Variant prestige classes, revised [Archive] - Wizards Community

Post/Author/DateTimePost
Jack Daniel

05-15-04, 01:51 PM
I wanted to re-write the 15-level prestige classes so that they continued to use their core spell lists, rather than piggybacking off of a previous spellcasting class. These versions work especially well when the generic warrior, expert, and spellcaster are used. Also, they're written up under the assumption that spell points are used, but that can easily be ignored in favor of fire-and-forget magic.

For the bard, I wanted take the requirements closer to what they were in 1st edition -- you pretty much have to be a fighter/rogue to enter this version of the class. The paladin and the ranger can be taken by a single-classed fighter, though a barbarian will have an easier time becoming a ranger. The ranger class itself is more like the 1st and 2nd edition version, a straight warrior-type. There are also two additional classes here, the ninja and the battlemind. The ninja is based on the 1st and 2nd edition versions of the class (with a bit of the OA ninja spy and Dragon #318 ninja tossed in). Mostly it's just an assassin with no death attack or alignment restrictions. The battlemind replaces the psychic warrior in my campaigns (I use psionics, but I don't use the psion, psychic warrior, wilder, or soulknife; I just took the eruidite from Dragon #319, let it choose a discipline like a psion, and called it a "psionicist.") The battlemind is best taken by a fighter or fighter/monk, and manifests powers the way an erudite does.


BARD MAGIC POINTS
AND SPELLS PREPARED
MP 0 1 2 3 4 5 6 CL
1st 2 3 1 - - - - - 4
2nd 4 4 2 - - - - - 5
3rd 7 4 2 1 - - - - 6
4th 11 4 3 2 - - - - 7
5th 16 4 3 2 1 - - - 8
6th 24 4 3 3 2 - - - 9
7th 33 4 4 3 2 1 - - 10
8th 44 4 4 3 3 2 - - 11
9th 56 4 4 4 3 2 1 - 12
10th 72 4 4 4 3 3 2 - 13
11th 88 4 4 4 4 3 2 1 14
12th 104 4 4 4 4 3 3 2 15
13th 120 4 4 4 4 4 3 2 16
14th 136 4 4 4 4 4 4 3 17
15th 152 4 4 4 4 4 4 4 18


The Bard
Requirements: BAB +4, Knowledge (any) 4 ranks, Perform (any) 8 ranks, Sleight of Hand 4 ranks, Decipher Script 4 ranks, Combat Expertise, Improved Disarm, Improved Feint, and Improved Trip.
Hit Points: 1d6 + Con mod / level
Attack: Average
Fortitude: Poor
Reflex: Good
Will: Average (+1/+2/+2/+2/+3/+3/+4/+4/+4/+5/+5/+6/+6/+6/+7)
Class Skills: As PHB bard.
Skill Points: 6 + Int mod / level
Proficiencies: As PHB bard, plus medium armor.
Special: As the UA prestige bard, plus Suggestion bardic music ability at 4th level.
Arcane Spells: Bards choose either Intelligence or Charisma as their key ability score. They prepare their spells according to the above table, and cast them with MP. The bard's spell list is unchanged from the core bard. The bard's caster level is equal to his class level + 3.


NINJA, PALADIN, & RANGER
MAGIC POINTS AND SPELLS PREPARED

MP 1 2 3 4 CL
1st - - - - - -
2nd 0 0 - - - 2
3rd 1 1 - - - 3
4th 5 2 0 - - 3
5th 6 2 1 - - 4
6th 9 3 2 - - 4
7th 14 3 2 0 - 5
8th 17 3 3 1 - 5
9th 22 3 3 2 - 6
10th 29 3 3 2 0 6
11th 34 3 3 3 1 7
12th 41 3 3 3 2 7
13th 50 3 3 3 2 8
14th 57 3 3 3 3 8
15th 67 3 3 3 3 9


The Ninja
Requirements: BAB +3, Hide 8 ranks, Move Silently 8 ranks, Two-Weapon Fighting, Improved Unarmed Strike, Evasion, Sneak Attack +1d6.
Hit Points: 1d6 + Con mod / level
Attack: Average
Fortitude: Poor
Reflex: Good
Will: Poor
Class Skills: As DMG asassin.
Skill Points: 6 + Int mod / level
Proficiencies: As DMG assassin.
Special: Ninja have the following abilities:
• Sneak Attack +1d6 at every odd level.
• Ninja add +1 to damage with thrown weapons at 2nd, 8th, and 14th levels.
• 1st-level ninja add their level to Con checks made for holding their breath.
• 2nd-level ninja are proficient in poison use.
• 4th-level ninja are always treated as running when making Jump checks.
• 5th-level ninja can walk on water for one round per level per day.
• 6th-level ninja can run up walls, provided they begin and end their move on a level surface.
• 13th-level ninja can use passwall once per day as a spell-like ability.
Arcane Spells: Ninja choose either Intelligence or Charisma as their key ability score. They prepare their spells according to the above table, and cast them with MP. The ninja's spell list is the same as the assassin's. The ninja's caster level is equal to his class level + 3 times one-half


The Paladin
Requirements: BAB +5, Knowledge (religion) 2 ranks, Knowledge (nobility & royalty) 2 ranks, Ride 4 ranks, Mounted Combat, Power Attack, must be lawful good.
Hit Points: 1d10 + Con mod / level
Attack: Good
Fortitude: Good
Reflex: Poor
Will: Poor
Class Skills: As PHB paladin.
Skill Points: 2 + Int mod / level
Proficiencies: As PHB paladin.
Special: As UA prestige paladin.
Divine Spells: The paladin learns and prepares divine spells from the same list as the PHB paladin, but according to the above spells prepared and MP table. The paladin's caster level is equal to his class level + 3 times one-half

The Ranger
Requirements: BAB +5, Knowledge (nature) 2 ranks, Knowledge Survival 4 ranks, Track, Endurace, Two-Weapon Fighting, must be good.
Hit Points: 1d10 + Con mod / level
Attack: Good
Fortitude: Good
Reflex: Poor
Will: Poor
Class Skills: As PHB ranger.
Skill Points: 4 + Int mod / level
Proficiencies: As PHB ranger, plus medium armor.
Special: As UA prestige ranger, but without bonus feats or Evasion.
The ranger's effective druid level with regard to his animal companion is equal to his full class level + 3.
Divine Spells: The ranger learns and prepares divine spells from the same list as the PHB ranger, but according to the above spells prepared and MP table. The ranger's caster level is equal to his class level + 3 times one-half


BATTLEMIND POWER POINTS
AND UNIQUE POWERS PER DAY
PP 1 2 3 4 5 6 ML
1st 2 1 - - - - - 4
2nd 4 2 - - - - - 5
3rd 7 2 1 - - - - 6
4th 11 3 2 - - - - 7
5th 16 3 2 1 - - - 8
6th 24 3 3 2 - - - 9
7th 33 4 3 2 1 - - 10
8th 44 4 3 3 2 - - 11
9th 56 4 4 3 2 1 - 12
10th 72 4 4 3 3 2 - 13
11th 88 4 4 4 3 2 1 14
12th 104 4 4 4 3 3 2 15
13th 120 4 4 4 4 3 2 16
14th 136 4 4 4 4 4 3 17
15th 152 4 4 4 4 4 4 18


The Battlemind
Requirements: BAB +5, Autohypnosis 2 ranks, Concentration 4 ranks, Psicraft 2 ranks, Wild Talent, and either Psionic Weapon or Psionic Fist.
Hit Points: 1d8 + Con mod / level
Attack: Average
Fortitude: Good
Reflex: Poor
Will: Poor
Class Skills: As XPH psychic warrior.
Skill Points: 2 + Int mod / level
Proficiencies: As XPH psychic warrior.
Special: Bonus psychic warrior feats at levels at 1st, 3rd, 6th, 9th, 12th, and 15th levels.
Psionic Powers: The battlemind learns and manifests psionic powers just like an erudite (he may choose Intelligence, Wisdom, or Charisma as his key ability score). The battlemind's manifester level is equal to his class level + 3. The battlemind's power list is the same as the psychic warrior's.
Nifft

05-15-04, 03:09 PM
These look good, but I haven't read the Spell Point variant closely enough to spot any subtle problems.

Were I using such a variant, I'd probably steal all your work. :)

-- N