Expanding on the Generic Character Classes (PEACH) [Archive] - Wizards Community

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Enchanter_Tom

01-22-07, 03:09 PM
Since FeceMan is likely to have his screen name deleted in short order, he has asked me to post his project.

Core Classes
In this section, the three basic classes for use in the generic class variant are laid out.

Expert

Alignment: Any.

Hit Die: d8.

Class Skills: Any twelve skills, plus Craft and Profession.

Skill Points at 1st Level: (6 + INT modifier) x4.

Skill Points at Each Additional Level: 6 + INT modifier.

Table: The Expert
Level BAB Good Poor Special
1st +0 +2 +0 Bonus feat
2nd +1 +3 +0 Bonus feat
3rd +2 +3 +1
4th +3 +4 +1 Bonus feat
5th +3 +4 +1
6th +4 +5 +2
7th +5 +5 +2
8th +6/+1 +6 +2 Bonus feat
9th +6/+1 +6 +3
10th +7/+2 +7 +3
11th +8/+3 +7 +3
12th +9/+4 +8 +4 Bonus feat
13th +9/+4 +8 +4
14th +10/+5 +9 +4
15th +11/+6/+1 +9 +5
16th +12/+7/+2 +10 +5 Bonus feat
17th +12/+7/+2 +10 +5
18th +13/+8/+3 +11 +6
19th +14/+9/+4 +11 +6
20th +15/+10/+5 +12 +6 Bonus feat

Class Features

Weapon and Armor Proficiency

An expert is proficient with all simple weapons and one martial weapon of his choice. Experts are proficient with light armor and shields (except tower shields).

Bonus Feats

At 1st level, an expert gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The expert gains an additional bonus feat at 2nd level and fourth level, and every four expert levels thereafter (8th, 12th, 16th, and 20th). An expert must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

Spellcaster

Alignment: Any.

Hit Die: d6.

Base Save Bonuses: One good save and two poor saves.

Class Skills: Any four skills, plus Craft, Knowledge (all), Profession, and Spellcraft.

Skill Points at 1st Level: (2 + INT modifier) x4.

Skill Points at Each Additional Level: 2 + INT modifier.

Table: The Spellcaster
Level BAB Good Poor Special
1st +0 +0 +2 Bonus feat
2nd +1 +0 +3
3rd +1 +1 +3
4th +2 +1 +4
5th +2 +1 +4 Bonus feat
6th +3 +2 +5
7th +3 +2 +5
8th +4 +2 +6
9th +4 +3 +6
10th +5 +3 +7 Bonus feat
11th +5 +3 +7
12th +6/+1 +4 +8
13th +6/+1 +4 +8
14th +7/+2 +4 +9
15th +7/+2 +5 +9 Bonus feat
16th +8/+3 +5 +10
17th +8/+3 +5 +10
18th +9/+4 +6 +11
19th +9/+4 +6 +11
20th +10/+5 +6 +12 Bonus feat

Class Features

Weapon and Armor Proficiency

A spellcaster is proficient with one simple weapon of his choice. Spellcasters are not proficient with any armor.

Spellcasting

A spellcaster must choose at 1st level whether to be an arcane spellcaster or a divine spellcaster. This choice has no impact on the spells that he may learn, but affects what kinds of scrolls he can use and which ability score controls his spellcasting. An arcane spellcaster may designate either Intelligence or Charisma as the ability score that determines the highest-level spell he can learn or cast, and the Difficulty Class of his spell's-saving throws. A divine spellcaster must use Wisdom to determine the highest-level spell he can learn or cast, and the DC of his spell's saving throws.

A spellcaster can cast any spell he knows without preparing it ahead of time.

To learn or cast a spell, a spellcaster must have an appropriate ability score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spellcaster’s spell is 10 + the spell level + the spellcaster’s appropriate ability modifier.

A spellcaster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Spellcaster. In addition, he receives bonus spells per day if he has a high score in the appropriate ability.

A spellcaster’s selection of spells is extremely limited. A spellcaster begins play knowing four 0-level spells and two 1st-level spells of his choice. At each new spellcaster level, he gains one or more new spells, as indicated on Table: Spellcaster Spells Known. (Unlike spells per day, the number of spells a spellcaster knows is not affected by his appropriate ability score; the numbers on Table: Spellcaster Spells Known are fixed.) These new spells can be common spells chosen from the cleric, druid, and sorcerer/wizard spell list, or they can be unusual spells that the spellcaster has gained some understanding of by study. The spellcaster can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered spellcaster level after that (6th, 8th, and so on), a spellcaster can choose to learn a new spell in place of one he already knows. In effect, the spellcaster "loses" the old spell in exchange for the new one. 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 spellcaster spell the spellcaster can cast. A spellcaster 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.

A spellcaster 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 spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Table: Spells Per Day

Level 0 1 2 3 4 5 6 7 8 9
----------------------------------------------
1 4 2
2 5 3
3 5 4
4 6 5 2
5 6 5 3
6 6 6 4 2
7 6 6 5 3
8 6 6 5 4 2
9 6 6 6 5 3
10 6 6 6 5 4 2
11 6 6 6 6 5 3
12 6 6 6 6 5 4 2
13 6 6 6 6 6 5 3
14 6 6 6 6 6 5 4 2
15 6 6 6 6 6 6 5 3
16 6 6 6 6 6 6 5 4 2
17 6 6 6 6 6 6 6 5 3
18 6 6 6 6 6 6 6 5 4 2
19 6 6 6 6 6 6 6 6 5 3
20 6 6 6 6 6 6 6 6 6 5


Table: Spells Known

Level 0 1 2 3 4 5 6 7 8 9
----------------------------------------------
1 4 2
2 5 2
3 5 3
4 6 3 1
5 6 4 2
6 7 4 2 1
7 7 5 3 2
8 8 5 3 2 1
9 8 5 4 3 2
10 9 5 4 3 2 1
11 9 5 5 4 3 2
12 9 5 5 4 3 2 1
13 9 5 5 4 4 3 2
14 9 5 5 4 3 2 1
15 9 5 5 4 4 4 3 2
16 9 5 5 4 4 4 3 2 1
17 9 5 5 4 4 4 3 3 2
18 9 5 5 4 4 4 3 3 2 1
19 9 5 5 5 5 5 3 3 3 2
20 9 5 5 4 4 4 3 3 3 3

Bonus feats

At 1st level, a spellcaster gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The spellcaster gains an additional bonus feat at fifth level, and every five spellcaster levels thereafter (10th, 15th, and 20th). A spellcaster must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

School Specialization

A school is one of eight groupings of spells, each defined by a common theme. If desired, a spellcaster may specialize in one school of magic (see below). Specialization allows a spellcaster to learn extra spells from his chosen school, but he then never learns to cast spells from some other schools.

A specialist spellcaster knows one additional spell of his specialty school per spell level which does not count against his total spells known for that particular spell level. He may exchange this spell as normal, but the spell for which he swaps it must be of his specialty school. He also gains a +2 bonus on Spellcraft checks to identify spells or effects related to his chosen school.

The spellcaster must choose whether to specialize and, if he does so, choose his specialty at 1st level. At this time, he must also give up two other schools of magic (unless he chooses to specialize in divination; see below), which become his prohibited schools.

A spellcaster may become a double specialist if he so chooses, or he may focus himself solely on his chosen school by becoming a sole practitioner. A double specialist chooses an additional specialty school, receiving the bonuses and prohibitions as normal. A sole practitioner is a specialist who chooses to give up two or more schools of magic in addition to those already chosen as prohibited, gaining additional bonuses.

A sole practitioner who gives up two more schools of magic gains an additional spell known per spell level that does not count against his total spells known for that particular spell level, a +2 bonus on Spellcraft checks to identify spells or effects related to his chosen school. In addition, his spells of his chosen school become harder to resist, and their save DCs are increased by one. These bonuses stack with those gained through specialization, and the bonus to save DCs stacks with other effects that grant a similar bonus (such as the Spell Focus feat).

A sole practitioner who further gives up two schools of magic (for a cumulative total of six prohibited schools) gains an additional spell known per spell level that does not count against his total spells known for that particular spell level, a +2 bonus on spellcraft checks to identify spells or effects related to his chosen school. In addition, his spells of his chosen school become even more difficult to resist, and their save DCs are increased by one. Also, he casts all the spells of his chosen school as a caster of one level higher (this does not affect the rate at which he learns spells, however). These bonuses stack with those gained through specialization, and the bonus to save DCs stacks with other effects that grant a similar bonus (such as the Spell Focus feat).

A double specialist may not give up additional schools of magic in order to gain any of these benefits.

A spellcaster can never give up divination to fulfill this requirement.

Spells of the prohibited school or schools are not available to the spellcaster, and he can’t even cast such spells from scrolls or fire them from wands. He may not change either his specialization or his prohibited schools later.

The eight schools of magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.

Spells that do not fall into any of these schools are called universal spells.

Abjuration
Spells that protect, block, or banish. An abjuration specialist is called an abjurer.

Conjuration
Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.

Divination
Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school. If he chooses to become a sole practitioner in divination, he has to give up a total of one less school than what another sole practitioner of the same degree of specialization would.

Enchantment
Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.

Evocation
Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.

Illusion
Spells that alter perception or create false images. An illusion specialist is called an illusionist.

Necromancy
Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.

Transmutation
Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.

Universal
Not a school, but a category for spells that all wizards can learn. A wizard cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.

Variant: Thematic Spellcasters

At the GM’s discretion, a spellcaster may design a list of spells that are thematic for his character. This allows him a narrower range of spells but a larger quantity available to him (similar to the beguiler, dread necromancer, and warmage).

Arcane Spells and Armor

Normally, arcane spells suffer from arcane spell failure when wearing armor, unlike divine casters. However, since there is no difference between arcane and divine spells in this variant, arcane spells do not suffer from arcane spell failure.

Variant: Low Magic Spellcaster

In campaigns designed to be lower-magic, make the following changes to the spellcaster class:

Class Skills: Any eight skills, plus Craft, Knowledge (all), Profession, and Spellcraft.

Skill Points at 1st Level: (4 + INT modifier) x4.

Skill Points at Each Additional Level: 4 + INT modifier.

Table: Spellcaster Spells Per Day

Level 0 1 2 3 4 5 6
1 2
2 3 0
3 3 1
4 3 2 0
5 3 3 1
6 3 3 2
7 3 3 2 0
8 3 3 3 1
9 3 3 3 2
10 3 3 3 2 0
11 3 3 3 3 1
12 3 3 3 3 2
13 3 3 3 3 2 0
14 4 3 3 3 3 1
15 4 4 3 3 3 2
16 4 4 4 3 3 2 0
17 4 4 4 4 3 3 1
18 4 4 4 4 4 3 2
19 4 4 4 4 4 4 3
20 4 4 4 4 4 4 4


Table: Spellcaster Spells Known

Level 0 1 2 3 4 5 6
1 4
2 5 2
3 6 3
4 6 3 2
5 6 4 3
6 6 4 3
7 6 4 4 2
8 6 4 4 3
9 6 4 4 3
10 6 4 4 4 2
11 6 4 4 4 3
12 6 4 4 4 3
13 6 4 4 4 4 2
14 6 4 4 4 4 3
15 6 4 4 4 4 3
16 6 5 4 4 4 4 2
17 6 5 5 4 4 4 3
18 6 5 5 5 4 4 3
19 6 5 5 5 5 4 4
20 6 5 5 5 5 5 4



Warrior

Alignment: Any.

Hit Die: d10.

Base Save Bonuses: One good save and two poor saves.

Class Skills: Any six skills, plus Craft and Profession.

Skill Points at 1st Level: (2 + INT modifier) x4.

Skill Points at Each Additional Level: 2 + INT modifier.

Table: The Warrior
Level BAB Good Poor Special
1st +1 +2 +0 Bonus feat
2nd +2 +3 +0 Bonus feat
3rd +3 +3 +1
4th +4 +4 +1 Bonus feat
5th +5 +4 +1
6th +6/+1 +5 +2 Bonus feat
7th +7/+2 +5 +2
8th +8/+3 +6 +2 Bonus feat
9th +9/+4 +6 +3
10th +10/+5 +7 +3 Bonus feat
11th +11/+6/+1 +7 +3
12th +12/+7/+2 +8 +4 Bonus feat
13th +13/+8/+3 +8 +4
14th +14/+9/+4 +9 +4 Bonus feat
15th +15/+10/+5 +9 +5
16th +16/+11/+6/+1 +10 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5
18th +18/+13/+8/+3 +11 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6
20th +20/+15/+10/+5 +12 +6 Bonus feat

Class Features

Weapon and Armor Proficiency

A warrior is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats

At 1st level, a warrior gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The warrior gains an additional bonus feat at 2nd level and every two warrior levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). A warrior must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels.
Enchanter_Tom

01-22-07, 03:10 PM
Class Features
The class features are broken up into categories by what class(es) they imitate.

Archivist
Dark Knowledge: Three times per day, a character with the dark knowledge class feature can draw upon his expansive knowledge of monsters, granting his allies benefits against the creatures they face. Doing this counts as a move action. The secrets of dark knowledge pertain only to aberrations, elementals, magical beasts, outsiders, or undead.

Characters gain one additional daily use for every three character levels they possess (4/day at 3rd level, 5/day at 6th level, and so forth).

Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the dark knowledge abilities increase in effectiveness if a character succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.

The character’s dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.

Upon taking this class ability, the character gains access to the following dark knowledge ability:

Tactics: The character knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus on attack rolls made against them. If the character succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the character succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.
In addition, the character gains a +2 bonus to any one trained Knowledge skill of his choice. Prerequisites: Any four Knowledge skills with 4 ranks.

Special: A character with the lore class feature gains a +2 bonus on all dark knowledge checks.

Improved Dark Knowledge: The character gains access to the following dark knowledge abilities:

Foe: The character can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the character succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the character succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.

Puissance: The character can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the character gain a +1 bonus on saving throws against the affected creature's abilities. If the character succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the character succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

In addition, the character gains a +2 bonus to any two trained Knowledge skills of his choosing; he may pick the same Knowledge skill twice for this. Prerequisites: Dark knowledge, any four Knowledge skills with 10 ranks.

Greater Dark Knowledge: The character gains access to the following dark knowledge abilities:

Dread Secret: By speaking aloud a dread secret of the target creature, the character can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the character succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the character succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the character can choose to daze the target instead of stunning it).

Foreknowledge: The character with can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the character gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the character succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the character succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

In addition, the character gains a +2 bonus to any two trained Knowledge skills of his choosing; he may pick the same Knowledge skill twice for this. Prerequisites: Dark knowledge, improved dark knowledge, any four Knowledge skills with 14 ranks.

Potent Knowledge: The character’s dark knowledge abilities improve, increasing the bonuses from a successful foreknowledge, puissance, or tactics dark knowledge improve check by 1. On a successful foe dark knowledge check, the damage improves by 1d6 points of damage. Upon a successful dread secret dark knowledge check, the target is affected for one additional round at the character’s Knowledge check result -20 (to a minimum of zero). A target cannot be stunned for more than one round, however. Prerequisites: Dark knowledge, improved dark knowledge, any four Knowledge skills with 12 ranks.

Expanded Knowledge: The capacity for the character to hinder foes using his dark knowledge increases greatly. For every 15 points by which the character exceeds a DC 35 dark knowledge check, the bonuses granted from his dark knowledge abilities improve.

The foreknowledge, puissance, and tactics dark knowledge abilities gain a +1 bonus, and the damage from his foe dark knowledge ability improves by 1d6. When using his dread secret dark knowledge ability, the character can choose to affect another individual, his rolled Knowledge check taking a -25 penalty. Prerequisites: Dark knowledge, improved dark knowledge, greater dark knowledge, any four Knowledge skills with 18 ranks.

Assassin, Blackguard, and Rogue
Death Attack (Ex): As the assassin ability. The save DC is 10 + ½ character level + INT modifier. Prerequisite: Hide 11 ranks, move silently 11 ranks, sneak attack +2d6, poison use.

Detect Good (Sp): As the blackguard ability. Prerequisite: Evil alignment.

Greater Sneak Attack (Ex): Add +4d6 to the character’s sneak attack damage. Prerequisites: Hide 18 ranks, Move Silently 18 ranks, sneak attack, improved sneak attack.

Hide in Plain Sight (Ex): As the ranger ability. Prerequisite: Hide 18 ranks.

Improved Sneak Attack (Ex): Add +3d6 to the character’s sneak attack damage. Prerequisites: Hide 11 ranks, Move Silently 11 ranks, sneak attack.

Poison Use: As the assassin ability. Prerequisite: Sneak attack +2d6, hide 9 ranks, move silently 9 ranks.

Rogue Special Abilities: See the Miscellaneous Features section.

Smite Good (Su): As the blackguard ability, once per day, plus one additional daily use at fifth level and per five character levels thereafter. All class levels stack to determine damage. Prerequisite: Evil alignment.

Sneak Attack (Ex): As the rogue ability, but +2d6 on damage rolls. Prerequisites: Hide 4 ranks, Move Silently 4 ranks.

Trap Sense (Ex): Combines the rogue abilities trap sense and trapfinding. Similar to the rogue, a character with the trap sense class feature does not gain any bonuses from the trap sense ability until his or her third class level. The bonuses accrue normally from that point on. Prerequisite: Search 4 ranks.

Uncanny Dodge (Ex): Combines the barbarian class features uncanny dodge and improved uncanny dodge. All class levels stack to determine the minimum character level required to sneak attack the character.

Bard
Greater Musical Inspiration (Su): Combines the inspire heroics and mass suggestion bardic music abilities. A character must still meet the minimum number of skill ranks required to use an individual musical ability. Prerequisite: Perform (any) 15 ranks, musical inspiration, improved musical inspiration.

Improved Musical Inspiration (Su): Combines the suggestion, inspire greatness, and song of freedom bardic music abilities. A character must still meet the minimum number of skill ranks required to use an individual musical ability. Prerequisite: Perform (any) 9 ranks, musical inspiration.

Lore: As the bardic knowledge class feature. All class levels stack to determine the bonus to the check. Prerequisite: Knowledge (any) as a class skill.

Musical Inspiration (Su): Combines the countersong, fascinate, inspire courage, and inspire competence bardic music abilities. All class levels stack to determine number of daily uses. A character must still meet the minimum number of skill ranks required to use an individual musical ability. Prerequisite: Perform (any) 4 ranks.

Barbarian
Damage Reduction (Ex): As the barbarian ability. Damage reduction begins at +1/- at seventh level and improves by +1/- every three character levels thereafter. Prerequisites: Base Fortitude save +5, character level 7.

Fast Movement (Ex): As the barbarian ability.

Greater Rage (Ex): Combines the mighty rage and tireless rage barbarian class features. Prerequisites: Intimidate 18 ranks, rage, greater rage.

Improved Rage (Ex): Combines the greater rage and indomitable will barbarian abilities. Prerequisite: Intimidate 12 ranks, rage.

Rage (Ex): As the barbarian ability, once per day, plus one additional time per day at fourth level and every four levels thereafter. Prerequisite: Intimidate 4 ranks.

Uncanny Dodge (Ex): Combines the barbarian class features uncanny dodge and improved uncanny dodge. All class levels stack to determine the minimum character level required to sneak attack the character.

Cleric
Turn/Rebuke Undead (Su): As the cleric ability. Use unmodified caster level to determine turning or rebuking capability. (The Practiced Spellcaster feat counts as a modification of caster level.) Prerequisite: ability to cast spells.

Turn/Rebuke Outsider (Su): As the turn/rebuke undead class feature, but applicable to outsiders. A character's number of uses of this class feature are determined separately from his or her ability to turn or rebuke undead; the attempts are essentially in two different "pools." This class feature is treated as the prerequisite for feats that require the ability to turn or rebuke undead. The uses per day can be used to fuel certain feats (such as divine might or divine metamagic). Prerequisites: ability to cast spells.

Duelist
Canny Defense (Ex): As the duelist ability, but the maximum bonus is limited to +1 per two character levels. Prerequisite: Base Reflex save +4, tumble 8 ranks, dodge.

Elaborate Parry (Ex): As the duelist ability, but add +1 dodge bonus to AC per two character levels. Prerequisite: Base Reflex save +3, tumble 8 ranks, dodge.

Precise Strike (Ex): As the duelist ability, but +2d6 damage. Prerequisite: Base Reflex save +4.

Fighter
Fighter-Only Feats: For purposes of meeting the prerequisite level of fighter required by some feats, a character's level counts as his fighter level.

Monk
AC Bonus (Ex): As the monk ability.

Evasion (Ex): As the rogue ability. Prerequisite: Base Reflex save +3.

Fast Movement (Ex): As the barbarian ability.

Flurry of Blows (Ex): As the monk ability. This class feature gradually reduces the penalties of flurrying based off of character level (identical to the monk ability), but it does not progress to the greater flurry ability. Prerequisite: Dex 13.

Greater Flurry of Blows(Ex): As the monk ability. Prerequisite: Flurry of blows, character level 10.

Greater Fast Movement (Ex): Add +30 feet to the character’s base movement speed, as the monk ability. Prerequisites: Tumble 18 ranks, fast movement, improved fast movement.

Greater Unarmed Strike (Ex): As the monk ability. Damage done by unarmed strikes increases to 2d10 (based on a medium-sized monk; damage scales according to the chart in the Player's Handbook if a character is any size other than medium). Prerequisite: Unarmed strike, improved unarmed strike, character level 15.

Improved Fast Movement (Ex): Add +20 feet to the character’s base movement speed, as the monk ability. Prerequisites: Tumble 11 ranks, fast movement.

Improved Unarmed Strike (Ex): As the monk ability. Damage done by unarmed strikes increases to 2d6 (based on a medium-sized monk; damage scales according to the chart in the Player's Handbook if a character is any size other than medium). Prerequisite: Character level 10, unarmed strike.

Unarmed Strike (Ex): Combines the improved unarmed strike feat with the monk ability. Damage is 1d8 (based on a medium-sized monk; damage scales according to the chart in the Player's Handbook if a character is a size other than medium).

Special: If higher, the unarmed damage supersedes any damage normally provided by wearing gauntlets. The wearer still gains any benefits of wearing the gauntlets, however. If a character wears gauntlets with special properties (such as a bonus to damage), treat all his or her unarmed strikes as having that bonus.

Paladin
Detect Evil (Sp): As the paladin ability. Prerequisite: Good alignment.

Smite Evil (Su): As the paladin ability, once per day, plus one additional daily use at fifth character level and every five character levels thereafter. All class levels stack to determine damage. Prerequisite: Good alignment.

Druid and Ranger
Animal Companion (Ex): As the druid class feature. The character’s effective druid level is his ranks in knowledge (nature) – 3. Prerequisite: Survival 4 ranks, knowledge (nature) 4 ranks.

Special: A character must choose between a familiar and an animal companion. He may not have both. Taking this class feature does not prohibit a character from taking the familiar class feature; he simply must choose to have either an animal companion or familiar active.

Favored Enemy (Ex): As the ranger ability. May be selected more than once; each additional selection improves any one favored enemy bonus (including the one just selected) by 2.

Hide in Plain Sight (Ex): As the ranger ability. Prerequisite: Hide 18 ranks.

Wild Empathy (Ex): As the druid ability. Prerequisite: Handle Animal 4 ranks.

Woodland Expertise (Ex): Combines the woodland stride, trackless step, and nature sense druid abilities. Prerequisite: Survival 8 ranks.

Sorcerer and Wizard
Elemental Companion: The character gains the ability to call a medium elemental as his familiar. If he already has a small elemental as his familiar, it grows to a medium elemental. The elemental companion counts as a familiar and thus gains all the bonuses of being one, including the ability to be affected by feats for familiars. Should the character take the improved familiar class feature, the elemental gains a bonus feat at its fifth HD and every five HD thereafter. Prerequisite: Familiar, spellcaster level 4.

Familiar: Combines the wizard ability with the improved familiar feat. Use spellcaster class level to determine familiar's abilities. Prerequisite: ability to cast spells.

Special: A character must choose between a familiar and an animal companion. He may not have both. Taking this class feature does not prohibit a character from taking the animal companion class feature; he simply must choose to have either an animal companion or familiar active.

Greater Elemental Companion: The character’s elemental companion grows to a huge elemental. At twelfth spellcaster level, the elemental grows to a greater elemental. At fifteenth spellcaster level, the elemental grows to an elder elemental. Prerequisites: Familiar, elemental companion, improved elemental companion, spellcaster level 10.

Greater Familiar: The character’s familiar becomes even stronger, improving its Strength and Dexterity scores by 4 (this improvement stacks with the improvements from the improved familiar class feature, for a total of +8). The familiar’s natural attacks improve as though the familiar increased a size category and are treated as magical weapons for the purpose of overcoming damage reduction. In addition, the familiar gains one additional hitpoint per spellcaster level of the character; these hitpoints stack with and function as the ones from the improved familiar class feature. Prerequisites: Familiar, improved familiar, spellcaster level 12.

Improved Elemental Companion: The character’s elemental companion grows to a large elemental. Prerequisites: Familiar, elemental companion, spellcaster level 8.

Improved Familiar: The character’s familiar becomes more powerful, improving its Strength and Dexterity scores by 4 while improving its natural armor bonus by 2. In addition, the familiar gains two hitpoints per spellcaster level of the character; these are added in separately from the familiar’s base hitpoints that are equivalent to ½ of its master’s (or its HD, whichever is greater). Furthermore, the familiar begins acquiring feats and ability increases as though it increased in HD; treat its HD as equal to its master’s spellcaster level for acquiring feats. Prerequisites: Familiar, spellcaster level 6.

Spellskin Familiar: The character’s familiar gains resistance to acid, cold, fire, electricity, and sonic 5. At the character’s tenth spellcaster level, these resistances improve to 10. At the character’s fifteenth spellcaster level, these resistances improve to 15. In addition, when the familiar gains spell resistance, its existing spell resistance improves by two. Prerequisites: Familiar.

Miscellaneous Abilities
Crippling Strike (Ex): A character 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. Prerequisites: Sneak attack, improved sneak attack, character level 10.

Defensive Roll (Ex): The character 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 character can attempt to roll with the damage. To use this ability, the character 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 character’s evasion ability does not apply to the defensive roll. Prerequisites: Base reflex save +7, evasion, character level 10.

Improved Evasion (Ex): As the rogue ability. Prerequisites: Base Reflex save +7, evasion.

Mettle (Ex): If a character with the mettle class feature makes a successful Fortitude or Will saving throw against an attack that would normally have a lesser effect on a successful save (such as any spell with a saving throw entry of "Will half" or "Fortitude partial") he instead completely negates the effect. An unconscious or sleeping character does not gain the benefit of this class feature. Prerequisites: Base Fortitude save +3, base Will save +3.

Opportunist (Ex): Once per round, the character 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 character’s attack of opportunity for that round. Even a character with the Combat Reflexes feat can’t use the opportunist ability more than once per round. Prerequisites: Character level 10.

Skill Mastery: Upon gaining this ability, a character 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. A character may gain this special ability multiple times, selecting additional skills for it to apply to each time. Prerequisites: Any six skills with 10 ranks, character level 10.

Slippery Mind (Ex): If a character with the slippery mind class feature 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. Prerequisites: Base Will save +5, character level 10.

Specialist Spellcasters
In this section, there are various abilities for those spellcasters who choose to specialize in one or more schools of magic. The prerequisites given are the minimum degree of specialization required for each ability; a spellcaster may choose to specialize to a greater degree or specialize in more than one school while still qualifying for the abilities.

Special: If using the thematic spellcasters variant, spellcasters whose theme is appropriate for a listed ability may take it as though they were specialized.

Abjurers
Aura of Resistance (Ex): Once per day, the character can generate a protective aura that shields against both physical and magical attacks. When the character generates this field, she gains a deflection bonus to her Armor Class and a resistance bonus on all saving throws equal to her primary casting statistic modifier. This ability requires a standard action to activate, and each use protects against only one attack or spell. Once activated, the protective aura lasts for 1 minute per character level or until the character is attacked or required to make a saving throw, whichever comes first.

The character gains one additional use of this ability at fifth character level and every five character levels thereafter. Prerequisites: Abjuration specialist.

Expedient Aura: The character can activate her aura of resistance ability as an immediate action. Prerequisites: Aura of resistance, caster level 5, abjuration specialist.

Expedient Resistance: The character can use the resistance to energy ability as an immediate action. In addition, the character can choose an additional two energy types against which the target(s) of the ability is resistant. Prerequisites: Resistance to energy, caster level 5, abjuration specialist.

Improved Aura of Resistance: When using the aura of resistance ability, the bonuses last for three attacks rather than one. Prerequisites: Aura of resistance, caster level 10, abjuration specialist.

Improved Dispelling: The bonuses gained from the dispeller ability each increase to a +4 bonus. Prerequisites: Skilled dispeller, caster level 10, abjuration specialist.

Improved Resistance to Energy: When using the resistance to energy ability, the character can target one additional creature at fourth level and every four levels thereafter. In addition, the character can choose an additional two energy types against which the target(s) of the ability is resistant. Prerequisites: Resistance to energy, abjuration specialist.

Resistance to Energy (Su): Once per day, the character can create a mystical shield that grants herself or any one creature that she touches limited protection against a chosen energy type (acid, cold, electricity, fire, or sonic). The affected creature gains resistance equal to 5 plus the character’s caster level against the chosen energy type. Activating this ability is a standard action. Once activated, the protection lasts for 1 hour per two character levels. This protection overlaps with (and does not stack with) the effects of spells such as resist energy.

The character gains one additional use of this ability at fifth character level and every five character levels thereafter. Prerequisites: Abjuration specialist.

Skilled Dispeller: The character gains a +2 bonus on Spellcraft checks to identify the spells being cast by other creatures (this bonus stacks with the Spellcraft bonus the character receives for specializing in a school of magic). In addition, the character gains a +2 bonus on dispelling and counterspelling checks. Prerequisites: Abjuration specialist.

Conjurers
Enduring Summon: One summoned creature of the character’s choice has its duration extended to 10 minutes per caster level. The character may not have more than one creature with this extended duration, even if the caster would normally summon more than one creature with one casting of a spell. Prerequisites: Conjuration specialist.

Enhanced Summoning: The character’s summoned creatures gain +2 Strength, Dexterity, and Constitution. These bonuses stack with those granted by feats such as augment summoning. In addition, the DC to dispel them increases by 2. Prerequisites: Conjuration specialist.

Improved Summoning: The character’s summoned creatures gain +4 Strength and Dexterity and +2 Constitution. These bonuses stack with those granted by feats such as augment summoning and the enhanced summoning ability. The summoned creatures’ natural armor improves by +2. In addition, the DC to dispel summoned creatures increases by 2. This stacks with the +2 DC gained from the enhanced summoning ability. Prerequisites: Enhanced summoning, caster level 5, conjuration specialist.

Rapid Summoning (Ex): When casting a conjuration spell with a casting time of one full round, the character instead casts it as a standard action. Prerequisites: Conjuration specialist.

Diviners
Enhanced Awareness: The character adds Sense Motive to her list of class skills. In addition, she gains minor benefits when casting certain divination spells.

The character needs only to study an item for 10 minutes (rather than 1 hour) when casting identify.

An arcane eye cast by the character travels at 25 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.) Prerequisites: Divination specialist.

Extraordinary Divination: The character reduces the time required to cast all divination (scrying) spells that have a casting time of more than one minute to one minute. Divination spells that have casting times measured in days or hours (greater than one hour) have their casting time reduced by ½. In addition, the character requires no inexpensive material components when casting divination spells. Prerequisites: Caster level 5, divination specialist.

Improved Awareness: The character gains an insight bonus to Spot , Listen, and Sense Motive checks equal to ½ her character level. The character also gains a +2 bonus to initiative; this bonus stacks with bonuses such as those granted by the Improved Initiative feat. In addition, once per day, the character may reroll her initiative score, taking the better of the two. Prerequisites: Enhanced awareness, divination specialist.

Prescience: The character can add an insight bonus equal to her primary casting statistic modifier to any attack roll, saving throw, skill check, or level check she makes. The character can use this ability once per day, plus one additional time per day at fifth character level and every five character levels thereafter. Using this ability is a free action that can be taken out of turn if needed, but the character must choose to use this ability before the die roll is made. In addition, the character may reroll one die roll per day before the result(s) of the roll are known; she must take the result of the second roll if she does, even if it is worse. Prerequisites: Divination specialist.

Enchanters
Convincing Speaker: The character gains a +2 bonus on all Charisma checks. In addition, any targets of an enchantment spell that would normally receive a bonus on their saving throw due to being threatened do not receive this bonus. Prerequisites: Caster level 5, enchantment specialist.

Improved Convincing Speaker: The character gains an additional +2 bonus on all Charisma checks; this stacks with the bonus from the convincing speaker ability. In addition, any targets of an enchantment spell that would normally receive a bonus on their saving throw due to being attacked do not receive this bonus. Prerequisites: Convincing speaker, caster level 10, enchantment specialist.

Push the Weak Mind: The character can use suggestion as a spell-like ability once per day. The DC is equal to 13 + primary statistic modifier. At fourth level, he can use the ability as though it were affected by the Quicken Spell-Like Ability feat. In addition, add +1 to the saving throw DCs of the character's enchantment spells. (This bonus stacks with the bonus from the Spell Focus and Greater Spell Focus feats.) Prerequisites: Enchantment specialist.

Social Proficiency: The character adds Bluff, Diplomacy, Gather Information, and Intimidate to her class skills. In addition, the character gains a +2 competence bonus to these skills at fifth class level. This bonus improves by +2 at fifth character level and every five character levels thereafter. Prerequisites: Enchantment specialist.

Evokers
Evocation Spellsurge: Once per day, the character can cast any evocation spell as though it were modified by the Empower Spell and Maximize Spell metamagic feats without increasing the spell’s casting time or using a higher-level spell slot to cast it. He may use this ability one additional time per day at fifth character level and every five character levels thereafter. In addition, when using this ability, the caster gains a +2 bonus for overcoming spell resistance with his evocation spells. (This bonus stacks with the bonuses from Spell Penetration and Greater Spell Penetration.) Prerequisites: Evocation specialist.

Energy Exchange: Once per day as a free action, the character can cast any evocation spell with an energy descriptor as though it were a spell of another energy type (acid, cold, electricity, or sonic). The character gains an additional use of this ability at fifth level and every five levels thereafter. Prerequisites: Evocation specialist.

Improved Overcome Resistance: The character treats his target’s energy resistance(s) as if it were 25 lower than normal, to a minimum of 0. This ability supersedes that of the overcome resistance ability. In addition, creatures with an energy immunity (or immunities) take ½ damage from the character’s evocation spells that do energy damage to which the creature is normally immune. Prerequisites: Overcome resistance, caster level 10, evocation specialist.

Overcome Resistance: The character treats his target’s energy resistance(s) as if it were 10 lower than normal, to a minimum of 0. Creatures with an energy immunity (or immunities) are not affected by this ability. Prerequisites: Evocation specialist.

Potent Evocation: The character’s evocation spells with an energy descriptor do +1 point of damage per die. Prerequisites: Caster level 5, evocation specialist.

Illusionists
Blurred Form: The character’s illusion spells that grant a miss chance have that percent increased by 10%. Prerequisites: Caster level 5, illusion specialist.

Chains of Disbelief: Even if a viewer disbelieves an illusion created by the character with this ability 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. Prerequisites: Illusionist specialist.

Enduring Illusions: The character’s illusions that have a duration that involves concentration continue for an extra two rounds after the character ceases concentration. The character’s illusion spells that have a duration measured in rounds last for an additional two rounds. Prerequisites: Caster level 5, illusionist specialist.

Greater Reality Infusion: The benefits from the character’s improved reality infusion ability improve by 20%, to a maximum of 110%. Prerequisites: Ability to cast shadow evocation and/or shadow conjuration, caster level 10, illusion specialist.

Improved Reality Infusion: The benefits from the character’s reality infusion ability improve by 10%, to a maximum of 100%. This bonus stacks with the bonus given by reality infusion. Prerequisites: Ability to cast shadow evocation and/or shadow conjuration, caster level 10, illusion specialist.

Improved Shadow Shaper: Whenever the character is in illumination that would normally grant him concealment, the character instead gains total concealment (as if he were invisible. Prerequisites: Shadow shaper, caster level 10, illusion specialist.

Reality Infusion: The character’s shadow evocation and shadow conjuration spells (and other spells that function like them) become more real, improving all effects described in percents by 10%, to a maximum of 100%. Prerequisites: Ability to cast shadow evocation and/or shadow conjurations, illusion specialist.

Shadow Shaper: The character may add his primary casting statistic modifier to his Hide checks, in addition to his Dexterity modifier. His illusion spells also gain +1 to their DC. (This bonus stacks with the bonus from the Spell Focus and Greater Spell Focus feats.) Prerequisites: Caster level 5, illusionist specialist.

Necromancers
Artisan Animator: The cost for creating undead via the animate dead spell is reduced by 20%, rounded up. In addition, the character can cast animate dead once per day without material components. Prerequisites: Caster level 5, necromancer specialist.

Greater Undead Legion: The character can control up to 10 HD of undead per caster level. In addition, he can animate up to 4 HD of undead per caster level when casting animate dead. This ability supercedes the undead legion and improved undead legion abilities. Prerequisites: Undead legion, improved undead legion, necromancer specialist.

Improved Undead Legion: The character can control up to 6 HD of undead per caster level instead of 4 HD per caster level. Prerequisites: Undead legion, necromancer specialist.

Master Animator: The undead the character creates or summons have a +4 bonus to Strength and Dexterity and gain two hitpoints per HD. Prerequisites: Necromancer specialist.

Undead Legion: The character can animate up to 3 HD of undead per caster level instead of 2 HD per caster level when casting animate dead. Prerequisites: Necromancer specialist.

Undead Minion: The character gains a skeleton or zombie servant, similar to a familiar. (The base creature is a human warrior.) The necromancer’s ally has 1 HD per character level of its master. (Unlike a familiar, the necromancer’s ally’s hitpoints do not depend on the master’s.) For every three levels the character has, the undead companion gains a +1 bonus to its Strength and Dexterity scores. The necromancer’s ally counts as a familiar and thus gains all the bonuses of being one, including the ability to be affected by feats for familiars; however, its intelligence does not change. In addition, the necromancer’s ally gains improved toughness as a bonus feat. Prerequisites: Familiar, necromancer specialist.

Transmuters
Greater Polymorph Specialist (Attack): When assuming another form through the use of a spell from the polymorph subschool, the character retains his own base attack bonus if it is higher than that of the new form. Prerequisites: Polymorph specialist, improved polymorph specialist (any two), caster level 10, transmutation specialist.

Greater Polymorph Specialist (Mind): When assuming another form through the use of a spell from the polymorph subschool, the character retains his own Charisma, Intelligence, and Wisdom scores if they are higher than those of the new form. He cannot, however, cast spells in the new form. Prerequisites: Polymorph specialist, improved polymorph specialist (any two), caster level 10, transmutation specialist.

Improved Manipulate Form: Any transmutation spell that gives a bonus (or bonuses) to a creature’s statistics cast by the character has this bonus (or bonuses) improved by +4. In addition, any statistical penalties given by the spell are reduced by 2 (to a minimum of 0). These bonuses stack with those from the manipulate form ability. Prerequisites: Manipulate form, caster level 5, transmutation specialist.

Improved Polymorph Specialist (Armament): When assuming another form through the use of a spell from the polymorph subschool, the new form’s primary natural attack(s) are treated as though the new form was one size category larger.

In addition, any spell that the character casts from the polymorph subschool that gives bonus hitpoints grants an additional 10% of those hitpoints (rounded down); this bonus stacks with that from the polymorph specialist ability and other improved polymorph specialist abilities. Prerequisites: Polymorph specialist, caster level 5, transmutation specialist.

Improved Polymorph Specialist (Natural Armor): When assuming another form through the use of a spell from the polymorph subschool, the character’s natural armor in the new form improves by +3.

In addition, any spell that the character casts from the polymorph subschool that gives bonus hitpoints grants an additional 10% of those hitpoints (rounded down); this bonus stacks with that from the polymorph specialist ability. Prerequisites: Polymorph specialist, caster level 5, transmutation specialist.

Improved Polymorph Specialist (Physique): When assuming another form through the use of a spell from the polymorph subschool, the new form’s Strength and Dexterity scores improve by +4.

In addition, any spell that the character casts from the polymorph subschool that gives bonus hitpoints grants an additional 10% of those hitpoints (rounded down); this bonus stacks with that from the polymorph specialist ability and other improved polymorph specialist abilities. Prerequisites: Polymorph specialist, caster level 5, transmutation specialist.

Improved Polymorph Specialist (Speed): When assuming another form through the use of a spell from the polymorph subschool, the new form’s movement speeds increase by 10 feet.

In addition, any spell that the character casts from the polymorph subschool that gives bonus hitpoints grants an additional 10% of those hitpoints (rounded down); this bonus stacks with that from the polymorph specialist ability and other improved polymorph specialist abilities. Prerequisites: Polymorph specialist, caster level 5, transmutation specialist.

Lasting Transmutation: The character’s transmutation spells continue affecting a target for an additional round if they are dispelled. At tenth character level, they last for two rounds. In addition, any spells from the polymorph subschool are treated as though they are extended without an adjustment to spell level or casting time. Prerequisites: Transmutation specialist.

Manipulate Form: Any transmutation spell that gives a bonus (or bonuses) to a creature’s statistics cast by the character has this bonus (or bonuses) improved by +2. In addition, any statistical penalties given by the spell are reduced by 2 (to a minimum of 0). Prerequisites: Caster level 5, transmutation specialist.

Polymorph Specialist: Any spell that the character casts from the polymorph subschool that gives bonus hitpoints grants an additional 10% of those hitpoints (rounded down). Prerequisites: Transmutation specialist.

Superior Polymorph Specialist (Spells): When assuming another form through the use of a spell from the polymorph subschool, the character retains his ability to cast spells of up to fourth level. If the character is in a form that would normally lack the ability to cast spells—for instance, it lacks arms—he can substitute various noises and gestures appropriate to the form as a substitute for these components, such as grunting, stomping, etc.

The character can also use any material components or focuses he possesses, even if such items are melded within his current form. He cannot use magic items while in a form that could not ordinarily use them, however. Should a form lack the ability to generate noise via vocal chords, appropriate noise must be made to substitute for the verbal components; a character doing so still suffers the penalties to spellcasting in the event that he becomes deafened or silenced. Prerequisites: Polymorph specialist, improved polymorph specialist (any two), greater polymorph specialist (mind), caster level 12, transmutation specialist.
Enchanter_Tom

01-22-07, 03:10 PM
Prestige Classes
In this section, the prestige classes for use with the generic character classes are detailed.

Eldritch Knight

Hit Die: d6.

Requirements: To qualify to become an eldritch knight, a character must fulfill the following criteria:

Weapon Proficiency: Must be proficient with all martial weapons.

Spells: Must be able to cast third-level spells.

Base Save Bonuses: One good save and two poor saves.

Class Skills: Any six skills, plus Craft and Profession.

Skill Points at Each Level: 2 + Int modifier.

Table: The Eldritch Knight
Level BAB Good Poor Special Spells per day
---------------------------------------------------------------------------------------
1st +1 +2 +0 Bonus feat
2nd +2 +3 +0 +1 level of existing spellcasting class
3rd +3 +3 +1 +1 level of existing spellcasting class
4th +4 +4 +1 +1 level of existing spellcasting class
5th +5 +4 +1 +1 level of existing spellcasting class
6th +6 +5 +2 +1 level of existing spellcasting class
7th +7 +5 +2 +1 level of existing spellcasting class
8th +8 +6 +2 +1 level of existing spellcasting class
9th +9 +6 +3 +1 level of existing spellcasting class
10th +10 +7 +3 +1 level of existing spellcasting class


Class Features

Weapon and Armor Proficiency

Eldritch knights gain no proficiency with any weapon or armor.

Spells

From 2nd level on, when a new eldritch knight level is gained, the character gains new spells per day as if he had also gained a level in whatever 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 eldritch knight to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.

If a character had more than one spellcasting class before he became an eldritch knight, he must decide to which class he adds each level of eldritch knight for the purpose of determining spells per day.

Bonus Feat

At first level, an eldritch knight gains a bonus feat. He must meet any prerequisites of the bonus feat.

Spellwarrior

Hit Die: d10.

Requirements: To qualify to become a spellwarrior, a character must fulfill the following criteria:

Base Attack Bonus: +6

Weapon Proficiency: Must be proficient with all martial weapons.

Spells: Must be able to cast second-level spells.

Base Save Bonuses: Two good saves and one poor save.

Class Skills: Any four skills, plus Craft and Profession.

Skill Points at Each Level: 2 + Int modifier.

Table: The Spellwarrior
Level BAB Good Poor Special Spells per day
--------------------------------------------------------------------------------------
1st +1 +2 +0 Bonus feat
2nd +2 +3 +0 +1 level of existing spellcasting class
3rd +3 +3 +1
4th +4 +4 +1 +1 level of existing spellcasting class
5th +5 +4 +1 Bonus feat
6th +6 +5 +2 +1 level of existing spellcasting class
7th +7 +5 +2
8th +8 +6 +2 +1 level of existing spellcasting class
9th +9 +6 +3
10th +10 +7 +3 Bonus feat +1 level of existing spellcasting class


Class Features

Weapon and Armor Proficiency

Spellwarriors gain no proficiency with any weapon or armor.

Spells

At every even numbered level reached, a spellwarrior gains new spells per day as if he had also gained a level in whatever 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 spellwarrior to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.

If a character had more than one spellcasting class before he became an eldritch knight, he must decide to which class he adds each level of spellwarrior for the purpose of determining spells per day.

Bonus Feat

At first level and again at fifth and tenth, a spellwarrior gains a bonus feat.

Trickster

Hit Die: d6.

Requirements: To qualify to become a trickster, a character must fulfill the following criteria:

Skills: Any six skills with four ranks, two other skills with 8 ranks.

Spells: Must be able to cast second-level spells.

Base Save Bonuses: One good save and two poor saves.

Class Skills: Any twelve skills, plus Craft and Profession.

Skill Points at Each Level: 6 + Int modifier.

Table: The Trickster
Level BAB Good Poor Special Spells per day
--------------------------------------------------------------------------------------
1st +0 +2 +0
2nd +1 +3 +0 +1 level of existing spellcasting class
3rd +1 +3 +1 +1 level of existing spellcasting class
4th +2 +4 +1
5th +2 +4 +1 +1 level of existing spellcasting class
6th +3 +5 +2 +1 level of existing spellcasting class
7th +3 +5 +2
8th +4 +6 +2 +1 level of existing spellcasting class
9th +4 +6 +3 +1 level of existing spellcasting class
10th +5 +7 +3 +1 level of existing spellcasting class


Class Features

Weapon and Armor Proficiency

Tricksters gain no proficiency with any weapon or armor.

Spells

At every level except first, fourth, and seventh, a trickster gains new spells per day as if he had also gained a level in whatever 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 trickster to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.

If a character had more than one spellcasting class before he became a trickster, he must decide to which class he adds each level of trickster for the purpose of determining spells per day.
Enchanter_Tom

01-24-07, 03:03 PM
Bump.
Enchanter_Tom

01-27-07, 02:38 AM
Bump.
FlameLover

01-27-07, 02:56 AM
Good job! I'm working on something similar myself, and I can see we were thinking along similar lines. I haven't looked over the abilities in detail, but I don't understand why there is a need for the Prestige Classes you presented. Couldn't they just be emulated with one or more abilities? Something like:

Battlemage
Requirements: Ability to cast 2nd level spells.
Benefit: You gain additional spells and spells per day as if you had advanced two levels in the Spellcaster class, up to a maximum of your HD.

I suppose I just hate PrCs because of how prolific they are. I try to avoid them at nearly any cost.
Enchanter_Tom

01-28-07, 08:25 PM
That feat is...a little strong, methinks.
FlameLover

02-01-07, 04:17 AM
It's an ability (like favoured enemy), not a feat. It should probably have BAB +4 as a prerequisite as well. I don't see it as that powerful though - compare it to a straight warrior or spellcaster and it should be about equal in power.
Enchanter_Tom

02-14-07, 09:29 PM
Hmm. I ought to add the skirmish ability and some things from the spellthief.