| Post/Author/DateTime | Post |
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| #1lord_karsusAug 20, 2008 18:45:15 | -This one is self-explanatory. Post your prestige classes, and I'll compile them here. The Elven Spellbreaker The Evereskan Battlemage The Eye of Savras The Feywarden The Githyanki Outlaw The Hoodwinker The Knave of the Missing Page The March Warder The Misadventurer of Brandobaris The Mischiefmaker of Erevan Ilesere The Moon Hunter The Orc Bullrider Purple Dragon Highknight The Yakuza |
| #2merrikcaleAug 20, 2008 21:55:21 | this may be a good candidate for a sticky as would a corresonding Paragon Path thread |
| #3valgardAug 22, 2008 11:36:42 | I posted the following prestige classes in the olde prestige classes sticky. Technically, only one was Realms' specific, though I had the Realms in my head while doing them and added some flavour to them. |
| #4valgardAug 22, 2008 11:37:36 | ELVEN SPELLBREAKER Elven Spellbreakers are the heirs of an ancient tradition of warrior-wizards that were developed during the Crown Wars. It is told that the Miyeritari high mages developed an art of supressing the magic of Aryvandaar. The tradition survived the Dark Disaster and, though not very extended nowadays, it still has some use. Though all elves can master this path, spellbreakers are usually wizards of sun or moon elf origin. Some are multiclassed wizard fighters, and even sorcerers and duskblades may be found in their ranks. Hit Die: 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. Special: Needs a mentor or a written source to the Miyeritari spellbreaking magic. 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. |
| #5valgardAug 22, 2008 11:38:13 | 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's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha), and Use Rope (Dex). Skill Points at Each Level: 6 + Int modifier. |
| #6valgardAug 22, 2008 11:38:47 | 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. Orc bullriders are a great force of strike in open areas, but orcs need to develop a different technique to defeat dwarven defenders in close-combat situation. Hit Die: d10 Requirements To qualify to become an Orc Bullrider, a character must fulfill all the following criteria. Alignment: Any nonlawful. Race: Any Orc, including half-orc. A member of any other race rised up within orcs also can qualify for 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 skills (and the key ability for each skill) 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 |
| #7green_elven_vampireAug 22, 2008 13:42:46 | Ahhhh.... Thank you LK. I searched and searched for my old Post your Prestige classes thread which was stickied on the old forums and just couldn't find it at all. Plus working 60+ hours as a professional Chef doesn't allow me to keep such a thread up to date. So again, thanks. I'll post as many of my PRC's on here as I have available, besides the three you already have of mine. P.S. You misspelled Ilesere, on Erevan Ilesere. ;) |
| #8lord_karsusAug 22, 2008 13:46:33 | -Yes, yes I did. All better, now. |
| #9lord_karsusAug 22, 2008 13:50:52 | Lore Beneath the honor-bound, lawful society of the east is hidden a festering subculture of deceit, subterfuge and criminal activity. This is the shady underworld of organized crime. Those affiliated with these organized criminal groups are known as ‘Yakuza’. They terrorize those unfortunate enough to willingly or unwillingly cross their paths. Yakuza are middlemen, filling the gap between enforcers and leaders. They receive their directives from the leaders of these organized crime groups, and enforce these directives with thugs and hired muscle. As such, they are always at odds with the lawful government of the area, and are always at risk for being arrested and punished for their crimes, and the crimes of the organization they represent. Yakuza are different things to different people. Some see them as protectors of the disadvantaged, who simply resort to criminal activities because those who enforce the law would rather these people not gain power. Others see them as thugs and extortionists, who prey on the weak and defenseless. Yakuza, and the organized criminal syndicates that they represent are both despised and respected. They represent the shadowy criminal world, and have no qualms resorting to violence when they deem it fit. On the other hand, they watch over those in their care, and protect those who request protection. Most Yakuza are Rogues, since the extraordinary amount of skill points Rogues receive allow them to meet most requirements of the Yakuza class fairly quickly. Some Fighters are drawn to the thuggery aspect of the Yakuza class. The ability to control and inspire fear to those around them interest certain Wizards/Sorcerers/Psions. Requirements Base Attack Bonus: +4 Skills: Bluff 7 ranks, Diplomacy 2 ranks, Intimidate 10 ranks, Sense Motive 5 ranks Alignment: Any Nonchaotic; Any Nongood Special: Must be initiated by a third party into the world of organized crime (DM’s Discretion). Class Skills The Yakuza’s class skills (and the key ability for each skill) are Bluff (CHA), Diplomacy (CHA), Disable Device (INT), Escape Artist (DEX), Forgery (INT), Gather Information (WIS), Hide (DEX), Innuendo (CHA), Intimidate (CHA), Listen (WIS), Move Silently (DEX), Open Lock (DEX), Sense Motive (WIS), Sleight of Hand (DEX), Spot (WIS) Skills Points at Each Level: 6 + INT Bonus Hit Die: d6 |
| #10green_elven_vampireAug 22, 2008 14:01:05 | The Misadventurer (Specialty cleric of Brandobaris) Misadventurers believe that adventure and risk are the spices of life, and stealth and subtlety are the tools of the trade. They seek excitement and danger wherever their feet take them, for risk-taking leads to life's great rewards. They lust for the thrill, not for the treasure, for greed obscures the true prize of the experience. At the end of the day, the wildest tale is the greatest reward. They seek excitement and danger by taking active risks and by employing the skills taught to them by The Master of Stealth. Most Misadventurers are often involved in daring thefts, smooth cons, and other larcenous behavior, they are thrill seekers, not bandits. They are driven by the acquisition of treasure, not by the holding of it. They are always on the lookout for a worthy risk or challenge to face, and they enjoy seeking out highly skilled rogues of other fun loving deities to join them on their adventures... or misadventures. Hit Die: d6. Requirements: To qualify to become a Misadventurer, a character must fulfill all the following criteria. Race: Character must be a Halfling. Skills: Knowledge (religion) 5 ranks, Disguise 7 ranks, Disable device 8 ranks, Bluff 10 ranks, Hide 7 ranks, Move silently 12 ranks, sleight of hand 5 ranks, Gather information 5 ranks. Feats: Dodge, Stealthy, Improved initiative. Spellcasting: Ability to cast 3'rd level Divine spells. Must have the Luck domain. Special: +3d6 Sneak attack ability. Must have Brandobaris as a Patron Deity. Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Disable Device, Escape artist, Gather information, Heal, Hide, Intuit direction, Jump, Knowledge (religion), Listen, Move silently, Open lock, Sleight of hand, Profession, Search, Spot, Tumble, Use magic device, Use rope, Wilderness lore . Skill points at each level- 6 + Int mod. Class Features: Weapon & Armor Proficiency: Misadventurers gain no proficiency with small or light weapons. Spells per day: A Misadventurer’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 also 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. Rapscallion’s stealth: At 1'st level the Misadventurer can call upon her deity's power to shield her from prying eyes and ears. As a standard action, she can grant herself a +10 sacred bonus on Hide and Move silently checks. This benefit lasts for a number of minutes per day equal to her charisma modifier. This duration need not be consecutive and may be broken up into 1 round increment if so desired. Enabling this effect is a free action. Find the path: At 1'st level the Misadventurer can use Find the path once per day. Tricksters Toes: At 2'nd level the Misadventurer may move up to her normal speed while using the Hide or Move Silently skills at no penalty. In addition she may take 10 on these checks, once per day, even while in a rush or threatened. Brandobaris's Grace: at 2'nd level the Misadventurer may become more graceful, agile and coordinated. This spell-like ability works like Cat's grace but grants an enhancement bonus to Dexterity of 1d6 +1 points, adding the usual benefits to AC, reflex saves, and other uses of the dexterity modifier. This ability may be used once per day. Sneak attack: At 3'rd level the Misadventurer gains the Sneak Attack rogue ability, +1d6 dmg.. Streak of luck (su): At 3'rd level the Misadventurer may improve her luck. Whenever she makes a luck reroll, using the granted power of the Luck domain, she gains a +2 luck bonus to that reroll once per day. Slippery Mind (Ex): At 4'th level the Misadventurer gains the ability to wriggle free from magical effects that would otherwise control or compel her. If a Misadventurer 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. Persuasive scamp (Ex): At 4'th level the Misadventurer's skills of persuasion are so great you can sell a tindertwig hat to a troll. You gain a +6 bonus on all Bluff and Intimidate checks. Irrepressible movement: At 5th level the Misadventurer gains Freedom of movement as a spell-like ability once per day. Divine manipulation: at 5'th level the Misadventurer can cast a spell without revealing that you are doing so. Make a sleight of hand check as part of your action used to cast the spell, opposed by the spot checks of onlookers. If you succeed, an observer can't tell you're casting a spell. That observer cannot make an attack of opportunity against you for casting, nor can it attempt to counter your spell. In addition, if your sleight of hand check is successful, then you gain a +2 bonus to the DC for that spell only. (all spell-like abilities are cast at total character caster level) CL-BAB-FS-RS-WS-Special- Spells per day 1'st-+0-+0-+2-+2-- Rapscallions stealth, Find the path- +1level 2'nd-+1-+0-+3-+3-Tricksters toes, Brandobaris's grace -+1level 3'rd-+2-+1-+3-+3-Streak of luck, Sneak attack -+1level 4'th-+3-+1-+4-+4- Slippery Mind, Persuasive scamp -+1level 5'th-+3-+1-+4-+4-Irrepressible movement, Divine manipulation-+1level |
| #11quale_Aug 22, 2008 14:01:34 | should I post those two I did for EoF, that was before I switched to other rules? don't use PrCs anymore |
| #12green_elven_vampireAug 22, 2008 14:07:34 | The Hoodwinker (specialty cleric of Baravar Cloakshadow) The Hoodwinker is deeply involved in refining the art of Illusions. A sizable number of Hoodwinkers are adventurers, charged with finding new spells and magical items that allow the creation and control of effects from the school of Illusion. Hoodwinkers are generally sneaky, smart Gnomes, and they serve their communities as spies and investigative agents and by teaching skills such as disguise, camouflage, hiding and the like. The Hoodwinker tends to lean toward defenses and protective strategies that are rooted in deceit, Illusion, traps, ambushes, and the like, and their jests and tricks may cause their victims some pain (emotional if not physical). Most Hoodwinkers are crafty, vengeful gnomes who specialize in deceptions. They are unforgiving of any who threaten their charges, and feel no compunctions about acting against those who have earned their enmity. They are also rogues who enjoy using Illusions to confuse creatures before robbing them. They also seem to steal out of sheer boredom. They work well with Mischiefmakers of Erevan Ilesere as well as with Misadventurers of Brandobaris and Glitterbrights of Garl Glittergold. Although the Hoodwinker loves a good practical joke , their jests and tricks may cause no small discomfort to their victims. Hit Die: d6. Requirements: To qualify to become a Hoodwinker, a character must fulfill all the following criteria. Race: Character must be a Gnome Skills: Knowledge (religion) 6 ranks, Disguise 8 ranks, Hide 7 ranks, Move silently 6 ranks, sleight of hand 4 ranks. Feats: Magical fortune, Spell penetration. Spellcasting: Ability to cast 4'th level Divine spells. Must have the Illusion domain and be able to cast at least six illusion spells. Special: +2d6 Sneak attack ability. Must have Baravar Cloakshadow as a Patron Deity. Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape artist, Heal, Hide, Intuit direction, Jump, Knowledge (religion), Listen, Move silently, Open lock, Sleight of hand, Profession, Search, Spot, Tumble, Use magic device, Use rope, Wilderness lore . Skill points at each level- 6 + Int mod. Class Features: Weapon & Armor Proficiency: Hoodwinkers gain no proficiency with small or light weapons. Spells per day: A Hoodwinker's training focuses on Divine magic. Thus, when a character gains a new level of Hoodwinker, she gains new spells per day as if she also 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. Illusion mastery: You are especially adept at fooling others. At 1st level, anyone interacting with your illusions suffers a -2 morale penalty to will saves. This increases to -4 at fifth levell. However, Phantasmal Killer, Weird, and other phantasms (as noted in spell description) only gain half the amounts noted above, rounded down. Master of the Obvious: At 1'st level you are especially adept at recognizing the illusions of others. You gain a +2 resistance bonus to saving throws against illusions, This increases to +4 at fifth level. Phantasmic Image: At 2'nd level 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, and is cast at your total caster level. The Master of Illusions class ability may be applied. Phantasmal Mastery: At 2'nd level you are especially adept at playing on the fears of others. The targets of your Phantasmal Killers suffer a -4 morale penalty to their will save to disbelieve and fortitude save to die from fear. A successful Fort Save results in 3d6 + 1 damage per caster level, max +15 (Regular: 3d6 damage). 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. Healing Nightmare: At 3'rd level your illusions can affect the sleep of others. As the spell Nightmare, only you gain the hitpoints lost by the victim. These hitpoints last for 24 hours. This spell-like ability can be used once per day. Sneak Attack: Starting at 3'rd level, as the Rogue ability +1d6, this ability stacks with any other sneak attack bonuses. Master Shadow Evoker/Conjurer: At 4'th level the Hoodwinker 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 6th 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: At 4'th level you are wickedly adept at playing on the deepest fears of others. You may cast Weird as a spell-like ability once per day. The targets of your Weird spell 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. CL-BAB-FS-RS-WS-Special- Spells per day 1'st-+0-+0-+2-+2-- Illusion mastery, Master of the obvious- +1level 2'nd-+1-+0-+3-+3-Phantasmic image, Phantasmal mastery -+1level 3'rd-+2-+1-+3-+3- Healing nightmare, Sneak attack -+1level 4'th-+3-+1-+4-+4-Master shadow evoker/conjurer, Weird master -+1level 5'th-+3-+1-+4-+4-Illusion mastery, Master of the obvious-+1level |
| #13lord_karsusAug 22, 2008 14:17:47 | should I post those two I did for EoF, that was before I switched to other rules? -Nah, I don't want to include the EoF stuff here. |
| #1418DELTAAug 22, 2008 14:38:22 | -Thread added to the Handy Links Thread. ![]() 18DELTA ;) |
| #15green_elven_vampireJul 16, 2009 0:05:27 | The Feywarden (Specialty Cleric of Corellon Larethian Hit Die: d8. Requirements: To qualify to become a Feywarden, a character must fulfill all the following criteria. Race: Character must be a Elf. Skills: Knowledge (religion) 7 ranks, Concentration 8 ranks, Craft 5 ranks, Diplomacy 8 ranks, Spellcraft 8 ranks. Feats: Fortify spell, Spell penetration. Spellcasting: Ability to cast 5'th level Divine spells. Must have either the Elf, Magic or War domain. Special: Must have Corellon Larethian as a patron deity. Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana/Religion/History/Nature/The Planes), Profession, Scry, Spellcraft . Skill points at each level- 2 + Int mod. Class Features: Weapon & Armor Proficiency: Feywardens's gain no proficiency with small or light weapons. Spells per day: A Feywardens'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 also 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. Corellon's grace: At 1'st level the Feywarden can use Cat's grace as a spell like ability twice per day. The bonus to Dexterity is 1d4+2 and is cast at the PC's total caster level. Improved Enchant weapon: At 1'st level the Feywarden can add her Wisdom modifier +1, as a bonus to her weapons attack and damage rolls twice per day. This ability lasts 1d4+1 rounds. Corellon's touch: At 2'nd level all creatures of evil alignment receive a -2 penalty to saving throws they roll against spells cast by the Feywarden. Wrath of the Creator: at 2'nd level the Feywarden can use Greater Turning equal to three times a day plus her Charisma modifier. Maximize turning: At 3'rd level the Feywarden can automatically achieve the maximum possible result on a turning damage roll, twice per day. Wardens immunity: At 3'rd level the Feywarden gains immunity to the paralyzing touch of Ghasts and Ghouls as well as a +2 divine bonus to saving throws against other forms of paralysis as well, such as the touch of a Lich or the various Hold spells. Divine focus: At 4'th level the Feywarden may attune her longsword into a focus for her spells. The focus sword can then replace any material component of less than 200 gp value in the casting of her spells. The Longsword must be in hand to be used in this way. The Feywarden gains +1 caster level with any spell cast through her sword focus. The Feywarden may only have one Focus sword at a time. Corellon's Holy aura: At 4'th level the Feywarden gains the spell like ability twice per day. It functions the same as the Holy aura spell with the exception of +5 to AC, +5 resistance, and SR 25 against all spells cast by evil creatures. Banishment: At 5'th level the Feywarden gains Banishment as a spell like ability twice per day. Starbolts: at 5'th level the Feywarden gains this ability. It works the same as a Magic Missile spell, except that 5 Multi-colored Starbolts fly forth from the fingers, and upon impact the targets are affected as if by a Plane shift spell. Each different colored starbolt sends target to a separate plane. Creatures can make a Will. save to negate. This spell can be cast 2 time a day, and is cast at total character divine caster level. (All spell-like abilities are cast at total character caster level) CL-BAB-FS-RS-WS-Special- Spells per day 1'st-+0-+0-+2-+2-- Corellon's grace, Improved enchant weapon- +1level 2'nd-+1-+0-+3-+3- Corellon's touch, Wrath of the creator -+1level 3'rd-+2-+1-+3-+3- Maximize turning, Wardens immunity -+1level 4'th-+3-+1-+4-+4- Divine focus, Corellon's holy aura -+1level 5'th-+3-+1-+4-+4- Banishment, Starbolts-+1level Any and all comments are welcomed. Thanks! ;) |
| #16DiffanJul 17, 2009 16:39:22 | Purple Dragon Highknight PURPLE DRAGON HIGHKNIGHT A Highknight of Cormyr (or sometimes referred to as a Purple Dragon Highknight) is a recently created rank of service to the crown. Trained in court etiquette and realm law as well as in the use of weapons, highknights are regularly mind-read by War Wizards to guarantee their loyalty, as well as to guard against magical influences or imposters posing as real knights. Highknights speak with royal authority and may gain audience to any royal or court personage (though they face penalty for frivolous use of this privilege). Prerequisites To qualify to become a Purple Dragon Highknight, a character must fulfill the following criteria. Base Attack Bonus: +8 Alignment: Any Good. Race: Any. Feats: Mounted Combat , Weapon Focus (any), and Leadership (or Negotiator). Skills: Diplomacy +8 ranks, Knowledge (Cormyr local) +5 ranks, Knowledge (nobility and royalty) +4 ranks, Ride +5 ranks, Sense Motive +2 ranks. Martial Maneuvers: Must know at least 3 martial maneuvers, including one strike. Martial Stance: Must know at least one martial stance. Class Skills The Purple Dragon Highknight's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Diplomacy (Cha), Knowledge (Cormyr local) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), and Spot (Wis). Skill points at each additional level 2 + Int modifier |