Skills (2 + Int. modifier): Concentration, Craft (Alchemy), Know(Arcana), and Spellcraft

Weapon & Armor Prof.: none gained.

Spells per day/ Spells Known: each level of Master of BT gained increases the caster level and spells per day and spells known (if applicable) of both casting classes that were used to qualify for this class [commonly sorcerer and wizard]. The character does not gain any other benefit that the class would give such as bonus feats, increased familiar abilities, etc.

Increased study: at 1st level, the character gains a +1 bonus to his/her caster level for one class that casts spells from memorization (usually wizard) as long as the character has other class levels that do not contribute to the benefited caster class. This bonus only affects spell dependent variables (such as damage, range, etc.) but does not grant access to more spells/day or spells known. In essence, this is a steadily increasing bonus that duplicates the Practiced spellcaster feat and as such levels used to gain a bonus for either one do not stack together but may be used together as long as there is no overlap. This bonus increases to +2 @4L, +3@7L, & +4L@10L.

Awaken the blood:at 3rd level, the character gains a +1 bonus to his/her caster level for one class that casts spells w/ out memorization (usually sorcerer) as long as the character has other class levels that do not contribute to the benefited caster class. This bonus only affects spell dependent variables (such as damage, range, etc.) but does not grant access to more spells/day or spells known. In essence, this is a steadily increasing bonus that duplicates the Practiced spellcaster feat and as such, levels used to gain a bonus for either one do not stack together but may be used together as long as there is no overlap. This bonus increases to +2@6L and +3@9L. Example: a Wiz3/Sorc4/MTB3 would cast wizard spells as a 7 level caster (w/ spells per day as 6L) and cast sorcerer spells as a 8 level caster (w/ spells per day & spells known as 7L).

L BAB F/R/W Special Spells per day/ Spells Known
1 0 0/0/2 Increased Study(+1) +1 Arcane Memorized/+1 Arcane w/out
2 1 0/0/3 -------------------- +1 Arcane Memorized/+1 Arcane w/out
3 1 1/1/3 Awaken the Blood(+1)+1 Arcane Memorized/+1 Arcane w/out
4 2 1/1/4 Increased Study(+2) +1 Arcane Memorized/+1 Arcane w/out
5 2 1/1/4 ---------------------+1 Arcane Memorized/+1 Arcane w/out
6 3 2/2/5 Awaken the Blood(+2)+1 Arcane Memorized/+1 Arcane w/out
7 3 2/2/5 Increased Study(+3) +1 Arcane Memorized/+1 Arcane w/out
8 4 2/2/6 ---------------------+1 Arcane Memorized/+1 Arcane w/out
9 4 3/3/6 Awaken the Blood(+3)+1 Arcane Memorized/+1 Arcane w/out
10 5 3/3/7 Increased Study(+4) +1 Arcane Memorized/+1 Arcane w/out
TonyMontana1638

03-25-06, 01:18 AM
I just wanted to give you my compliments on the MTB class Ramar, that's good stuff. It's a bit convoluted but it's original, and helps address some of the problems people have with the official stats for the Simbul: I may be using this if you don't mind. :D

Same for the Vanguard shrymp, I like that very much.
skinny_rat_boy

07-29-06, 10:43 AM
ahhhh, finally back!! dont know if anyone has missed me ;) but i have to say it has been good to come back to the game and good work on all the nifty Prcs. Here is my latest Prsc that i have been tinkering with, Here goes..........

Everpyre
Most Fire Genasis consider themselves above others, their magical bloodline granting them an arrogance and aloofness few can match but for a few, not even their inherent abilities are enough to satisfy their thirst for supremacy, these individuals are known as Everpyres. An Everpyre is even more passionate and impatient than a “common” Fire Genasi. Everpyres are all arcane spellcaster for only magic can serve as a key to unlocking the powers that rest in their blood, and with time they grow more powerful until they completely transcends their nature to become true beings of fire and flame. However this advancement comes at a cost since a Everpyre slowly looses the ability to manipulate all the other elements. Different from the Elementral Archaon the Everpyre doesn’t see fire as an ideal or a superior force, instead he sees it as a force to be understood, tamed and finally broken to be used by him to conquer his goals. Everpyres are always wizards or sorcerers since bards lack the spell selection to qualify.
Hit Die: d4

Requirements
To qualify to become an Everpyre, a character must fulfil all the following criteria
Race: Fire Genasi
Spells: Must be able to cast 3rd level arcane spells one which must be fireball
Skills: Knowledge (arcana) 10 ranks, Knowledge (the planes) 4 ranks
Feats: Spell thematics (Fire), Spell focus(conjuration), Spell focus (Evocation)

Class Skills
Concentration (con), Craft (Alchemy)(int), Intimidate(cha) , Knowledge (arcana)(int), Knowledge (the planes)(int), Profession(wis), Spellcraft(int)
Skill Points at Each Level: 2+ Int modifier

Class Features
All the following are class features of the Everpyre prestige class.
Weapon and armor proficiency: Everpyres gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: When a new everpyre level is gained, the character gains new spells per day (and spells known if applicable) as if he had also gained in whatever arcane spellcasting class in which he could cast 3rd-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, and so on). If a character had more than one arcane spellcasting class in which he could cast 3rd level spells before he became an everpyre, he must decide to which class he adds each level of everpyre for the purpose of determining spells per day.

Flame magic: at level 1 an everpyre starts his journey towards supremacy and may add all of the spells from the Fire domain to his spellist.

Produce Flame: As the everpyre becomes more powerful his knowledge of fire and how to affect it increases , meaning that at every odd numbered level(starting with 1) he gains 2 additional uses of produce flame per day.

Fire Specialization: As the everpyre becomes more adapt in manipulating fire he slowly looses the ability to cast other elemental spells. At level 1 he looses the ability to cast water spells, at level 5 he looses the ability to cast wind spells and at level 10 he looses the ability to cast earth spells, other than that it works like the prohibited schools of the wizard.

Flame Power: At level 3 the everpyres effective caster level increase by 1 when casting fire spells. At levels 6 and 9 this bonus improves by 1.

Temper: When the everpyre becomes more powerful he also starts to resemble fire in terms of mood and personality, as such when reaching level 3 the everpyre gets a –2 modifier on all charisma based skill checks (except for intimidate).

Fire Shaping: At level 5 the everpyre gains the ability to control fire to a greater extent. This ability works exactly like the archmages mastery of shaping ability except that it only applies to fire.

Master of Flames: At level 7 the everpyre gains the ability to channel his produce flame uses into more powerful spells. The everpyre may spend a number of produce flame attempts in order to cast a fire spell of equal level that he knows. Example: An everpyre may spend 3 produce flame attempts in order to cast Fireball as a spell-like ability.

Flamelord: At level 9 the everpyre gains the ability to rebuke or command fire creatures as an evil cleric of half his class level rebukes or commands undead. The everpyre may use this ability a number of times equal to 3+charisma bonus.

Supremacy: At level 10 through long affiliation with fire magic and many hours spent on the fire plane the everpyre completely transcends her mortal form. His creature type changes to outsider (fire) and he takes on the Fire subtype in addition he usually becomes more fire like than he was before with bright glowing skin, eyes that resemble burning embers, roaring flames that engulf his body or all of the above.


Lvl/Bab/Fort/Ref/Will/Spells/Special
1st 0 0 0 2 +1 Flame magic, Produce Flame 2/day,Fire spec
2nd 1 0 0 3 +1
3rd 1 1 1 3 +1 Temper, Flame Power 1, Produce Flame 4/day
4th 2 1 1 4 +1
5th 2 1 1 4 +1 Fire Spec, Fire Shaping, Produce Flame 6/day
6th 3 2 2 5 +1 Flame Power 2.
7th 3 2 2 5 +1 Master Of Flames,Produce Flame 8/day
8th 4 3 3 6 +1
9th 4 3 3 6 +1 Flame Power 3, Flamelord, Produce Flame 10/day.
10th 5 3 3 7 +1 Supremacy
skinny_rat_boy

07-31-06, 11:32 AM
Here is one more


Painbound Of Loviatar
Painbounds of loviatar are individuals that by the means of a fiendish ritual have, been permanently infused with pain. A Painbound is an unquestionable champion of Loviatar, an ideal that symbolizes the very essence of the willing whip, pain, pure and simple. Painbounds are without exception ruthless, violent, cold and utterly sadistic and thanks to their unholy transformation they become completely “immune” to pain and become practically unstoppable. Even though there is great power to be gained from the transformation it is also extremely painful and only very powerful clerics of Loviatar(15th level or higher) can perform the ritual which helps limit the number of Painbounds in the realms. The ritual takes a tenday from beginning to end, a cleric of Loviatar of at least level 15 must be present at all times to word the proper spells and chants, once the ritual is started the subject cant leave the where the ritual was initiated (usually in a specially prepared ritual circle) since he is incapacitated by extreme pain night and day, the first four days he is dealt 8d6 of damage each day, the next four days he is dealt 4d6 of damage each day, and the last two days he is dealt 2d6 of damage each day(potions of cure is a must). As the ritual starts the candidate is constantly infused with purest pain, making him scream and squirm in pain but as the ritual progress the pain slowly starts to wear away as he grows more familiar with it, and at the end of the ritual the candidate walks away as an entirely new being. He finds himself tougher, more sinister and utterly resistant to pain, the only evidence that tells of his nature is his right eye which has turned sooty black during the ritual. From that point on the painbound usually works with the church as a brutal assassin, torturer or bodyguard.Painbounds are always held in high esteem and commands great respect and veneration from lowest apprentice to highest priest alike as they are viewed as favored of their cruel god. Almost all painbounds are fighters or monks, a rare few are rangers or ex-barbarians, clerics could become painbound but are by tradition not allowed to undertake the ritual, most other classes don’t have the stamina to survive the ritual. Hit Die: d12

Requrements
To qualify to become a Painbound of Loviatar a character must fulfil all of the following criteria.
Base Attack Bonus: +7
Skills: Intimidate 4 ranks
Feats: Endurance, Great Fortitude
Deity: Loviatar
Alignment: Lawful Evil
Base Fortitude Save: +5

Class Skills
Climb(str), Craft(int), Intimidate(cha), Jump(str), Knowledge(religion)(int), Ride(dex), and Swim(str)
Skill Points at Each Level: 2+int modifier

Class Features
All of the following are class features of the Painbound of Loviatar prestige class.
Weapon and Armor Proficiency: Painbounds of Loviatar gain no proficiency in any weapons or armor.

Painbound: As a result of the ritual the Painbound gains complete immunity to stunning and any spell or ability that uses pain to damage or to incapacitate him(such as a symbol of pain). In addition the ritual has toughened him, increasing his constitution by 2, but the ritual also leaves a dark wound on the soul, reducing his wisdom by 2. If ever reduced to 0 or lower Hp he can still act as normal(He still dies if reduced to -10 or less).

Share Pain: At level 2 the Painbounds discover means to share his pain with others, although the pain doesn’t bother him it can be fatal to others. The Painbound must succeed with a touch attack in order to deal 4d8+Painbound of Loviatar class level of damage through extreme pain. In addition the person touched must succeed a Fortitude save (DC= 10+Painbound of Loviatar class level) or take a -2 on attack rolls, skill checks, and ability checks for the next 2d6 rounds. The Painbound may use this ability a number of times per day equal to half his Painbound of Loviatar level, rounded down.

Unstoppable: At level 3 the painbound continues to grow more resilient, resulting in a +2 modifier to Fortitude saves, at levels 6 and nine this bonus increase by 2. But as the Painbound relies more and more on his toughness to carry him through battle he grows more arrogant, he simply doesn’t care if a fireball is coming his way, resulting in a -2 modifier to reflex saves this penalty also increases at levels 6 and 9 by 2.

Agony: At level 5 the Painbound gains the abilty to share pain at a range, by discharging a transparent and red tinted cloud of force from his black eye. The attack uses up one of his share pain uses and is identical to it except that the painbound must succeed at a ranged touch attack with a range of 60ft, if it hits it deals 4d6+Half Painbound of Loviatar class level of damage.

Tougness: At level 8 the Painbound grows even tougher, as a result his constitution increase by 2

One With Pain: At level 10 the Painbound has reached the height of his abilities, His creature type changes to outsider(Lawful, Evil), which means that he acquires some immunities and vulnerabilities based on his type. In addition he gains damage reduction 5/-.

Lvl/BsB/Fort/Ref/Will/Special
1 1 2 0 0 Painbound
2 2 3 0 0 Share Pain
3 3 3 1 1 Unstoppable +2
4 4 4 1 1
5 5 4 1 1 Agony
6 6 5 2 2 Unstoppable +4
7 7 5 2 2
8 8 6 2 2 Toughness
9 9 6 3 3 Unstoppable +6
10 10 7 3 3 One With Pain
Autoschediastician

07-31-06, 06:19 PM
Hey, could someone possibly work on a non-divine spellcasting PrC devoted to Helm. I liked the Watchers that BurgerKing presented, but as I'm currently playing a Warforged, I'd like a more martial class, but also has that Helm quality. Any ideas, folks?
varyar

08-01-06, 03:42 AM
Here's my first two attempts at creating a prestige class. Yes, they're elf-related. Sorry :D

BLADE OF THE SELDARINE

While humans, dwarves and sometimes halflings count paladins as the champions of their gods and their ways of life, there are few, if any, of the Tel'Quessir who hear that call (and most of them are elves raised in human environments). This does not mean the Seldarine do not have special champions in their service. On the contrary, these holy warriors, known as Blades of the Seldarine (or Vael Seldarine) have long been honored in elven stories and songs.

Most Blades of the Seldarine are some combination of fighter and cleric or druid, but a few rangers also take up the calling, as do some of the incredibly rare elven paladins. Arcane spellcasters and rogues who desire to serve the Seldarine tend to follow other paths.

Requirements
To qualify to become an Blade of the Seldarine, a character must fulfill all the following criteria.
Race: Elf
Base Attack Bonus: +7
Feat: Weapon Focus (deity's chosen weapon)
Skills: Knowledge (Religion) 8
Spells: Ability to cast 4th-level divine spells.
Special: A Blade of the Seldarine must have one of the Seldarine as his patron deity.

Class Skills
The Blade of the Seldarine's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier

Class Features
All of the following are class features of the Blade of the Seldarine prestige class.

Hit Die: d6

Weapon and Armor Proficiency
Blades of the Seldarine are proficient with all simple and martial weapons, as well as the favored weapon of their deity (if it is not a simple or martial weapon), with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Spells per Day
At 2nd, 4th, 6th, 8th and 10th level, a Blade of Seldarine gains new spells per day as if she had also gained a level in whatever divine spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Blade of the Seldarine to the level of whatever other divine spellcasting class the character has, then determines spells per day and caster level accordingly.

If a character had more than one divine spellcasting class before she became an Blade of the Seldarine, she must decide to which class she adds each level of Blade of the Seldarine for the purpose of determining spells per day.

Divine Blessing
Blades of the Seldarine receive special gifts from the gods in order to better carry out their will. At 2nd, 4th, 6th, 8th and 10th level, a Blade of the Seldarine may choose to gain one of the following boons:

A +2 bonus on saving throws against enchantment spells or effects (stacking with the elven racial save bonus)
A +2 bonus on Listen, Search, and Spot checks (also stacking with the innate elven ability)
A +2 bonus on saving throws against necromancy spells or effects
The Weapon Specialization feat (with the deity's chosen favored weapon as the chosen weapon)
A bonus equal to half her Charisma bonus (if any) on all saving throws
Two additional turn undead uses per day
The supernatural ability to cast light three times a day
The supernatural ability to cast read magic at will
The supernatural ability to cast dancing lights once per day
The ability to lay on hands for a total number of hit points per day equal to her character level

Smite Evil
At 1st level, a Blade of the Seldarine becomes able to smite evil (as the paladin ability) 1/day. If she is already able to smite evil, the character gains one extra use per day.

Bane of Fiends
While the drow may be the most numerous foes of the Tel'Quessir, it is the fiends of the lower planes that are their most perilous adversaries. On reaching 3rd level, a Blade of the Seldarine gains supernatural insight into the sinister nature of such creatures and especially their weaknesses. Any weapon wielded by a 3rd or higher level Blade of the Seldarine against an evil outsider has its critical hit range extended by 2.

Fiendslayer
A 5th level Blade of the Seldarine is a peerless hunter of fiends. Whenever she scores a critical hit against a fiend, the target must make a Fortitude save (DC 10 + ½ character level + character Strength modifier) or die instantly.

Planar Turning
7th level Blades of the Seldarine gain the planar turning feat for free even if they do not meet the prerequisites.

Enchantment Immunity
Upon reaching 9th level, a Blade of the Seldarine gains immunity to all enchantment spells or effects.

Ascension
10th level Blades of the Seldarine become so attuned to the Seldarine and Arvandor that they transform from ordinary elves into something even more glorious. They become native outsiders and gain Darkvision out to 60 ft. They also take on some minor physical trait connected to their patron deity (such as a change in hair, eye or skin color to match that most associated with their deity).

Lvl/BsB/Fort/Ref/Will/Special/Spells
1 0 2 0 2 Smite evil 1/day +1 level of existing divine spellcasting class
2 1 3 0 3 Divine blessing +1 level of existing divine spellcasting class
3 2 3 1 3 Bane of fiends +1 level of existing divine spellcasting class
4 3 4 1 4 Divine blessing +1 level of existing divine spellcasting class
5 3 4 1 4 Fiendslayer +1 level of existing divine spellcasting class
6 4 5 2 5 Divine blessing +1 level of existing divine spellcasting class
7 5 5 2 5 Planar turning +1 level of existing divine spellcasting class
8 5 6 2 6 Divine blessing +1 level of existing divine spellcasting class
9 6/1 6 3 6 Enchanment immunity +1 level of existing divine spellcasting class
10 7/2 7 3 7 Ascension, divine blessing +1 level of existing divine spellcasting class
varyar

08-01-06, 03:45 AM
STARSHADOW

While all elves and most knowledgeable folk of other races know of Elven High Mages, few have heard of the olkiirshil. This is by design. The olkiirshil (also known as starshadows) are the agents of the arcane gods of the Seldarine. They are devout and powerful, and sent on the most urgent tasks by their churches or, sometimes, the gods themselves. The code of the starshadow is one of secrecy and discretion; only when their tasks are near completion do they dare reveal their true powers. The nine (once thirteen) orders of the starshadows are said to predate the Crown Wars, in which unfettered arcane and divine magic nearly destroyed the Tel'Quessir. Accordingly, one of the primary tasks of the starshadows is to prevent any individual or group from ever gaining such powerful magic again. As such, they often come into conflict with groups like the Red Wizards, the Zhentarim, the Shadovar and cults of various evil gods, as well as liches and other individuals of great arcane might.

Requirements
To qualify to become a starshadow, a character must fulfill all the following criteria.
Race: Elf
Skills: Knowledge (Arcana) 10, Knowledge (Religion) 6, Spellcraft 10
Spells: Ability to cast 5th-level arcane spells.
Special: The character must have the support of a starshadow of good standing and also have one of the elven gods of magic as his patron in order to enter into the order.

The elven gods of magic, and their arcane domains, are as follows.

Aedrie Faenya Storm
Alathrien Druanna Conjuration
Darahl Firecloak Fire
Hanali Celanil Enchantment
Kirith Sotheril Divination, Enchantment
Mythrien Sarath Abjuration
Rellavar Danuvien Cold
Sehanine Moonbow Divination, Enchantment, Illusion
Tethrin Veraldé Battle, Evocation

Additionally, in ancient times (before and during the Crown Wars), there were four other members of the Seldarine with magic in their portfolios. They are dead, or at least withdrawn from Faerûn, but those with the Servant of the Fallen feat (see Lost Empires of Faerûn) may still choose them as patrons, although it is very rarely done. Starshadows pledged to these lost gods are even more alone than their peers while on quests.

Emanora Dekenne Illusion
Iltevra Sofiae Necromancy
Marisien Airithil Evocation
Uilistil Unoroth Transmutation

Class Skills
The starshadow's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier

Class Features
All of the following are class features of the starshadow prestige class.

Hit Die: d4

Weapon and Armor Proficiency

Starshadows gain no proficiency with any weapon or armor.

Spells per Day/Spells Known

When a new starshadow level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 5th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 5th-level spells before he became a starshadow, he must decide to which class he adds each level of starshadow for the purpose of determining spells per day.

Elvish Lore

The lore of the Tel'Quessir is wondrously vast, and the starshadows are among the prime beneficiaries of this deposit of wisdom. A 1st level starshadow may make a special elvish lore check with a bonus equal to his character level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the starshadow has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful elvish lore check will not reveal the powers of a magic item but may give a hint as to its general function. a starshadow may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC Type of Knowledge
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people.
25 Obscure, known by few, hard to come by.
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 significance of the knowledge.

Arcane Domain

At 2nd level, a starshadow strengthens his commitment to his patron deity and the facet of magic his deity watches over. He must choose an arcane domain (see Unearthed Arcana or d20srd.org). He gains the domain spells for all spell levels he is able to cast.

School Defense

The secret training the starshadows receive gives them a slight edge against certain schools of magic. At 3rd level, a starshadow chooses one school of magic and gains +3 spell resistance against all spells of that particular school. The character cannot choose the school he has already chosen as his arcane domain.

High Arcana

At 4th level, a starshadow may select a high arcana ability as with the archmage prestige class. At 9th level, he may choose another high arcana ability.

Theurgical Boon

At 5th level, a starshadow receives a special power from his patron deity, one that deepens his ties to the Weave and the wonders it offers to the worthy. He is granted the power tied to his arcane domain.

Resistance to Energy (Su) (Abjuration)

Once per day, a starshadow with this ability can create a mystical shield that grants herself or any one creature that he touches limited protection against a chosen energy type (acid, cold, electricity, fire, or sonic). The affected creature gains resistance equal to 5 plus one-half the starshadow's class level against the chosen energy type. Activating this ability is a standard action. Once activated, the protection lasts for 1 hour. This protection overlaps with (and does not stack with) the effects of spells such as resist energy.

Rapid Summoning (Ex) (Conjuration)

Any time a starshadow with this ability casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) starshadows using this variant gain the normal benefits from enhancing a summon monster spell with the Quicken Spell feat.

Enhanced Awareness (Ex) (Divination)

A starshadow using this power adds Sense Motive to his list of class skills. In addition, he gains minor benefits when casting certain divination spells.

He needs only to study an item for 10 minutes (rather than 1 hour) when casting identify.

An arcane eye cast by the starshadow travels at 20 feet per round when studying its surroundings (rather than 10 feet per round).

Add +1 to the saving throw DCs of the character's divination spells. (This bonus stacks with the bonus from the Spell Focus and Greater Spell Focus feats.)

Cohort (Enchantment)

Upon reaching 5th level, a starshadow gains the service of a loyal cohort of the player's choice (with the game master's approval). The cohort is a 4th-level character when first gained; after that point, follow the normal rules described in the Leadership feat to determine the cohort's level, but treat the enchanter's level as being two lower than normal.

The starshadow doesn't gain any followers from this ability. If the starshadow selects the Leadership feat, he attracts followers as normal, the penalty to the starshadow's effective level is eliminated, and the starshadow automatically qualifies for the "special power" modifier to his Leadership score.

Energy Affinity (Ex) (Evocation)

Starshadows using this power must choose an energy type (acid, cold, electricity, fire, or sonic). This choice is made upon character creation and cannot be altered thereafter. Any time the character casts an evocation spell with the chosen energy type, he casts the spell as if his caster level were one higher (affecting range, duration, damage, caster level checks, and any other factor influenced by caster level).

Chains of Disbelief (Ex) (Illusion)

Even if a viewer disbelieves an illusion created by a starshadow with this power and communicates the details of the illusion to other creatures, those other creatures do not receive the normal +4 bonus on their saying throws to disbelieve the illusion. Furthermore, even when presented with incontrovertible proof that the illusion isn't real, creatures must still succeed on a Will saving throw to see objects or creatures that the illusion obscures, although they get a +10 bonus on the saving throw.

Turn Undead (Necromancy)

The starshadow may attempt to turn undead a number of times per day equal to his Intelligence modifier. A starshadow with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Enhance Attribute (Ex) (Transmutation)

Twice per day, a starshadow with this power can add a +2 enhancement bonus to any one of his ability scores. This bonus lasts for a number of minutes equal to the starshadow's class level. Using this ability is a swifrt action.

Arcane Languages

Those starshadows who reach 6th level begin to be initiated into the deepest mysteries of the Art of the Tel'Quessir. The first is the ability to speak and read Seldruin, the ancient language of High Magic, as well as Celestial and Draconic, if the character does not already know them.

Planar Cohort

A 7th level starshadow can use any of the planar ally spells to call a creature to act as his cohort. The called creature serves loyally and well as long as the starshadow continues to advance the cause of their mutual patron deity.

To call a planar cohort, the starshadow must cast the relevant spell, paying the XP costs normally. It takes an offering of 1,000 gp × the HD of the creature to convince it to serve as a planar cohort, and the improved ally class feature can’t be used to reduce or eliminate this cost. The planar cohort can’t have more Hit Dice than the starshadow has, must have an ECL no higher than the starshadow’s character level -2 and must be the same alignment as the starshadow's patron deity.

A starshadow can have only one planar cohort at a time, but he can continue to make agreements with other called creatures normally. A planar cohort replaces a starshadow’s existing cohort, if he has one by virtue of the Leadership feat.

Greater School Defense

Upon reaching 8th level, a starshadow gains +5 spell resistance against all spells of the school he chose for school defense.

Favor of the Seldarine

10th level starshadows are nearly without peer in the regard of their divine masters. Accordingly, they receive powerful gifts that show the favor they have from on high. First, every 10th level starshadow gains an additional +5 spell resistance (for a total of +13) against all spells of the school he chose for school defense. Each arcane deity of the Seldarine grants an additional, distinct power to his faithful starshadows.

Aedrie's Favor

The starshadow gains the supernatural ability to cast lightning bolt three times per day.

Alathrien's Favor

The starshadow gains the supernatural ability to cast maze once per day as well as immunity to that spell himself.

Darahl's Favor

The starshadow gains the supernatural ability to cast fireball three times per day.

Emanora's Favor

The starshadow receives the supernatural ability to cast mass invisibility once per day.

Hanali's Favor

The starshadow's Charisma increases by 2 and he gains the supernatural ability to cast charm person a number of times per day equal to his Charisma bonus.

Iltevra's Favor

The starshadow gains the supernatural ability to cast undeath to death once per day.

Kirith's Favor

The starshadow receives a permanent version of greater arcane sight as a supernatural ability.

Marisien's Favor

The starshadow gains the supernatural ability to cast mage's sword once per day. The 'sword' always takes the appearance of the favored weapon of the starshadow's patron deity.

Mythrien's Favor

The starshadow gains the supernatural ability to cast banishment once per day.

Rellavar's Favor

The starshadow gains the supernatural ability to summon a Huge Ice Elemental once per day.

Sehanine's Favor

The starshadow becomes immune to all death spells, magical death effects, energy drain, and any negative energy effects as if protected by a permanent death ward.

Tethrin's Favor

The starshadow gains the supernatural ability to cast greater magic weapon three times per day.

Uilistil's Favor

The starshadow gains the supernatural ability to cast haste three times per day.

Lvl/BsB/Fort/Ref/Will/Special/Spells
1 0 0 0 1 Elvish lore +1 level of existing arcane spellcasting class
2 1 0 0 3 Arcane domain +1 level of existing arcane spellcasting class
3 1 1 1 3 School defense +1 level of existing arcane spellcasting class
4 2 1 1 4 High arcana +1 level of existing arcane spellcasting class
5 2 1 1 4 Theurgical boon +1 level of existing arcane spellcasting class
6 3 2 2 5 Arcane languages +1 level of existing arcane spellcasting class
7 3 2 2 5 Planar cohort +1 level of existing arcane spellcasting class
8 4 2 2 6 Greater school defense +1 level of existing arcane spellcasting class
9 4 3 3 6 High arcana +1 level of existing arcane spellcasting class
10 5 3 3 7 Favor of the Seldarine +1 level of existing arcane spellcasting class

***

Whaddaya think, sirs? The new gods of magic are from something else I'm working on. They don't have full write-ups yet, just the essentials (domains, portfolios, etc). Hopefully they'll be done in a week or so.
Cambion76

08-01-06, 07:52 AM
EMISSARY OF THE SISTERS

“Mystra is with me, the Weave is around me and the Seven are behind me! You will let me pass - Helm Firnheim of Waterdeep, emissary of the sisters

THE SEVEN SISTERS:

Seven bright stars in the sky I see.
Seven for those who watch over me.
Seven are the smiles down the send.
Seven be the troubles swift they mend.
-Rune of the chosen.

The Seven Sisters are widely known in Faerun. As chosen of Mystra and a grand power for good. They rule city-states or whole countries. They command Harpers and Moonstars. They crusade the Underdark to convert the drow and even in death guard over those they protected in life. Their names are: Sylúne, Alustriel, Dove Falconhand, Storm Silverhand, Laeral Silverhand, Simbul and Qilué Veladorn. They aid all good folk against harm or enslavement and protect the Weave of Mystra.

Under all they assets the Sisters command, many are greater or more powerful, but whenever a message has to be relayed, too secret or too dangerous to be send by magic or ordinary messenger, the Society of the Seven Sisters comes to its right and sends its emissarys to bring the word …or whatever else.

The Society is no ordinary organization. The Emissarys are chosen by one of the sisters herself. Sometimes only for a single task in a lifetime, sometimes for more. Some very questionable individuals have been chosen to become Emissarys, but though the wisdom of the Sisters remains a mystery it appears that their chosing turns out to be wisely one way or another. Sometimes the messenger is the message, sometimes the the messenger discovers that he himself is the receptor.
Most emissarys are very independent persons only accepting assignments when persuaded or “brought” to see the need. Most of them, however, tend to detect new sides to themselves somewhere on the way.
Willing (or knowing) or not. Those that carry the messages of the Seven Sisters are granted some small degree of Mystra’s power.

BECOMING A EMISSARY OF THE SISTERS
The Emissarys of the Sisters are a peculiar mixture of characters. A strong sense of loyality and something like a good core (sometimes very deep inside) as well as skill in stealth and ability to travel fast seems to be advisable. Talents usually found in not so honest and noble areas of expertise. Therefore most emissarys are rangers or rogues, because of the mobility and stealthiness these classes offer but other classes may fit in as well. Spellcasters are seldom chosen, since magical means of transportation are usually out of the question, but it is not unheard of, either. Fighters are also common, because they can overcome certain obstacles, but most of them are multiclassing with some more versatile class.

Entry Requirements:
Alignment: any nonevil
Base Attack Bonus: +4
Skills: Hide 5 ranks, Move Silently 5 ranks, Knowledge (geography) 4 ranks, Survival 4 ranks, Disguise 8 ranks
Feats: Luck of Heroes
Special: Must be chosen by one of the Seven Sisters.

Table 1: The Emissary of the Sisters Hit Die: d6

LevelBAFort.Ref.Will.Special
+0+0+2+2fast movement +10 ft, bonus feat, spells
+1+0+3+3
+2+1+3+3Hide in plain sight
+3+1+4+4Bonus feat
+3+1+4+4

Spells:
2 - - - -
2 1 - - -
3 2 1 - -
3 2 2 1 -
3 3 2 2 1

Skills (4 + Int per level): Balance, Bluff, Climb, Craft (any), Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (geography), Knowledge (local), Listen, Move Silently, Profession (any), Ride, Search, Sense Motive, Spot, Survival, Swim.

Emissary Spell List:
Emissarys of the Sisters have access to all spells of the following list:
1st level: Arcane mark, alter self, comprehend languages, endure elements, longstrider, mount, obscuring mist, pass without trace, undetectable alignment.
2nd level: Bear’s endurance, fog cloud, invisibility, knock, misdirection, tongues, whispering wind.
3rd level: Create food and water, dispel magic, illusory script, nondetection, phantom steed, secret page, water breathing, water walk.
4th level: Air walk, control winds, detect scrying, freedom of movement, invisibility (greater), polymorph, sending, solid fog.
5th level: Find the path, dispel magic (greater), mislead, pass wall, plane shift, shadow walk.

CLASS FEATURES
The following are all class features of the emissary of the sisters prestige class.

Fast movement (Ex): At first level the emissary gains a +10 foot enhancement bonus to her base land speed. The emissary loses this bonus when wearing medium or heavy armor or when carrying medium or heavy load.
Bonus feat: At first level the emissary gains Endurance as bonus feat, at fourth level she gains Run as a bonus feat.
Hide in plain sight (Su): See “Shadowwalker” DMG page 195.
Spells: Begining at first level the emissary gains the ability to cast a small number of devine spells.
skinny_rat_boy

08-01-06, 09:19 AM
Hey, could someone possibly work on a non-divine spellcasting PrC devoted to Helm. I liked the Watchers that BurgerKing presented, but as I'm currently playing a Warforged, I'd like a more martial class, but also has that Helm quality. Any ideas, folks?

Shouldnt the Divine Champion work? I meen i can try to write something up but it will be hard to make it distinguished, anyway, im on it ;)
skinny_rat_boy

08-01-06, 02:19 PM
Here it is i hope you like it, i dont know if this is what you wanted but it is a Helm influenced prsc, skinny-style

Bastion of Helm
Bastions of Helm are nearly fanatical worshipers of the ever watchful who believes that the best way to protect something or someone is the destruction of the threat itself. Bastions of Helm sometimes exist within the church hierarchy and sometimes they exist outside of it (albeit, always in small numbers). In any case most other worshipers of Helm tend to distance themselves from the Bastions of Helm since they view them as misinterpreting fanatics. That they make excellent guardians combined with the fact that they often are loved by the common man, has probably saved them from being expunged from the church. Within the church the Bastions of Helm are mostly serving as guardians and watchers, the few clerics who becomes (or sides with) Bastions of Helm are nearly identical to the rank and file except that they tend to be more aggressive and blunt. Those who exist outside the church most often form independent cells that operate independently from the church, and it is here that the most extreme and fanatical Bastions of Helm can be found. It is not unknown that in their fanatical approach to Helms dogma that entire cells have started to drift away from the worship of him, instead worshiping deities such as Tempus, Tyr and in the worst cases Garagos and Bane. In the end, however, Bastions of Helm are more often than not good-hearted protectors that genuinely care about the people of Faerun, they simply wish to do more in order to protect them, which often leads to long and tiring arguments with other members of Helms church. Although quite a few clerics become Bastions of Helm the bulk is made up of paladins and fighters, since they often display both strength and dedication, most other classes simply don’t have the power nor fervour to become Bastions of Helm.
Hit Die: d10

Requirements
To qualify to become a Bastion of Helm, a character must fulfil all of the following criteria.
Alignment: Lawful neutral, or lawful good.
Base Attack Bonus: +5
Weapons: Must be proficient with all martial weapons
Deity: Helm
Skills: Knowledge (religion) 4 ranks
Feats: Weapon Focus (Bastard sword, greatsword or longsword)

Class Skills
Climb(str), Craft(int), Jump(str), Knowledge (religion)(int), Ride(dex), and Swim(str)
Skill Points at Each Additional Level: 2+ int modifier

Class Features
Weapon and Armor Proficiency: Bastions of Helm are proficient with all armors and shields(including tower shields).

Never Betray Your Trust(Ex): At the beginning of each combat round as a free action the Bastion of Helm may nominate a single friendly subject that he will protect and aid in combat, and as long as he remains in an adjacent square to the nominated subject both the subject and himself gain a +2 morale bonus to AC and attack rolls, however, should the subject die whilst he is guarding her he will suffer a -4 morale penalty to skill checks, attack rolls and abilty checks for the next 2d10 days. A properly worded atonement spell will negate this effect.

Righteous Sword(Su): At level 2 any bastard sword, greatsword or longsword the Bastion of Helm wields counts as lawful aligned for the purpose of overcoming damage reduction. At level 4 the sword also counts as good aligned.

Hallow(Sp): At level 3 the Bastion of Helm may use Hallow 1/week as a spell-like ability

Bastion(Su): At level 5 the Bastion of Helm has become a true champion of Helm, a shining example of vigilance and protection, and woe behold anyone who dare threaten him or the people he protects. Once a day as a standard action the Bastion of Helm may surround himself with an aura of intense light the aura itself sheds light equal to that of a daylight spell, he also gains the the benefits of the magic circle against evil and magic circle against chaos spells, this ability lasts for a number of rounds equal to 5+ the Bastion of Helms charisma bonus

Ex-Bastions of Helm: A Bastion of Helm that grossly violates the code of conduct expected by his god looses all the class features of a Bastion of Helm. Until he receives atonement, even so if a Bastion of Helm has fallen out of grace he may never gain another level in this class(even if he atones).

Lvl/BaB/Fort/Ref/Will/special
1 1 2 0 0 Never betray your trust
2 2 3 0 0 Righteous sword(Lawful)
3 3 3 1 1 Hallow
4 4 4 1 1 Righteous sword(good)
5 5 4 1 1 Bastion
ragnarblackmane

08-01-06, 06:53 PM
Hey all, im still a bit new to making PrC's, so bear with me.





Jinxed One





The Jinxed One is a monk whose aura is so convoluted that it produces a sort-of "bad luck" in his enemies. These monks are feared for their bringing of bad luck, so most people tend to avoid them whenever possible. An enemy of a Jinxed One will know it when he begins clumsily swinging his weapon, unable to account for a sudden loss of coordination and skill.



Requirements
To qualify to become a Jinxed One, a character must fulfill all of the following criteria.
Alignment: Any Chaotic.
Must have at least two levels in Monk.
Base attack bonus +5
Skills: Bluff- 8 ranks, Knowledge: Religion- 1 rank, Spot- 4 ranks.
Feats: Alertness.


Class Skills: Disguise (Cha),
Skill points: 2 + Int modifier.

BAB Fort Ref Will
1 +2 +3 +3 +5
2 +2 +3 +3 +6
3 +3 +4 +4 +6
4 +3 +4 +4 +7
5 +4 +5 +5 +8
6 +5 +5 +5 +8
7 +6 +6 +6 +9
8 +6 +6 +6 +10
9 +7 +7 +7 +12
10 +8 +8 +8 +12

Hit Die: d8

Class Features:

Weapon and Armor Proficiencies: No proficiencies gained.

Level 1 , By focusing on an individual, the monk can instill some of his aura's luck-based abilities into said individual, making the individual clumsy and unskilled. (usable once per day)
Jinx (Ex)- Jinxes an enemy with a bit of bad luck. (-1 to attack rolls) , Bonus Feat: either Blind-Fight or Improved Initiative, (requirements need not be met.)

Level 2 , Stealthy- +2 on Hide and Move Silently checks. (requirements need not be met)

Level 3 ,The monks chaotic nature allows him to more easily blend in and remain unnoticeable. +2 to Disguise checks.

Level 4 , The Luck of Fools (Ex)- Gives the chance to resist any negative effects involving attack or damage rolls, once per day, as a free action.

Level 5 , Jinx now does -1 to attack and damage rolls. 2/day.

Level 6 , Alter Self (Sp)- as the 2nd level Bard spell of the same name, 1/day.

Level 7 , A permanent -2 to Charisma. People instictlively dislike and distrust a Jinxed One because of his pervasive aura.

Level 8 , Good Mojo (Ex)- Monk and all allies within 20' feet benefit from a +2 to attack rolls and saving throws.

Level 9 ,

Level 10 , The Luck of the Wise (Ex)- The monks aura of luck is balanced and chaotic all at once.
+3 to Saving Throws and Attack rolls of all allies within 30' feet, and -3 to Saving Throws and Attack rolls of all enemies within 30' feet.

( Only one "Aura" is usable at any time. To change an Aura, it takes a full round.)

After 10th level, a Jinxed One essentially becomes a Chaotic-like Outsider.


Remember, this is my very first attempt at creating a PrC.
Autoschediastician

08-01-06, 10:06 PM
Here it is i hope you like it, i dont know if this is what you wanted but it is a Helm influenced prsc, skinny-style



Thanks, that looks great.
skinny_rat_boy

08-02-06, 06:56 AM
Hey all, im still a bit new to making PrC's, so bear with me.





Jinxed One





The Jinxed One is a monk whose aura is so convoluted that it produces a sort-of "bad luck" in his enemies. These monks are feared for their bringing of bad luck, so most people tend to avoid them whenever possible. An enemy of a Jinxed One will know it when he begins clumsily swinging his weapon, unable to account for a sudden loss of coordination and skill.



Requirements
To qualify to become a Jinxed One, a character must fulfill all of the following criteria.
Alignment: Any Chaotic.
Must have at least two levels in Monk.
Base attack bonus +5
Skills: Bluff- 8 ranks, Knowledge: Religion- 1 rank, Spot- 4 ranks.
Feats: Alertness.


Class Skills: Disguise (Cha),
Skill points: 2 + Int modifier.

BAB Fort Ref Will
1 +2 +3 +3 +5
2 +2 +3 +3 +6
3 +3 +4 +4 +6
4 +3 +4 +4 +7
5 +4 +5 +5 +8
6 +5 +5 +5 +8
7 +6 +6 +6 +9
8 +6 +6 +6 +10
9 +7 +7 +7 +12
10 +8 +8 +8 +12

Hit Die: d8

Class Features:

Weapon and Armor Proficiencies: No proficiencies gained.

Level 1 , By focusing on an individual, the monk can instill some of his aura's luck-based abilities into said individual, making the individual clumsy and unskilled. (usable once per day)
Jinx (Ex)- Jinxes an enemy with a bit of bad luck. (-1 to attack rolls) , Bonus Feat: either Blind-Fight or Improved Initiative, (requirements need not be met.)

Level 2 , Stealthy- +2 on Hide and Move Silently checks. (requirements need not be met)

Level 3 ,The monks chaotic nature allows him to more easily blend in and remain unnoticeable. +2 to Disguise checks.

Level 4 , The Luck of Fools (Ex)- Gives the chance to resist any negative effects involving attack or damage rolls, once per day, as a free action.

Level 5 , Jinx now does -1 to attack and damage rolls. 2/day.

Level 6 , Alter Self (Sp)- as the 2nd level Bard spell of the same name, 1/day.

Level 7 , A permanent -2 to Charisma. People instictlively dislike and distrust a Jinxed One because of his pervasive aura.

Level 8 , Good Mojo (Ex)- Monk and all allies within 20' feet benefit from a +2 to attack rolls and saving throws.

Level 9 ,

Level 10 , The Luck of the Wise (Ex)- The monks aura of luck is balanced and chaotic all at once.
+3 to Saving Throws and Attack rolls of all allies within 30' feet, and -3 to Saving Throws and Attack rolls of all enemies within 30' feet.

( Only one "Aura" is usable at any time. To change an Aura, it takes a full round.)

After 10th level, a Jinxed One essentially becomes a Chaotic-like Outsider.


Remember, this is my very first attempt at creating a PrC.

I really like your idea.... but i would recommend to use a "benchmark" when creating a Prsc, that is a somewhat similar class to which to compare to, in this case i would probably use either the monk of the long death or the fatespinner(or both) as benchmarks. Furthermore it helps to put a little more thought in the backrgound of the class, for instance, how does one become a jinxed one, is jinxed ones more common among the worshipers of tymora or beshaba, what is a jinxed ones outlook and most imortantly, try to make it attractive to either players or Dm´s. :ayyyy!:
ragnarblackmane

08-02-06, 04:00 PM
Yea, that PrC took me about 15 minutes or so, so it wasnt entirely thought out. :P
ragnarblackmane

08-04-06, 04:33 PM
Does anyone know where to find some Custom Prc's designed with a Monk in mind?
Captain Jack Sparrow

10-04-06, 03:05 AM
All of these classes are awesome in every way. the elven ones are great and the others are very well planned. Why don't the WoTc ask to make some of these canon? great job every body. :cool: :cool: :D
Mad Mage

11-16-06, 07:34 PM
Something I did in a recent thread for somebody. Tell me what you think.

Lorekeeper of Oghma

Amongst the faithful of the Binder of What Is Known, the pursuit and preservation of knowledge is a great undertaking. There are also the concepts of bardic tradition and wrestling amongst Oghma's clergy, but those are only side aspects of their faith. Amongst the most devout are those who more actively pursue obscure lore and defend it with every breath they take. These faithful are known as the Lorekeepers of Oghma.

Most Lorekeepers are Clerics of Oghma, although some are multiclass Cleric/Bards, who may enjoy more power of divulging great secrets. Cleric/Monks of Oghma may enjoy some benefits in wrestling skills early on, or for the brighter-minded Monk, Cleric/Monks who become Lorekeepers are very rare. Other combinations are almost unheard of.
Hit Die: d8

Requirements
Skills: Decipher Script or Gather Information 5 ranks, Knowledge (any) 5 ranks.
Feats: Improved Grapple, Improved Unarmed Strike.
Spellcasting: Must be able to cast 3rd-level Cleric spells. Also must have access to the Knowledge Cleric Domain.
Patron: Oghma.
Special: Must have spent at least 8 hours researching a mostly-forgotten piece of lore, be it the history of a forgotten nation, part of an ancient language, or an ancient spell.

Class Skills:
Concentration (Con), Decipher Script (Int), Gather Information (Int), Heal (Wis), Knowledge (Any) (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.
Base Attack Bonus Progression: As cleric.
Saving Throw Progression: As cleric.
Spellcasting bonus: +1 to Spellcasting Class each level.

Class Features
- Weapon and Armor Proficiency: A Lorekeeper gains no weapon or armor proficiencies.
- Spells per Day/Spells Known: At each Lorekeeper level, the character gains news spells per day (and spells known, if applicable) as if they had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. They do not, however, gain any other benefit a character of that class would have gained (improved chance of turning/destroying undead, metamagic/item creation feats, and so on). If the character had more than one spellcasting class before becoming a Lorekeeper, the player must decide to which class to add each Lorekeeper level for the purpose of determining spells per day and spells known.
- Wrestling: Lorekeepers tend to practice wrestling as a form of self-defense and key physical prowess. With their training, lorekeepers reduce their AC penalty from being pinned from -4 to -2. In addition, a Lorekeeper's grappled target has their bonuses to resist disarm attempts reduced from +4 to +2.
- Bardic Knowledge: A Lorekeeper gains mighty insight into the ways of the cosmos. Starting at 1st level, Lorekeepers are considered as having Bardic Knowledge for the purposes of determining the DC of learning obscure facts. Their Bardic Knowledge check is determined by his Lorekeeper level plus their Intelligence modifier. If they have Bard levels and the Bardic Knowledge Ability, Bard and Lorekeeper levels stack for the purpose of Bardic Knowledge checks.
- Identify (Sp): At 3rd level, a Lorekeeper may use the arcane spell Identify as a spell-like ability once per day.
- Determined Learner: A Lorekeeper's will to learn the truth is stronger than many people. Starting at 4th level, a Lorekeeper gains a +2 divine bonus to will saves against enchant (compulsion) spells.
- Charm Person (Sp): At 5th level, a Lorekeeper may use the arcane spell Charm Person as a spell-like ability once per day.
- Determined Learner: At 7th level, a Lorekeeper's bonus to Will saves against enchantment spells increases to +4.
- Legend Lore (Sp): At 10th level, a Lorekeeper may use the Legend Lore spell as a spell-like ability once per day.

Works Cited: 3.5 Player's Handbook, Faiths & Avatars, Faiths & Pantheons.

What do you think? Underpowered? Overpowered? Unbalanced?
Mad Mage

12-09-06, 02:13 AM
Demarch of Mask (10-level Prestige Class)
Hit Die: d6

Requirements
Skills: Hide or Move Silently 5 ranks, Sleight of Hand 5 ranks
Feats: Deft Hands, Stealthy
Spellcasting: Must be able to cast 3rd-level Cleric spells. Also must have access to the Trickery Cleric Domain.
Patron: Mask
Special: Must have stolen an item worth at least 500 gold.

Class Skills:
Bluff (Cha), Concentration (Con), Heal (Wis), Hide (Dex), Knowledge (Any) (Int), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int).

Skill Points at Each Level: 4 + Int modifier.
Base Attack Bonus Progression: As cleric.
Saving Throw Progression: As cleric.
Spellcasting bonus: +1 to Spellcasting Class each level (except at 2nd, 4th, and 6th levels).

Class Features
- Weapon and Armor Proficiency: A Demarch gains no weapon or armor proficiencies.
- Spells per Day/Spells Known: At each Demarch level, the character gains news spells per day (and spells known, if applicable) as if they had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. They do not, however, gain any other benefit a character of that class would have gained (improved chance of turning/destroying undead, metamagic/item creation feats, and so on). If the character had more than one spellcasting class before becoming a Demarch, the player must decide to which class to add each Demarch level for the purpose of determining spells per day and spells known.
- Darkness (Sp): At first level, a Demarch can cast Darkness (as per the Cleric spell) as a spell-like ability
- Sneak Attack (SA): At second level, a Demarch gains a +1d6 sneak attack
- Sneak Attack (SA): At fourth level, a Demarch's sneak attack improves to +2d6
- Dark Way (Sp): At fifth level, a Demarch can cast Dark Way (Magic of Faerun) as a spell-like ability
- Sneak Attack (SA): At sixth level, a Demarch's sneak attack improves to +3d6
- Shadow Walk (Sp): At ninth level, a Demarch can cast Shadow Walk (as per the 5th-level wizard spell) as a spell-like ability
- Special Ability: At tenth level, a Demarch gains the ability to a Special Ability that a rogue would get at tenth level

Works Cited: Faiths & Avatars (2nd Edition Forgotten Realms), 3.5 Edition Player's Handbook, Magic of Faerun (3rd Edition Forgotten Realms
Mad_Mojo

12-13-06, 12:44 AM
Hello all,

Nice work on some of the prestige classes :)

I was hopeing this crowd could help me find a class (or somthing similar) for the bard I'm playing.

We started a Ptolus campaign, and my charecter is a bit of a gunslinger. My DM and I have been pouring over books looking for something that accentuates this side of his life without sacraficeing his spell casting or bardic music, loseing one would be acceptable, but not both.

Can anyone offer any advice? or perhaps someone with more experiance might consider writting up a class for us?

Thanks in advance for any help :)
Erevis Cale

12-13-06, 03:16 PM
Hi all, I was wondering if someone here had any ideas for a Scarlet Mummer of Liira PrC? I was fascinated by the Realmslore article on it and hoped maybe one of you could come up with some sort of build for it. Thanks!
TrueLuck_TDF

12-17-06, 05:56 PM
Dwarven Batterager

Within the ranks of the many dwarven fighters, defenders, clerics and the like, there are (arguably) elite fighters known as Batteragers. These dwarven men (as there are no known records of any dwarven women becoming Battleragers) are fanatical fighters and bodyguards for their clan leaders. Brash, loud and prone to berserker rages in the heat of battle, these fighters wield their bladed armor with no thought for their own safety.
For all their skill and endurance in combat, Battleragers are not well liked among the ranks of their dwarf compatriots. Their arrogance, gusto, bloodlust, and odor (a Battlerager who cleans his armor and bathes is considered a myth) have resulted in only a meager amount of recruits over the years. Consequently, the ranks of Battleragers have always been small.
Prospective applicants undergo arduous training, which centers around the management of pain and the strengthening of endurance. Trainees are often seen running headlong into sturdy wood or iron doors, punching stone walls, and wrestling for hours at a time. Regardless of how they behave (or smell), Battleragers are a force to be reckoned with on (and off) the battlefield.

Hit die: d10

Requirements
To qualify to become a Battlerager, the character must fulfill all of the following criteria:

Alignment: Any non-lawful, good alignment.

Race: Dwarf only.

Base Attack Bonus: +8

Feats: Dirty Fighting, Great Fortitude, Power Attack, and Toughness.

Intimidate: 4 ranks

Knowledge (Nobility and Royalty): 4 ranks.

Equipment: Masterwork Spiked armor (see below)

Class Penalties: -2 to Charisma. The Battlerager's demeanor, attitude and smell strongly count against him in his dealings with others (not that he cares).

Skill Penalties: When wearing typical Battlerager armor, the character suffers a rank penalty of -10 to the Move Silently skill (Battlerager armor squeaks and grinds loudly).

Class Skills
The Battlerager?s class skills (and the key ability for each skill) are: Climb (Str), Bluff (Cha), Intimidate (Cha), Knowledge (Nobility/Royalty) (Int), Climb (Str), Craft (Armor) (Int), Innuendo (Wis), Spot (Wis), and Wilderness Lore (Underground) (Wis). See Chapter 4: Skills in the Player?s Handbook for skill descriptions.
Skill points at Each Level: 2 + Intelligence modifier.

Base Attack Bonus: As a fighter.

Saves: As a fighter.

Ability Table
1----Damage reduction 10/+1, Bonus feat

2----Expert Grappler, Battlerager Frenzy

3----Gutbuster Lunge, Fast Movement

4----Damage Reduction 10/+2

5----Close Quarters Fighting

6----Armor Expert

7----Damage Reduction 10/+3

8----Resist Poison/Alcohol

9----Improved Gutbuster Lunge

10---Damage Reduction 10/+4

Class Features
Weapon and Armor Proficiency: All Battleragers are proficient with all types of armor, but not with shields. They are also proficient with the bladed gauntlet and spiked helmet (seen below). Their armor is either designed or enchanted to deal damage in close quarters combat.

Improved Initiative or Improved Bull Rush: At level 1, the character chooses either feat and receives it for free. The other feat may be chosen at the next appropriate level.

Battlerager Frenzy: The key ability of the battlerager is to charge headlong into enemy ranks without thought for personal safety. As the Battlerager takes damage it sends him into a rage, allowing him to deal more damage with each blow, as well take more punishment. At 2nd level the Battlerager gains the ability to go into a rage after taking 10 points of damage. This frenzy grants a +2 str, +2 con and +1 bonus to Will saves, but incurs a -2 AC penalty. This frenzy lasts for 3 rounds + new constitution modifier. After the end of the frenzy the Battlerager is winded and suffers a -2 str and -2 dex and cannot run or charge until the encounter has ended. After the duration of the frenzy has expired the Battlerager does not go into another frenzy during that encounter. At fourth level the Battlerager's may go into an even greater rage after sustaining 20 more points of damage after the first frenzy. This second frenzy grants an additional +2 str, +2 con, and +1 Will save bonus, for a total of +4 str, +4 con, and +2 Will saves. This new constitution will affect the duration of the frenzy, adding another round. The Battlerager can not go through both levels of frenzy from a single blow (by taking 30 points of damage or more); he may only go up one level of frenzy for any one blow. At level 6 a third level of frenzy is reachable after sustaining 30 points of damage after the second frenzy, raising strength and constitution by 2 points and Will saves by 1, for a total of +6 str, +6 con, and +3 to Will saves. Another level is available at level 8, for a total bonus of +8 str, +8 con, and +4 Will saves. And another level is attained at level 10, for +10 str, +10 con, and +5 Will saves.

Gutbuster Lunge: The Battleragers are trained in how to inflict the most damage possible with a wild advance. A Battlerager, after gaining the Gutbuster Lunge ability, may decide to deal double (an additional multiplier) damage on a charge attack, in addition he may travel at triple his speed instead of double. However, by doing this, he incurs 1d6 subdual damage.

Expert Grappler: Battleragers are experts at grappling with opponents and get a +2 competence check when attempting to grab, hold, and to maintain a grapple. Grappling as a battlerager is unique in that the armor is covered with spikes, ridges and barbs, which inflict normal damage rather than subdual damage. Attack rolls to inflict damage are done with a -2 penalty, rather than the normal -4. Also, opponents trying to escape a grapple with a battlerager take normal damage from the armor, whether or not an escape is successful, as a result of their own movement.

Fast Movement: The Battlerager can move an addtional +5ft. while wearing his heavy battle armor and an extra 10ft. while wearing light or medium armor, or while wearing no armor.

Close-Quarters Fighting: The battlerager receives this feat for free. If he already possesses this feat, he adds +2 to damage dealt for purposes of this feat only.

Armor Expert: Adventuring in his spiked armor has toughened the battlerager to the point that he no longer suffers the usual penalties for sleeping in his armor.

Damage Reduction: Beginning at 1st level and every 3 levels thereafter, the Battlerager is able to shrug off some damage dealt by opponents. At 1st level damage reduction is 10/+1. At 4th it increases to 10/+2, etc.

Resistance to Poisons, Alcohol: Battleragers train in the art of drinking to the point that they are better able to stomach strong tonics and even resist the effects of poisons. The result is a +2 save vs poisons and the effects of drunkenness or similar effects.

Improved Gutbuster Lunge: On a successful charge attack (Gutbuster lunge), the battlerager knocks his opponent down and immediately gets an attack of opportunity against that opponent, receiving a +4 strike bonus against the prone target. This attack may be a grapple attempt or a standard strike.
I'm new here butt have been trying to find the battelrager for some time now.
this brings me to my ? what are the bases and damage for the battelrager armor
Valgard

01-30-07, 01:13 PM
[NOTE: I've posted the same thread in the Prestige Classes Forum in the D&D boards as well as in the Classes, Races & Monsters Forum in the Forgotten Realms boards. If I find any errors or make some modifications, I will change them here.]

After DMing in my game where there's a player with a warforged artificer (yes... in Forgotten Realms!) that is specializing in creating magic items we discovered that it was the first PC who could create magic items with no "damn! I'm losing XP" factor. So I wondered... if wizards are supposed to be the best magic item creators, why is the Eberron artificer better than them? so I've created this prestige class that responds to that question. It's created form scratch and based upon the Eberron artificer's item creation features. Now, with this prestige class, you can have any spellcaster specialized in magic item creation. I think it's well balanced, but I fear specially the craft reserve values and personal item base limit values could be unbalanced. Please report any suggestion or error you may find.

MASTER ARTISAN
Hit Die: d4.

Requirements
To qualify to become a master artisan, a character must fulfill all the following criteria.
Skills: Craft (any) (4 ranks), Knowledge (Arcana) (8 ranks), Spellcraft (8 ranks), Use Magic Device (2 ranks).
Feats: Any two item creation feats.
Spellcasting: Caster level 1st.
Special: Must have created at least one magic item.

Class Skills
The master artisan’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.
Table: The Master Artisan
Base Attack Fort Ref Will
Level Bonus Save Save Save Special Spellcasting
1st +0 +0 +0 +2 Artisan knowledge, craft
reserve, item creation -
2nd +1 +0 +0 +3 Bonus feat +1 level of existing class
3rd +1 +1 +1 +3 - +1 level of existing class
4th +2 +1 +1 +4 - +1 level of existing class
5th +2 +1 +1 +4 Bonus item +1 level of existing class
6th +3 +2 +2 +5 Bonus feat -
7th +3 +2 +2 +5 - +1 level of existing class
8th +4 +2 +2 +6 Retain essence +1 level of existing class
9th +4 +3 +3 +6 - +1 level of existing class
10th +5 +3 +3 +7 Bonus feat, bonus item +1 level of existing class
Class Features
All of the following are Class Features of the master artisan prestige class.
Weapon and Armor Proficiency: A master artisan gains no proficiency with any weapon, armor, or shield.
Spellcasting: At every level marked on the table, a master artisan gains new spells per day and an increase in caster level (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, improved chance of turning or rebuking undead, and so on), except for an increased level of spellcasting. This essentially means that he adds the level of master artisan to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
If a character had more than one spellcasting class before gaining the new level, he must decide to which class he adds each level of master artisan for determining spells per day and spells known.
Artisan Knowledge (Ex): A master artisan gains a bonus equal to his class level on any skill check made to determine the effects of any specific magic item.
Craft Reserve: A master artisan receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the master artisan gains a new class level, he receives a new craft reserve of 150 times his caster level; leftover points from the previous level do not carry over. If the points are not spent, they are lost. A master artisan can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion of his own XP. A master artisan may spend his craft reserve only to supplement the XP cost of an item creation, not the XP cost of a spell.
Item Creation (Ex): All master artisan's effective caster levels increase by 2 for purposes of meeting item prerequisites. The cost of the item and any special ability the item has (if the item duplicates a spell effect) are determined, however, using the master artisan's normal caster level used.
A master artisan can also make Use Magic Device checks to emulate some requirements, such as alignment and race, using the normal DCs for the skill. He cannot emulate skill, spell, or feat requirements, however, including item creation feat prerequisites.
Bonus Feat: At 2rd level and every four levels, a master artisan gains any item creation feat or any general feat that has an item creation feat as a prerequisite as a bonus feat. He must still meet all prerequisites for that feat to take it as a bonus feat.
Bonus Item: At 5th level, the master artisan gains a single magic item of his choice (whose market price can't exceed 25,000 gp) that he could craft himself. He need not spend any time working on the item, and he need not expend any gp or XP. He is assumed to have been working on the item during his studies and spare time, and he completes it for free as part of gaining the new level. The master artisan must meet all the item's prerequisites himself. At 10th level, the master artisan gains another bonus item of his choice (whose market price can't exceed 100,000 gp) within the same restrictions.
Retain Essence (Su): At 8th level, a master artisan gains the ability to salvage XP from a magic item and use those points to create another magic item. The master artisan must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the master artisan adds the XP it took to create the item to his craft reserve. These points are lost if the master artisan does not use them before gaining his next class level. A character cannot retain essence from his personal item.
slainethehornedgod

01-30-07, 07:54 PM
Here's a PrC that we [my gaming group and I] developed in a previous game. Several of the players took levels of the class and we found it to be pretty well balanced. Enjoy!


Knight of the Northwood Order

The Knights of the Northwood Order are a recent development in the region of Faerun called the Silvermarches. Developed by a group of adventurers pledged to defend the north against the many evils of the area the knights have quickly become a powerful and well-respected force. Members of the order tend to be human, or half elven, rangers, bards and druids, although, the order does not discriminate against race or class. Would be members of the order must pass several tests and allow divination spells to be cast upon them to determine alignment and morals. Those that pass are knighted and taught the ways of the class.

Hit Dice: d8

Requirements

Alignment: any non-evil

BAB: +5

Skills: perform (sing) 3 ranks, knowledge (nature) 3 ranks, survival 3 ranks

Feats: Proficiency with longbow or short bow.

Special: Must be accepted into the ranks of the Northwood Order.


Class Skills
Balance (dex); Climb (str), Concentration (con), Craft (any)(int), Diplomacy (cha), Handle Animal (cha) Heal (wis), Hide (dex), Listen (wis), Knowledge (arcane, history, geography, local, nature, religion) (int), Jump (str), Move Silently (dex), Perform (any), Profession (any), Ride (dex), Search (int), Sense Motive (wis), Spot (wis), Survival (wis)

Skill points at each level: ( 6 )+Int modifier

Base Attack: Good, as fighter

Saves: Fort and Will good, as cleric

Special abilities per level
Level/Special ability
1 Animal Companion; Bardic Song; Smite Lycanthrope 1/day; Wildling
2 Bonus Feat
3 Silvanus blessing
4 Bonus Feat
5 Pulse of the Forest; Smite Lycanthrope 2/day


Special abilities
Animal Companion (ex): The knight gains the animal companion ability as a ranger. If he possesses a previous class with this ability then the levels stack. Note that if the knight does not have another class with this ability then he does not gain an animal companion until 2nd level.

Bardic Song (sp): At 1st level the knight gains the bardic song abilities and uses his PrC level as bard level. If he has previous bard levels then they stack.

Smite Lycanthrope (su): At lst level the knight gains the ability to smite lycanthropes. The knight gains a bonus to hit equal to his cha bonus and bonus damage equal to his PrC level. If the knight has the smite feature from another class he may stack them. He gains an additional smite at 5th level.

Wildling (su): The knight’s level is treated as druid levels for purposes of determining wildshape. If the knight has previous levels of druid then they stack.

Bonus Feat: At 2nd and 4th level the knight may select a bonus feat from the following list: Alertness, Animal Affinity, Athletic, Endurance, Run, Self-Sufficient, Stealthy and Track.

Silvanus blessing (su): At 3rd level the Knight of the Northwood Order gains the favor of the god of nature thus granting him a robust vitality that makes the knight immune to all disease, magical or otherwise. This includes lycanthropy and mummy rot.

Pulse of the Forest (su): At 5th level the knights’ connection to the land increases. While in the Silvermarches the knight does not suffer movement penalties due to forest terrain and gains 10ft land movement. Additionally, the knight gains fast healing 2 while in forest terrain within the Silvermarch.
Togashi_Kuroto

02-06-07, 01:11 PM
:bounce: By the gods and goddesses I bless each and everyone of you who have posted a prestige class.

:cheer: It's incredible to see so many ideas and it gives a newbie DM like me help for classes outside the books. :thumbsup:

Keep the ideas coming, I'm working on a couple PrCs myself right now and when I'm done with the rough drafts I'll post them here for your viewing pleasure.
baerdith

02-19-07, 08:33 PM
The Forest Bard
Alignment: Any neutral.
Hit Die: d6.

Class Skills:
The forest bard’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Survival (Wis), and Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features:
Languages: The Forest Bard must take up tutelege with a Druid sometime before he reaches 3rd level. At this time he picks up the Druidic language. The Forest Bard also gains bonus languages at levels 6, 10, 14, 17 and 19. These must all be in the languages of the forest(ie: Slyvan, Fey, Satyr, Centaur, or animal).

Weapon and Armor Proficiency: A forest bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. They are proficient with light armor and shields (except tower shields) and can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, if wearing medium or heavy armor or using a shield they incur a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass forest bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.


Spells Known: As standard Bard except as follows:
+2 per bard level, replace all Summon Monster spells with Summon Nature's Ally spells
Add the following to the Bard list: Create Water, Purify Food and Drink, Charm Animal, Easy Trail, Faerie Fire, Goodberry, Speak with Animals, Animal Messenger, Embrace the Wild, Hold Animal, Tree Shape, Wood Shape, Dominate Animal, Speak with Plants, Stone Shape, Animal Growth, Spike Stones, Commune With Nature, Hallow, UnHallow, Find the Path, Stone Tell.

Spells per day: As Bard, +1 spell for each spell level 0-6.

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a forest bard can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a forest bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Bardic Knowledge: A forest bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information
about local notable people, legendary items, or noteworthy places. At least 5 ranks in Knowledge
Nature gives a +2 bonus on the check.Usually this knowledge is limited to a forest, but most
forest bards have a store of ancient tales and can pull obscure historical facts almost out
of the air. (If the forest bard has 5 or more ranks in Knowledge (history), he gains a further
+2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a
hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.


1st Level Bardic Music, Bardic Knowledge, Wild Empathy, Nature Sense
2nd Counter Song, Fascinate, Track
3rd Inspire Courage +1, Bonus language: Druidic, Animal Companion
4th Bonus Feat: Green Ear
5th Inspire competence, Woodland stride
6th Trackless Step , Bonus language
7th Suggestion, Resist nature’s lure
8th Wild shape (1/day)
9th Bonus Feat: Jack of All Trades
10th Bonus language
11th Inspire Courage +2
12th Song of Freedom
13th Inspire greatness
14th Bonus Feat: Obscure Lore, Bonus language
15th Song of Arcane Power (as Sublime Chord ability)
16th Inspire Courage +3
17th Bonus language
18th Mass Suggestion
19th Bonus language
20th Bonus Feat: Chant of Fortitude
Assassin_of_the_shadow

03-06-07, 10:53 PM
What about my favored class? I love the assassin types. My prestige class is called the Shadow Dagger or something. Mainly beacause i'm a shade, assassin, and rogue(ish).:teach: And mainly kill from the shadows without my enemies knowing i'm even there. What I hate is when amatuers ( sorry if my spelling is a little off because i'm tired) imitating my glory. Thanks!:king:
Togashi_Kuroto

03-07-07, 09:16 PM
Monks are one of my favorite classes, so making a PrC for them takes alot because I want it to be good and balanced. Here's one that I'm satisfied with showing.

The Enlightened Fist
There are those among the temples and monastaries that cannot quietly or peacefully seek a higher understanding. Instead the set out into the world to gain the knowledge they seek. Through experience in adventuring, battle, and duels they have found a higher existence through their fists. The focus on martial prowess is the main reason most monks do not look upon them with favor for it is more like a barbarian to find meaning of life in battle. Those who view from the outside see it in a similar light, but the truth is that it focuses all ones self into the moment and to physically manipulate with your hands.

Prerequisites
Alignment: Any lawful (for the fact of its rigid training and narrow view)
Base Attack: +5
Skills: Concentrate 7, Knowledge (Arcana) 7, Listen 7
Feats: Improved Unarmed Strike, Weapon Focus (Unarmed Strike), Blindfight, Fists of Iron, Stunning Fist

Class Features
Hit Die: D10

Class Skills: Same as the Monk with the exception of gaining Spellcraft.

Monk Abilities: A Monk continues with his Improved Unarmed Damage, Flurry of Blows, AC Bonus, Slow Fall, and Speed Bonus as long as he continues to meet the requirements.

Blindsense An Enlightened Fist has attained a level of control over his Ki that he can reach out with it and sense all solid/coporeal objects within 30 feet.

Ki Strike (Ethereal) He has focused his abilities so much so he can now touch all that he can see. His fist count as if they had the ghost touch.

Ki Strike (Elemental) His ability to control his ki becomes outstanding as he can strike his enemies with the very elements that make up the world. For a number of rounds equal to his class level + wisdom modifier, his fist can strike with the fury of fire, the speed of lightning, the biting cold of ice, the corrosive touch of acid, or the thunderous shock of sonic damage. He can deal 1D6 additional damage of the chosen type a number of times per day equal to half his class level. This uses one use of your stunning fist each time you activate this ability.

Ki Strike (Void) A monk of the enlightened fist can alter his Ki to match that of any weakness a foe has. As a standard action, he must make a successful strike against his enemy, then make a wisdom check (DC 15 or higher if you like) to find the weakness within his enemies Ki. Then for a number of rounds equal to his class level + wisdom modifier, his fist can strike true (bypassing DR/Adamantine or anything similar).

Improved Ki Strike (Elemental) The ability to deal damage with the elements increases with the ability to burst with incredible power. When a critical attack is rolled and confirmed (whether or not the creature can actually be critted otherwise) the Enlightened Fist deals an additional D10 of damage. This uses up an additional use of your stunning fist each time you activate this ability.

Relinquish Your Strength Simply harming another is the way of simpletons and barbarians. To render your foe powerless is a true feat to be proud of. As one of your attacks in a fullround action or as a standard action you make an attack requiring a fortitude save of 10 + class level + wisdom modifier. If your foe fails the save he temporary loses 2D4 points of strength (which will be recovered at 1 point every hour). You cannot kill a man, monster, or any creature in this way, simply render them unable to do more than drag themself away from the fight. This can be performed a number of times per day equal to his class level and he must discard 2 uses of his stunning fist.

Ki Strike (Smite) The first of the Enlightened Fist learned his many abilities in combat by watching others, such as his paladin ally calling upon his god for the ability to smite the evil demon they fought. Talking to his paladin companion afterwards, he learned of a way to call upon power within himself and deliver a similar smiting strike upon their next foe. Twice per day a monk of the Enlightened Fist may smite a foe opposing his alignment (ex. LG smiting LE, NE, CE, CN. Or LE smiting LG, NG, CG, CN). This ability uses the monks wisdom as the paladin would use his charisma to bolster the attack and damage when smiting.

Sap the Spirit A monk of the Enlightened Fist learns to halt the flow of anothers Ki. He makes an attack as normal and if he succeeds the foe must make a fortitude save of DC 10 + class level + wisdom modifier or die instantly(does not work on non-living creatures, constructs, undead, etc.), the second is a will save of DC 10 + class level + wisdom modifier or be paralyzed for 1D4 rounds. This ability may be used a number of times per day equal to half his class level and uses up 2 daily uses of stunning fist.

Blindsight A monk of the Enlightened Fist has a mastery over his Ki and can see the flow of all others within 60 feet.

Enlightenment through the Fist At 10th level, he has achieved what all of his brothers and sisters seek. He is considered a lawful outsider, and doesn't truly show any physical signs of aging anymore. His lifespan becomes indefinite so long as he is not slain or simple extinquishes his own Ki.

CL-BAB-FS-RS-WS-Special
1-+1-+2-+2-+2-Monk Abilities, Blindsense, Ki Strike (Ethereal)
2-+2-+3-+3-+3-Ki Strike (Elemental)
3-+3-+3-+3-+3-Ki Strike (Void)
4-+4-+4-+4-+4-
5-+5-+4-+4-+4-Improved Ki Strike (Elemental)
6-+6-+5-+5-+5-Relinquish Your Strength
7-+7-+5-+5-+5-Ki Strike (Smite)
8-+8-+6-+6-+6-
9-+9-+6-+6-+6-Sap the Spirit
10-+10-+7-+7-+7-Blindsight, Enlightenment through the Fist

I have yet to actually play it and there is still thoughts of grappling and disarm to enter into the PrC, but I am otherwised satisfied with it.:D
Mad Mage

03-07-07, 11:17 PM
Monks are one of my favorite classes, so making a PrC for them takes alot because I want it to be good and balanced. Here's one that I'm satisfied with showing.

The Enlightened Fist

There's already a PrC by that name in Complete Arcane, but it it's sort-of a monk-arcane caster combo.
Togashi_Kuroto

03-08-07, 06:05 PM
I did not know that, hmm.... I'll have to see if one of my friends has the Complete Arcane and look at that. With a different name and maybe a change to his abilities will complete it. Thank you Mad Mage for that information, I'll definitely look at the Complete Arcane.
Braekor Dragonfang

05-02-07, 06:51 PM
The Star Elven Blade
Suffering from great losses at the hands of the alien Nilshai, a number of the normally pacifistic Star Elves have begun to take up arms and fight back. Possessing songs that incite fervor in allies and dread in enemies, as well as a strange knack for arcane bursts of power and a special fighting style involving intricate spins, the star elves may well push the tri-symmetrical, sorcerous Nilshai from Sildeyuir. Despite the name of this class, it is available to many races. Other Tel’Quessir refer to this class as the Elven Blade, and among N’Tel’Quessir, it is simply called The Blade.

REQUIREMENTS
Skills: 8 ranks bluff, 8 ranks perform (any vocal or lute/yartar)
Feats: Weapon Finesse, Dodge
Special: Must be able to cast arcane spells of 1st level or higher, Bardic Music ability

GAME INFORMATION
HD: d8
Alignment: Any non-lawful
BAB: ¾ (as a cleric)
Saves: Fortitude low, Reflex high, Will high
Class Skills: As the Bard, but remove Appraise and add Heal
Skill Points per Level: 6 + Intelligence modifier
Weapon And Armor Proficiencies:No new proficiencies

Level Special
1 Blade Music, Magical Conversion, Spellsurge (1st)
2 Bonus Feat, Blade spinning 1/day
3 Graceful Lethality
4 Combat Performer
5 Spellsurge (2nd)
6 Bonus Feat, Blade spinning 2/day
7 Parry +2
8 Extreme Spellsurge
9 Spell surge (3rd)
10 Bonus Feat, Blade spinning 3/day
11 Extended Awareness
12 Parry +3
13 Spellsurge (4th)
14 Bonus Feat, Blade spinning 4/day
15 Parry +4
Blade Music:A blade combines her bard and blade levels to determine the strength of her inspire courage abilities, but gains no other bardic music abilities, instead gaining musical gifts of her own.

Incite Fervor: A blade with 9 or more ranks in the perform skill can cause a battle fervor to sweep over herself and her allies that can hear her. Allies affected by the fervor gain +10ft to their base land speed and a +1 bonus on attack and damage rolls per 5 ranks in perform the blade possesses. This lasts as long as long as the blade performs and for 5 rounds thereafter.

Inspire Doom: A blade with 12 or more ranks in the perform skill can inspire doom and despair in her enemies. This is essentially a Doom spell affecting all enemies within 100ft of the blade; with a will save equal to her perform check. This affect lasts as long as the blade continues to play and provided the affected enemies don’t make their saves, in the event they make their save they cannot be affected by inspire doom for another 24 hours.

Rejuvenating Rhapsody: A blade with 15 or more ranks in the perform skill can slowly heal the wounds of nearby comrades. While she performs and for one round thereafter, her allies within 30ft of her gain fast healing equal to her rank in the perform skill divided by five (rounded down, Ex: a blade with 15 ranks in perform grants fast healing 3).

Magical Conversion: A blade that could cast spells no longer has the ability to do so. Instead she uses spellsurges (see below for more information).

Spellsurge (Sp): By drawing on the weave in its purest form, the blade can create spellsurges, bursts of magical energy that take the form of spell-like ability. A blade’s spellsurge can be up to the level listed on the chart above, and can be any bard spell and sorcerer spells of two of the following domains of the blade’s choice: Abjuration, Conjuration, Evocation, Enchantment, Illusion. He also has access to the 3rd level ranger spell Bladestorm (Cadv). Spellsurges are the same as spell-like abilities in nearly all ways. Costly material components instead cost 1/25th of the cost in experience points. Components essential to the spell as well as any focus must be provided and experience points must be payed if the spell warrants it. All spellsurge save DCs are charisma based. Spellsurge saves can be increased by the ability focus feat and augmented by feats such as Empower Spell-Like Ability. Unlike normal special abilities, such feats do not need to name specific spell-like abilities, but each can only be used 2/day. Spellsurges can only be used a number of times per day equal to 3 + your Charisma modifier. Spellsurges are also very draining on the blade’s body. Whenever she uses a spellsurge, she takes 5 nonlethal damage per level of the spellsurge (Ex: a level 3 spellsurge deals 15 nonlethal damage). Each feat augmenting a spellsurge adds 10 nonlethal damage. Spellsurge damage cannot be prevented, creatures immune to nonlethal damage instead take lethal damage.

Extreme Spellsurge (Sp): A blade can push herself to use more powerful spellsurges than she normally could. In using this ability, twice per day the blade may cast a spellsurge of 1 level higher than normal, however she instead takes 10 nonlethal damage per level of the spellsurge, and 20 extra nonlethal damage for each feat augmenting it (should she decide to).
Bonus Feat: Blade gathers a wide variety of talents over her career. She may take any fighter feat, spellsurge augmenting feat or bardic music feat as a bonus feat at 6th level and every four levels thereafter. The DM may also see fit to add other feats to this list.

Blade Spinning (Ex): Starting at 2nd level a blade may utilize special spinning techniques each once per day, and gains another use per day every four levels thereafter. A blade can use Blade Music and Blade Spinning simultaneously once she has the Combat Performer special ability.

Offensive Spin: Blades are whirling dervishes of incredible quickness While in an offensive spin, a blade gains a +10ft bonus to her base land speed, can make charges as if she had the Acrobatic Charge special ability (see swashbuckler in CW), gains an extra attack each round at her highest base attack bonus -5 and gains a +4 bonus on all attack and damage rolls. This ability lasts four rounds, after which the blade is sickened.

Defensive Spin: By twirling in place, blades gain incredible defensive power. She gains a +4 dodge bonus to AC (this stacks with the dodge feat), and for the duration, anyone in a square the blade threatens takes her weapon damage each round unless they either leave the area or make a reflex save (DC = Blade’s attack roll) to avoid the damage. This ability lasts four rounds, after which the blade is sickened.

Graceful Lethality (Ex): Blades mix grace and weapons with deadly results. A Blade may now add her Charisma modifier to all attack rolls made with weapons using the Weapon Finesse feat.

Combat Performer (Ex): Blades are skilled in the arts of music and fighting and learn to blend the two together. The blade can sing or play a lute or yartar (or any similar stringed instrument that can be strummed with one hand) and utilize her Blade Music ability and attack with one weapon simultaneously. While singing a blade may fight with two weapons.

Parry (Ex): A master of defensive maneuvers, a blade gains the listed bonus to her armor class against attacks made by her dodge target. This ability qualifies her for the deflect arrows feat, for which she no longer needs to have empty hands to use.

Extended Awareness (Ex): The blades battle senses are keen, and thus she may select two dodge targets simultaneously rather than one.

Notes: Loosely based on the Blade from BG2, it seems a little powerful, even to me, but then the only combat based bard PrC (Warchanter from CW) is a miserable excuse for a class. Just because it gets a full BAB doesn't make it a combat bard
Lord Karsus

05-03-07, 06:53 PM
-I might as well advertise them here. There are a whole bunch of PrCs included in Elves of Faerûn.
_Random_

05-03-07, 11:53 PM
PrC stands for Prestige Class, Right?:confused: :confused: :confused:
I can't beleive I don't know!:weep:
But it helps to learn!:P
Lord Karsus

05-04-07, 12:13 AM
PrC stands for Prestige Class, Right?:confused: :confused: :confused:

-Yes, yes it does.
lars

05-04-07, 03:36 PM
Description
The Devil hunters are a rare and new breed of elven mages specializing, and participating in battles around and in Cormanthor, against devils.
The founders of this Order, sought to specialize a group of mages specifically to deal with the devil as they sought to liberate Myth Drannor and Cormanthor in general. The Devil Hunter rely on skills and abilities to find, see and destroy the evil outsiders in an environment not entirely in their favor.
Most Devil Hunters took part in the battles in and around Cormanthor, others are mages devoted to protecting the elven establishments in Cormanthor or simply those who bear eternal grudges against the evil outsiders in the events following the Liberation of Myth Drannor.
Hit Die: d4.

Requirements
To qualify to become a Devil hunter, a character must fulfill all the following criteria.
Skills: Knowledge local(Dale lands) 2 ranks, knowledge (the planes) 5 ranks. , Spellcraft 8 ranks, survival 2 ranks
Feats: Spell penetration and Improved Initiative.
Special: Must have survived battle against devils. Must be race elf.

Class Skills
The Devil Hunters' class skills are Concentration(con), Craft(int), Decipher script(int), forgery, Knowledge (any) (int), Spellcraft(int), Spot(Wis), Survival(Wis), Use Magic Device

Skill points at each level: 2 + int modifier.
At each level you gain +1 of existing arcane class.

Class Level BaB Fort/Ref/Will Special
1st +0 +0/+0/+2 Feat: Improved Counterspell and Devil Hunter
2nd +1 +0/+0/+3 Free spell and Darkvision
3rd +1 +1/+1/+3 Devil Hunter
4th +2 +1/+1/+4 Feat: Greater Spell Penetration
5th +2 +1/+1/+4 Free Spell
6th +3 +2/+2/+5 Devil Hunter
7th +3 +2/+2/+5 Feat: Reactive Counterspell
8th +4 +2/+2/+6 Free Spell
9th +4 +3/+3/+6 Devil Banemagic
10th +5 +3/+3/+7 Master Devil Hunter

Improved Counterspell: The Devil Hunter learns to survive by being able to counter magic. Improved Counterspell is learned for free.

Darkvision: In his struggles against the denizen of Cormanthor, The Devil Hunter gain Darkvision.

Free Spell: At level 2, 5 and 8, the Devil hunter learns one extra spell in addition to the traditional two, when gaining the level.

Reactive Counterspell: The Devil hunter improves his ability to counter magic.

Greater spell penetration: As a natural development fighting the denizens of Cormanthor, the Devil hunter gains the Greater Spell Penetration feat for free.

Drow Hunter: At level 1, the Devil hunter gains (Outsiders Evil) as a favoured enemy(functioning as the Ranger skill. The only exception is that the +bonus on Weapon damage is instead a +insight bonus on Spell Penetration.
At level 1, the Devil Hunter bonus is +1.
At level 3, the Devil Hunter bonus is +2.
At level 6, the Devil Hunter bonus is +3.
At level 10, the Devil Hunter bonus is +4.

Outsider Banemagic(Evil):Deal 2d6 extra spelldamage against Outsiders(Evil).

Master Devil Hunter: Reaching level 10, the Devil Hunter, becomes the Master and gains the ability to suppress(Half, roll down) the Spell Resistance of an Evil Outsider, for 3 rounds/encounter(This ability is a free action).


Thoughts:

The idea of this prestige class is a consequence of the trilogy "The Last Mythal". The recapturing of Myth Drannor in "The Last Mythal" spawned my idea to make a prestigeclass that would be a natural creation of Hate against Devils/evil outsiders, and possibly the largest threat to Myth Drannor(And Cormanthor). Originally I called the prestigeclass "Cormanthor Mage" but I changed it.

The point of the "ranger'ish" skills was that the Devil Hunter must be able to see the signs in an extremely dangerous environment. That is also why he needs to put cross-class skill points into Survival.

Regarding to the Ranger skill/ability "Favoured Enemy", I made it to something that is only beneficial against Devils and hence trying to balance the prestigeclass.

Basically this is a prestigeclass, with focus on the demon/Devils (Fey'ri) that was the main threat in the events following the trilogy "The Last Mythal".

Feel free to PM me for further suggestions/improvements.
Mr. Master

05-04-07, 05:08 PM
If I was looking for some suggestions on how to create a new prestige class I have in mind (basically,I need some advices on how to make it balanced,since I have all its main parts in my mind),should I post my questions here or it would be better to create a new thread?

Thanks a lot.:)
Ramar Aulinvox

06-16-07, 06:25 PM
Demarch of Mask (10-level Prestige Class)
Hit Die: d6

Requirements
Skills: Hide or Move Silently 5 ranks, Sleight of Hand 5 ranks
Feats: Deft Hands, Stealthy
Spellcasting: Must be able to cast 3rd-level Cleric spells. Also must have access to the Trickery Cleric Domain.
Patron: Mask
Special: Must have stolen an item worth at least 500 gold.

Class Skills:
Bluff (Cha), Concentration (Con), Heal (Wis), Hide (Dex), Knowledge (Any) (Int), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int).

Skill Points at Each Level: 4 + Int modifier.
Base Attack Bonus Progression: As cleric.
Saving Throw Progression: As cleric.
Spellcasting bonus: +1 to Spellcasting Class each level (except at 2nd, 4th, and 6th levels).

Class Features
- Weapon and Armor Proficiency: A Demarch gains no weapon or armor proficiencies.
- Spells per Day/Spells Known: At each Demarch level, the character gains news spells per day (and spells known, if applicable) as if they had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. They do not, however, gain any other benefit a character of that class would have gained (improved chance of turning/destroying undead, metamagic/item creation feats, and so on). If the character had more than one spellcasting class before becoming a Demarch, the player must decide to which class to add each Demarch level for the purpose of determining spells per day and spells known.
- Darkness (Sp): At first level, a Demarch can cast Darkness (as per the Cleric spell) as a spell-like ability
- Sneak Attack (SA): At second level, a Demarch gains a +1d6 sneak attack
- Sneak Attack (SA): At fourth level, a Demarch's sneak attack improves to +2d6
- Dark Way (Sp): At fifth level, a Demarch can cast Dark Way (Magic of Faerun) as a spell-like ability
- Sneak Attack (SA): At sixth level, a Demarch's sneak attack improves to +3d6
- Shadow Walk (Sp): At ninth level, a Demarch can cast Shadow Walk (as per the 5th-level wizard spell) as a spell-like ability
- Special Ability: At tenth level, a Demarch gains the ability to a Special Ability that a rogue would get at tenth level

Works Cited: Faiths & Avatars (2nd Edition Forgotten Realms), 3.5 Edition Player's Handbook, Magic of Faerun (3rd Edition Forgotten Realms

Shouldn't this prestige class have more class skills such as search, open lock, and disable device?
Yue Ryong

08-03-07, 02:48 PM
Ok, I posted this over on the Classes & PrCs board in the main section, and got very little response (link is in my sig, for anyone who wants to comment). Given the setting-specific flavour (and having finally discovered this thread), I'm going to put it up here. Here we go, The Moonflame Adept, Spellfire Wielding Master of the Sublime Way.

Moonflame Adept

Since the closing days of the Li Dynasty, the Fuji clan of Shou Lung in Kara-Tur has been marked out by a mysterious blood gift that they have dubbed the 'Moonflame' (although any knowledgable mage of the continent of Faerun to the west would recognise it as 'Spellfire'), an ability that allows them to absorb the power of the weave and channel that energy into blasts of raw spellpower. Although the ability is not exclusive to the clan, the Fujis (who have served in the Ministries of War and Magic for generations) are the only family to have consistantly produced wielders of this ability in more than a few scattered descendants.

Until the years after the Omi War, the clan was almost singularly dominated by Wu Jen, who used their afinity for the weave to become among the mightiest mages of the Empire. However, after the Omi War, a number of the Fuji clan members were placed in Wa as part of the invasion force, where upon it they became involved in forging an alliance with a small warrior clan known for it's great skill in the Sublime Way - the Tezukas. Surprisingly, the alliance held (at least as far as the clans were concerned, although the relations between the two nations were known to strain the relationship) and over the centuries, the two clans have remained close. So close, in fact, that the two clans have intermarried to the point where it is difficult to find any children of either clan without at least a limited amount of blood from the other flowing through their veins. One side effect of this particular alliance, however, was several Moonflame-wielding, talented students of the Sublime Way produced every generation in both clans. Within a few generations, an adventurous young Warblade called Kunimitsu Fuji (quite possibly the most talented wielder of the Moonflame that the Fuji family ever produced) had developed the techniques that still form the core of the of the Moonflame Adept's repertoire.

Until recently, only members of the Fuji clan had ever been taught the arts of the Moonflame Adept, but when the Tuigan hordes swept across the Great Wall of Stone, many of the Fuji clan's finest warriors were slain in the following battles, including nearly a dozen of their Moonflame Adepts. As a result, Gyoma Fuji (then head of the family) decreed that all who possessed the talent and the skill in the Sublime Way should be trained, on the sole condition that they would swear to use their skills to protect the Empire of Shou Lung. Inevitably, there are more than a few students who turn their back on these vows and even more who willingly teach any student they deem worthy without extracting such a vow. Rumours even abound that the Zhentarim have acquired such a teacher, and are rounding up as many immpressionable young Spellfire wielders as they can in the hopes of acquiring more of these potent warriors.

Hit Die: d8

Level BAB Fort Ref Will K R S Special
1st +0 +0 +2 +0 +1 - - Moonflame Reserves, Moonflame Blade
2nd +1 +0 +3 +0 - - - Moonstriking Touch
3rd +2 +1 +3 +1 +1 +1 -
4th +3 +1 +4 +1 - - - Embers of the Blade
5th +3 +1 +4 +1 +1 - +1
6th +4 +2 +5 +2 - +1 - Moonstriking Beam
7th +5 +2 +5 +2 +1 - - Innerflame Strike
8th +6 +2 +6 +2 - - - Moonflame Counter
9th +6 +3 +6 +3 +1 +1 -
10th +7 +3 +7 +3 - - - Rising Spellsun

Requirements
Base Attack Bonus: +5
Skills: Spellcraft 4 ranks; Concentration 8 ranks;
Feats: Spellfire Wielder; Unnerving Calm; Lunar Spellward
Maneuvers: Must know at least four maneuvers, including at least one each from the Crescent Moon & Diamond Mind schools.

Class Skills (4 + Int modifier per level): Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (history), Knowledge (local), Martial Lore*, Spellcraft, Swim, Tumble.

Class Features

Weapon and Armor Proficiency: You are proficient with simple and martial melee weapons (including those that can be used as thrown weapons), light and medium armor, and all shields except tower shields.

Maneuvers: Moonflame Adepts can learn maneuvers from the Crescent Moon, Dancing Fox or Diamond Mind schools and add their full Class level to their Initiator level.

Moonflame Reserves (Ex): Moonflame Adepts train their bodies to carry as much of the spellfire that forms the core of their abilities as possible. A Moonflame Adept treats their Constitution score as if it were increased by their Moonflame Adept level for the purposes of determining the maximum amount of stored spell levels that they can store.

Moonflame Blade (Su): Perhaps the most famous skill that Moonflame Adepts possess is the ability to weave spellfire into a flowing energy weapon. As a swift action, a Moonflame Adept may spend stored spell levels to create a weapon made of spellfire (one spell level for simple weapons, two spellfire levels for martial weapons and three spellfire levels for exotic weapons). The Moonflame Adept must be proficient with the weapon they create and it remains intact for one minute per class level. A Moonflame Blade is treated as magical for the purposes of overcoming damage reduction and attacking incorporeal creatures.

Moonstriking Touch (Ex): From second level, a Moonflame Adept develops the ability to deliver spellfire with the skill and finesse of the Sublime Way. When using destructive spellfire, the Moonflame Adept can expend an additional amount of stored spell levels to deliver a strike of up to a level equal to the amount of extra stored spell levels expended with the spellfire blast as a Melee touch attack.

Embers of the Blade (Su): From fourth level, a Moonflame Adept develops the ability to fuel their techniques with the power of spellfire. As a free action, immediately after expending a maneuver, a Moonflame Adept may spend a number of stored spell levels equal to the maneuver's level to recover it immediately.

Moonstriking Beam (Ex): From sixth level, a Moonflame Adept's ability to use spellfire in combination with the Sublime Way develops still further. When using the Moonstriking Touch ability, they may deliver maneuvers using ranged touch attacks.

Innerflame Strike (Su): From seventh level, the Moonflame Blade of a Moonflame Adept transcemds the limitations of the merely physical, flowing through material objects in a wave of glowing destruction. Resolve all attacks made by weapons created with the Moonflame Blade ability as touch attacks.

Moonflame Counter (Ex): From eighth level, a Moonflame Adept becomes exceptionally skilled at the absorbation of spells. As an immediate action, the Moonflame Adept can expend a Diamond Mind counter to absorb spells as if they'd readied an action to do so until the start of their next turn.

Rising Spellsun (Su): At 10th level, a Moonflame Adept gains the ability to channel spellfire into healing energy into themselves far more quickly and easily than they could before. A Moonflame Adept may spend spend spell levels to heal themselves as an immediate action. When healing themselves with spellfire, a Moonflame Adept heals twice as much damage as usual.

Notes: This class makes use of Nifft's Extra Schools (http://www.enworld.org/showthread.php?t=187901). I felt that given the flavour, they would need a particularly close relationship with magic, so I deliberately chose the most magical discipline (Dancing Fox) and the discipline of mystic counters (Crescent Moon). The Diamond Mind is in there mostly as a personal favourite, and the fact that the speed and reactions thing played into the flavour of Moonflame Counter. Also, much thanks to Hairball_of_Doom for his help with this PrC. Oh, and for anyone wondering, yes I did nick the names wholesale from Prince of Tennis. >_<;
Green Elven Vampire

08-03-07, 02:52 PM
Not bad at all. Post it regular and I'll put it on the index page.
Yue Ryong

08-03-07, 02:57 PM
What do you mean 'regular' Do you mean take out the Sblock?

Edit: Ok, if that is what you meant, I've done it.