This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
Prestige classes offer a new form of
multiclassing. Unlike the basic classes, characters must meet
Requirements before they can take their first level of a prestige class. The
rules for level advancement apply to this system, meaning the first step of
advancement is always choosing a class. If a character does not meet the
Requirements for a prestige class before that first step, that character cannot
take the first level of that prestige class.
Taking
a prestige class does not incur the experience point penalties normally
associated with multiclassing.
Definitions of Terms
Here are definitions of some terms
used in this section.
Base Class: One of the standard
eleven classes.
Caster Level: Generally equal to the
number of class levels (see below) in a spellcasting class. Some prestige
classes add caster levels to an existing class.
Character Level: The total level of the
character, which is the sum of all class levels held by that character.
Class Level: The level of a character
in a particular class. For a character with levels in only one class, class
level and character level are the same.
ARCANE ARCHER
Hit Die: d8.
To qualify to become an arcane
archer, a character must fulfill all the following criteria.
Race: Elf or half-elf.
Base Attack Bonus: +6.
Feats: Point Blank Shot, Precise Shot,
Weapon Focus (longbow or shortbow).
Spells: Ability to cast 1st-level arcane spells.
The arcane archer’s class skills (and
the key ability for each skill) are Craft (Int), Hide (Dex). Listen (Wis), Move
Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
Table: The Arcane Archer |
|||||
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st |
+1 |
+2 |
+2 |
+0 |
Enhance arrow +1 |
2nd |
+2 |
+3 |
+3 |
+0 |
Imbue arrow |
3rd |
+3 |
+3 |
+3 |
+1 |
Enhance arrow +2 |
4th |
+4 |
+4 |
+4 |
+1 |
Seeker arrow |
5th |
+5 |
+4 |
+4 |
+1 |
Enhance arrow +3 |
6th |
+6 |
+5 |
+5 |
+2 |
Phase arrow |
7th |
+7 |
+5 |
+5 |
+2 |
Enhance arrow +4 |
8th |
+8 |
+6 |
+6 |
+2 |
Hail of arrows |
9th |
+9 |
+6 |
+6 |
+3 |
Enhance arrow +5 |
10th |
+10 |
+7 |
+7 |
+3 |
Arrow of death |
All of the following are Class
Features of the arcane archer prestige class.
Weapon and Armor Proficiency: An arcane archer is
proficient with all simple and martial weapons, light armor, medium armor, and
shields.
Enhance Arrow (Su): At 1st level, every
nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a
+1 enhancement bonus. Unlike magic weapons created by normal means, the archer
need not spend experience points or gold pieces to accomplish this task.
However, an archer’s magic arrows only function for her. For every two levels
the character advances past 1st level in the prestige class, the magic arrows
she creates gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at
5th level, +4 at 7th level, and +5 at 9th level).
Imbue Arrow (Sp): At 2nd level, an arcane
archer gains the ability to place an area spell upon an arrow. When the arrow
is fired, the spell’s area is centered on where the arrow lands, even if the
spell could normally be centered only on the caster. This ability allows the
archer to use the bow’s range rather than the spell’s range. It takes a
standard action to cast the spell and fire the arrow. The arrow must be fired
in the round the spell is cast, or the spell is wasted.
Seeker Arrow (Sp): At 4th level, an arcane
archer can launch an arrow once per day at a target known to her within range,
and the arrow travels to the target, even around corners. Only an unavoidable
obstacle or the limit of the arrow’s range prevents the arrow’s flight. This
ability negates cover and concealment modifiers, but otherwise the attack is
rolled normally. Using this ability is a standard action (and shooting the
arrow is part of the action).
Phase Arrow (Sp): At 6th level, an arcane
archer can launch an arrow once per day at a target known to her within range,
and the arrow travels to the target in a straight path, passing through any
nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.)
This ability negates cover, concealment, and even armor modifiers, but
otherwise the attack is rolled normally.
Using this ability is a standard
action (and shooting the arrow is part of the action).
Hail of Arrows (Sp): In lieu of her regular
attacks, once per day an arcane archer of 8th level or higher can fire an arrow
at each and every target within range, to a maximum of one target for every
arcane archer level she has earned. Each attack uses the archer’s primary
attack bonus, and each enemy may only be targeted by a single arrow.
Arrow of Death (Sp): At 10th level, an arcane
archer can create an arrow of death that forces the target, if damaged
by the arrow’s attack, to make a DC 20 Fortitude save or be slain immediately.
It takes one day to make an arrow of death, and the arrow only functions
for the arcane archer who created it. The arrow of death lasts no longer
than one year, and the archer can only have one such arrow in existence at a
time.
ARCANE TRICKSTER
Hit Die: d4.
Requirements
To qualify to become an arcane
trickster, a character must fulfill all of the following criteria.
Alignment: Any nonlawful.
Skills: Decipher Script 7 ranks, Disable
Device 7 ranks, Escape Artist 7 ranks, Knowledge (arcana) 4 ranks.
Spells: Ability to cast mage hand and
at least one arcane spell of 3rd level or higher.
Special: Sneak attack +2d6.
The arcane trickster’s class skills
(and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff
(Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int),
Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex),
Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills taken
individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex),
Profession (Wis), Sense Motive (Wis), Search (Int), Sleight of Hand (Dex),
Speak Language (Int), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex),
and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
Table: The Arcane Trickster
|
||||||
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Spells per Day |
1st |
+0 |
+0 |
+2 |
+2 |
Ranged legerdemain 1/day |
+1 level of existing class |
2nd |
+1 |
+0 |
+3 |
+3 |
Sneak attack +1d6 |
+1 level of existing class |
3rd |
+1 |
+1 |
+3 |
+3 |
Impromptu sneak attack 1/day |
+1 level of existing class |
4th |
+2 |
+1 |
+4 |
+4 |
Sneak attack +2d6 |
+1 level of existing class |
5th |
+2 |
+1 |
+4 |
+4 |
Ranged legerdemain 2/day |
+1 level of existing class |
6th |
+3 |
+2 |
+5 |
+5 |
Sneak attack +3d6 |
+1 level of existing class |
7th |
+3 |
+2 |
+5 |
+5 |
Impromptu sneak attack 2/day |
+1 level of existing class |
8th |
+4 |
+2 |
+6 |
+6 |
Sneak attack +4d6 |
+1 level of existing class |
9th |
+4 |
+3 |
+6 |
+6 |
Ranged legerdemain 3/day |
+1 level of existing class |
10th |
+5 |
+3 |
+7 |
+7 |
Sneak attack +5d6 |
+1 level of existing class |
Class Features
All of the following are Class
Features of the arcane trickster prestige class.
Weapon and Armor Proficiency: Arcane tricksters gain no
proficiency with any weapon or armor.
Spells per Day: When a new arcane
trickster level is gained, the character gains new spells per day as if he had
also gained a level in a spellcasting class he belonged to before adding the prestige
class. He does not, however, gain any other benefit a character of that class
would have gained, except for an increased effective level of spellcasting. If
a character had more than one spellcasting class before becoming an arcane
trickster, he must decide to which class he adds the new level for purposes of
determining spells per day.
Ranged Legerdemain: An arcane trickster can
perform one of the following class skills at a range of 30 feet: Disable
Device, Open Lock, or Sleight of Hand. Working at a distance increases the
normal skill check DC by 5, and an arcane trickster cannot take 10 on this
check. Any object to be manipulated must weigh 5 pounds or less.
An arcane trickster can use ranged
legerdemain once per day initially, twice per day upon attaining 5th level, and
three times per day at 9th level or higher. He can make only one ranged
legerdemain skill check each day, and only if he has at least 1 rank in the
skill being used.
Sneak Attack: This is exactly like the
rogue ability of the same name. The extra damage dealt increases by +1d6 every
other level (2nd, 4th, 6th, 8th, and 10th). If an arcane trickster gets a sneak
attack bonus from another source the bonuses on damage stack.
Impromptu Sneak Attack: Beginning at 3rd level,
once per day an arcane trickster can declare one melee or ranged attack he
makes to be a sneak attack (the target can be no more than 30 feet distant if
the impromptu sneak attack is a ranged attack). The target of an impromptu
sneak attack loses any Dexterity bonus to AC, but only against that attack. The
power can be used against any target, but creatures that are not subject to
critical hits take no extra damage (though they still lose any Dexterity bonus to
AC against the attack).
At 7th level, an arcane trickster can
use this ability twice per day.
ARCHMAGE
Hit Die: d4.
Requirements
To qualify to become an archmage, a
character must fulfill all the following criteria.
Skills: Knowledge (arcana) 15 ranks, Spellcraft 15 ranks.
Feats: Skill Focus (Spellcraft), Spell
Focus in two schools of magic.
Spells: Ability to cast 7th-level arcane
spells, knowledge of 5th-level or higher spells from at least five schools.
The archmage’s class skills (and the
key ability for each skill) are Concentration (Con), Craft (alchemy) (Int),
Knowledge (all skills taken individually) (Int), Profession (Wis), Search
(Int), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Table: The Archmage |
|||||||
Level |
Base
Attack
Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
Spells per Day |
|
1st |
+0 |
+0 |
+0 |
+2 |
High arcana |
+1 level of existing arcane
spellcasting class |
|
2nd |
+1 |
+0 |
+0 |
+3 |
High arcana |
+1 level of existing arcane
spellcasting class |
|
3rd |
+1 |
+1 |
+1 |
+3 |
High arcana |
+1 level of existing arcane
spellcasting class |
|
4th |
+2 |
+1 |
+1 |
+4 |
High arcana |
+1 level of existing arcane
spellcasting class |
|
5th |
+2 |
+1 |
+1 |
+4 |
High arcana |
+1 level of existing arcane
spellcasting class |
Class Features
All the following are Class
Features of the archmage prestige class.
Weapon and Armor Proficiency: Archmages gain no
proficiency with any weapon or armor.
Spells per Day/Spells Known: When a new archmage level
is gained, the character gains new spells per day (and spells known, if
applicable) as if he had also gained a level in whatever arcane spellcasting
class in which he could cast 7th-level spells before he added the prestige
class level. He does not, however, gain any other benefit a character of that class
would have gained. If a character had more than one arcane spellcasting class
in which he could cast 7th-level spells before he became an archmage, he must
decide to which class he adds each level of archmage for the purpose of
determining spells per day.
High Arcana: An archmage gains the
opportunity to select a special ability from among those described below by
permanently eliminating one existing spell slot (she cannot eliminate a spell
slot of higher level than the highest-level spell she can cast). Each special ability
has a minimum required spell slot level, as specified in its description.
An archmage may choose to eliminate a
spell slot of a higher level than that required to gain a type of high arcana.
Arcane Fire (Su): The archmage gains the
ability to change arcane spell energy into arcane fire, manifesting it as a
bolt of raw magical energy. The bolt is a ranged touch attack with long range
(400 feet + 40 feet/level of archmage) that deals 1d6 points of damage per
class level of the archmage plus 1d6 points of damage per level of the spell
used to create the effect. This ability costs one 9th-level spell slot.
Arcane Reach (Su): The archmage can use
spells with a range of touch on a target up to 30 feet away. The archmage must
make a ranged touch attack. Arcane reach can be selected a second time as a
special ability, in which case the range increases to 60 feet. This ability
costs one 7th-level spell slot.
Mastery of Counterspelling: When the archmage
counterspells a spell, it is turned back upon the caster as if it were fully
affected by a spell turning spell. If the spell cannot be affected by spell
turning, then it is merely counterspelled. This ability costs one 7th-level
spell slot.
Mastery of Elements: The archmage can alter an
arcane spell when cast so that it utilizes a different element from the one it
normally uses. This ability can only alter a spell with the acid, cold, fire,
electricity, or sonic descriptor. The spell’s casting time is unaffected. The
caster decides whether to alter the spell’s energy type and chooses the new
energy type when he begins casting. This ability costs one 8th-level spell
slot.
Mastery of Shaping: The archmage can alter
area and effect spells that use one of the following shapes: burst, cone,
cylinder, emanation, or spread. The alteration consists of creating spaces
within the spell’s area or effect that are not subject to the spell. The
minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable
spells have a minimum dimension of 5 feet instead of 10 feet. This ability
costs one 6th-level spell slot.
Spell Power: This ability increases the
archmage’s effective caster level by +1 (for purposes of determining
level-dependent spell variables such as damage dice or range, and caster level
checks only). This ability costs one 5th-level spell slot.
Spell-Like Ability: An archmage who selects
this type of high arcana can use one of her arcane spell slots (other than a
slot expended to learn this or any other type of high arcana) to permanently
prepare one of her arcane spells as a spell-like ability that can be used twice
per day. The archmage does not use any components when casting the spell,
although a spell that costs XP to cast still does so and a spell with a costly
material component instead costs her 10 times that amount in XP. This ability
costs one 5th-level spell slot.
The spell-like ability normally uses
a spell slot of the spell’s level, although the archmage can choose to make a
spell modified by a metamagic feat into a spell-like ability at the appropriate
spell level.
The archmage may use an available
higher-level spell slot in order to use the spell-like ability more often.
Using a slot three levels higher than the chosen spell allows her to use the
spell-like ability four times per day, and a slot six levels higher lets her
use it six times per day.
If spell-like ability is selected
more than one time as a high arcana choice, this ability can apply to the same
spell chosen the first time (increasing the number of times per day it can be
used) or to a different spell.
ASSASSIN
Hit Die: d6.
Requirements
To qualify to become an assassin, a
character must fulfill all the following criteria.
Alignment: Any evil.
Skills: Disguise 4 ranks, Hide 8 ranks, Move
Silently 8 ranks.
Special: The character must kill someone for
no other reason than to join the assassins.
The assassin’s class skills (and the
key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft
(Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise
(Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide
(Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open
Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot
(Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
Table: The Assassin |
|||||||||
|
|
|
|
|
|
—— Spells per Day —— |
|||
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st |
2nd |
3rd |
4th |
1st |
+0 |
+0 |
+2 |
+0 |
Sneak attack +1d6, death attack,
poison use, spells |
0 |
— |
— |
— |
2nd |
+1 |
+0 |
+3 |
+0 |
+1 save against poison, uncanny
dodge |
1 |
— |
— |
— |
3rd |
+2 |
+1 |
+3 |
+1 |
Sneak attack +2d6 |
2 |
0 |
— |
— |
4th |
+3 |
+1 |
+4 |
+1 |
+2 save against poison |
3 |
1 |
— |
— |
5th |
+3 |
+1 |
+4 |
+1 |
Improved uncanny dodge, sneak
attack +3d6 |
3 |
2 |
0 |
— |
6th |
+4 |
+2 |
+5 |
+2 |
+3 save against poison |
3 |
3 |
1 |
— |
7th |
+5 |
+2 |
+5 |
+2 |
Sneak attack +4d6 |
3 |
3 |
2 |
0 |
8th |
+6 |
+2 |
+6 |
+2 |
+4 save against poison, hide in
plain sight |
3 |
3 |
3 |
1 |
9th |
+6 |
+3 |
+6 |
+3 |
Sneak attack +5d6 |
3 |
3 |
3 |
2 |
10th |
+7 |
+3 |
+7 |
+3 |
+5 save against poison |
3 |
3 |
3 |
3 |
Class Features
All of the following are Class
Features of the assassin prestige class.
Weapon and Armor Proficiency: Assassins are proficient
with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier,
sap, shortbow (normal and composite), and short sword. Assassins are proficient
with light armor but not with shields.
Sneak Attack: This is exactly like the
rogue ability of the same name. The extra damage dealt increases by +1d6 every
other level (2nd, 4th, 6th, 8th, and 10th). If an assassin gets a sneak attack
bonus from another source the bonuses on damage stack.
Death Attack: If an assassin studies
his victim for 3 rounds and then makes a sneak attack with a melee weapon that
successfully deals damage, the sneak attack has the additional effect of
possibly either paralyzing or killing the target (assassin’s choice). While
studying the victim, the assassin can undertake other actions so long as his
attention stays focused on the target and the target does not detect the
assassin or recognize the assassin as an enemy. If the victim of such an attack
fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int
modifier) against the kill effect, she dies. If the saving throw fails against
the paralysis effect, the victim is rendered helpless and unable to act for 1d6
rounds plus 1 round per level of the assassin. If the victim’s saving throw
succeeds, the attack is just a normal sneak attack. Once the assassin has
completed the 3 rounds of study, he must make the death attack within the next
3 rounds.
If a death attack is attempted and
fails (the victim makes her save) or if the assassin does not launch the attack
within 3 rounds of completing the study, 3 new rounds of study are required
before he can attempt another death attack.
Poison Use: Assassins are trained in
the use of poison and never risk accidentally poisoning themselves when
applying poison to a blade.
Spells: Beginning at 1st level, an assassin
gains the ability to cast a number of arcane spells. To cast a spell, an
assassin must have an Intelligence score of at least 10 + the spell’s level, so
an assassin with an Intelligence of 10 or lower cannot cast these spells.
Assassin bonus spells are based on Intelligence, and saving throws against
these spells have a DC of 10 + spell level + the assassin’s Intelligence bonus.
When the assassin gets 0 spells per day of a given spell level he gains only
the bonus spells he would be entitled to based on his Intelligence score for
that spell level.
The assassin’s spell list appears
below. An assassin casts spells just as a bard does.
Upon reaching 6th level, at every
even-numbered level after that (8th and 10th), an assassin can choose to learn
a new spell in place of one he already knows. The new spell’s level must be the
same as that of the spell being exchanged, and it must be at least two levels
lower than the highest-level assassin spell the assassin can cast. An assassin
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 that
level.
Table: Assassin Spells Known |
|||||
|
—— Spells Known —— |
||||
Level |
1st |
2nd |
3rd |
4th |
|
1st |
21 |
— |
— |
— |
|
2nd |
3 |
— |
— |
— |
|
3rd |
3 |
21 |
— |
— |
|
4th |
4 |
3 |
— |
— |
|
5th |
4 |
3 |
21 |
— |
|
6th |
4 |
4 |
3 |
— |
|
7th |
4 |
4 |
3 |
21 |
|
8th |
4 |
4 |
4 |
3 |
|
9th |
4 |
4 |
4 |
3 |
|
10th |
4 |
4 |
4 |
4 |
|
1 Provided the assassin has
sufficient Intelligence to have a bonus spell of this level. |
|||||
Save Bonus against Poison: The assassin gains a
natural saving throw bonus to all poisons gained at 2nd level that increases by
+1 for every two additional levels the assassin gains.
Uncanny Dodge (Ex): Starting at 2nd level, an
assassin retains his Dexterity bonus to AC (if any) regardless of being caught
flat-footed or struck by an invisible attacker. (He still loses any Dexterity
bonus to AC if immobilized.)
If a character
gains uncanny dodge from a second class the character automatically gains
improved uncanny dodge (see below).
Improved Uncanny Dodge (Ex): At 5th level, an assassin
can no longer be flanked, since he can react to opponents on opposite sides of
him as easily as he can react to a single attacker. This defense denies rogues
the ability to use flank attacks to sneak attack the assassin. The exception to
this defense is that a rogue at least four levels higher than the assassin can
flank him (and thus sneak attack him).
If a character gains uncanny dodge
(see above) from a second class the character automatically gains improved
uncanny dodge, and the levels from those classes stack to determine the minimum
rogue level required to flank the character.
Hide in Plain Sight (Su): At 8th level, an assassin
can use the Hide skill even while being observed. As long as he is within 10
feet of some sort of shadow, an assassin can hide himself from view in the open
without having anything to actually hide behind.
He cannot, however, hide in his own
shadow.
Assassins choose their spells from
the following list:
1st Level: disguise self, detect
poison, feather fall, ghost sound, jump, obscuring mist, sleep, true strike.
2nd Level: alter self, cat’s
grace, darkness, fox’s cunning, illusory script, invisibility, pass without
trace, spider climb, undetectable alignment.
3rd Level: deep slumber, deeper
darkness, false life, magic circle against good, misdirection, nondetection.
4th Level: clairaudience/clairvoyance,
dimension door, freedom of movement, glibness, greater invisibility, locate
creature, modify memory, poison.
BLACKGUARD
Hit Die: d10.
Requirements
To qualify to become a blackguard, a
character must fulfill all the following criteria.
Alignment: Any evil.
Base Attack Bonus: +6.
Skills: Hide 5 ranks, Knowledge (religion) 2 ranks.
Feats: Cleave, Improved Sunder, Power
Attack.
Special: The character must have made
peaceful contact with an evil outsider who was summoned by him or someone else.
The blackguard’s class skills (and
the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy
(Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge
(religion) (Int), Profession (Wis), and Ride (Dex).
Skill Points at Each Level: 2 + Int modifier.
Table: The Blackguard |
|||||||||
|
|
|
|
|
|
— Spells per Day — |
|||
Level |
BaseAttack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st |
2nd |
3rd |
4th |
1st |
+1 |
+2 |
0 |
0 |
Aura of evil, detect good,
poison use |
0 |
— |
— |
— |
2nd |
+2 |
+3 |
0 |
0 |
Dark blessing, smite good 1/day |
1 |
— |
— |
— |
3rd |
+3 |
+3 |
+1 |
+1 |
Command undead, aura of despair |
1 |
0 |
— |
— |
4th |
+4 |
+4 |
+1 |
+1 |
Sneak attack +1d6 |
1 |
1 |
— |
— |
5th |
+5 |
+4 |
+1 |
+1 |
Fiendish servant, smite good 2/day |
1 |
1 |
0 |
— |
6th |
+6 |
+5 |
+2 |
+2 |
|
1 |
1 |
1 |
— |
7th |
+7 |
+5 |
+2 |
+2 |
Sneak attack +2d6 |
2 |
1 |
1 |
0 |
8th |
+8 |
+6 |
+2 |
+2 |
|
2 |
1 |
1 |
1 |
9th |
+9 |
+6 |
+3 |
+3 |
|
2 |
2 |
1 |
1 |
10th |
+10 |
+7 |
+3 |
+3 |
Sneak attack +3d6, smite good 3/day |
2 |
2 |
2 |
1 |
Class Features
All of the following are Class
Features of the blackguard prestige class.
Weapon and Armor Proficiency: Blackguards are proficient
with all simple and martial weapons, with all types of armor, and with shields.
Aura of Evil (Ex): The power of a
blackguard’s aura of evil (see the detect evil spell) is equal to his
class level plus his cleric level, if any.
Detect Good (Sp): At will, a blackguard can
use detect good as a spell-like ability, duplicating the effect of the detect
good spell.
Poison Use: Blackguards are skilled
in the use of poison and never risk accidentally poisoning themselves when
applying poison to a blade.
Dark Blessing (Su): A blackguard applies his
Charisma modifier (if positive) as a bonus on all saving throws.
Spells: A blackguard has the ability to cast
a small number of divine spells. To cast a blackguard spell, a blackguard must
have a Wisdom score of at least 10 + the spell’s level, so a blackguard with a
Wisdom of 10 or lower cannot cast these spells.
Blackguard bonus spells are based on
Wisdom, and saving throws against these spells have a DC of 10 + spell level +
the blackguard’s Wisdom modifier. When the blackguard gets 0 spells per day of
a given spell level he gains only the bonus spells he would be entitled to
based on his Wisdom score for that spell level. The blackguard’s spell list
appears below. A blackguard has access to any spell on the list and can freely
choose which to prepare, just as a cleric. A blackguard prepares and casts
spells just as a cleric does (though a blackguard cannot spontaneously cast cure
or inflict spells).
Smite Good (Su): Once a day, a blackguard
of 2nd level or higher may attempt to smite good with one normal melee attack.
He adds his Charisma modifier (if
positive) to his attack roll and deals 1 extra point of damage per class level.
If a blackguard accidentally smites a creature that is not good, the smite has
no effect but it is still used up for that day.
At 5th level, and again at 10th
level, a blackguard may smite good one additional time per day.
Aura of Despair (Su): Beginning at 3rd level,
the blackguard radiates a malign aura that causes enemies within 10 feet of him
to take a –2 penalty on all saving throws.
Command Undead (Su): When a blackguard reaches
3rd level, he gains the supernatural ability to command and rebuke undead. He
commands undead as would a cleric of two levels lower.
Sneak Attack: This ability, gained at
4th level, is like the rogue ability of the same name. The extra damage
increases by +1d6 every third level beyond 4th (7th and 10th). If a blackguard
gets a sneak attack bonus from another source the bonuses on damage stack.
Blackguards choose their spells from
the following list:
1st Level: cause fear, corrupt
weapon, cure light wounds, doom, inflict light wounds, magic weapon, summon
monster I*.
2nd Level: bull’s strength, cure
moderate wounds, darkness, death knell, eagle’s splendor, inflict moderate
wounds, shatter, summon monster II*.
3rd Level: contagion, cure serious
wounds, deeper darkness, inflict serious wounds, protection from elements,
summon monster III*.
4th Level: cure critical wounds,
freedom of movement, inflict critical wounds, poison, summon monster IV*.
* Evil creatures only.
Blackguards have access to a special
spell, corrupt weapon, which is the opposing counterpart of the paladin
spell bless weapon. Instead of improving a weapon’s effectiveness
against evil foes corrupt weapon makes a weapon more effective against
good foes.
Blackguards who have levels in the
paladin class (that is to say, are now ex-paladins) gain extra abilities the
more levels of paladin they have.
A fallen paladin who becomes a
blackguard gains all of the following abilities that apply, according to the
number of paladin levels the character has.
1–2: Smite good 1/day. (This is in
addition to the ability granted to all blackguards at 2nd level.
3–4: Lay on hands. Once per day, the
blackguard can use this supernatural ability to cure himself or his fiendish
servant of damage equal to his Charisma bonus x his level.
5–6: Sneak attack damage increased by
+1d6. Smite good 2/day.
7–8: Fiendish summoning. Once per
day, the blackguard can use a summon monster I spell to call forth an
evil creature. For this spell, the caster level is double the blackguard’s
class level.
9–10: Undead companion. In addition
to the fiendish servant, the blackguard gains (at 5th level) a Medium-size
skeleton or zombie as a companion. This companion cannot be turned or rebuked
and gains all special bonuses as a fiendish servant when the blackguard gains
levels. Smite good 3/day.
11 or more: A fallen paladin of this
stature immediately gains a blackguard level for each level of paladin he
trades in.
The character level of the character
does not change. With the loss of paladin levels, the character no longer gains
as many extra abilities for being a fallen paladin.
Upon or after reaching 5th level, a
blackguard can call a fiendish bat, cat, dire rat, horse, pony, raven, or toad
to serve him. The blackguard’s servant further gains HD and special abilities
based on the blackguard’s character level (see the table below).
A blackguard may have only one
fiendish servant at a time.
Should the blackguard’s servant die,
he may call for another one after a year and a day. The new fiendish servant
has all the accumulated abilities due a servant of the blackguard’s current
level.
Character Level |
Bonus HD |
Natural Armor Adj. |
Str Adj. |
Int |
Special |
12th or lower |
+2 |
+1 |
+1 |
6 |
Empathic link, improved evasion,
share saving throws, share spells |
13th–15th |
+4 |
+3 |
+2 |
7 |
Speak with blackguard |
16th–18th |
+6 |
+5 |
+3 |
8 |
Blood bond |
19th–20th |
+8 |
+7 |
+4 |
9 |
Spell resistance |
Character Level: The character level of the
blackguard (his blackguard level plus his original class level).
Bonus HD: Extra eight-sided (d8) Hit
Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice
improve the servant’s base attack and base save bonuses, as normal.
Natural Armor Adj.: This is an improvement to
the servant’s existing natural armor bonus.
Str Adj.: Add this figure to the
servant’s Strength score.
Int: The servant’s Intelligence score. (A
fiendish servant is smarter than normal animals of its kind.)
The abilities mentioned in the
“Special” column of the accompanying table are described below.
Empathic Link (Su): The blackguard has an
empathic link with his servant out to a distance of up to 1 mile. The
blackguard cannot see through the servant’s eyes, but they can communicate
empathically. Because of the limited nature of the link, only general emotional
content can be communicated.
Because of the empathic link between
the servant and the blackguard, the blackguard has the same connection to a
place or an item that the servant does.
Improved Evasion (Ex): If the servant is
subjected to an attack that normally allows a Reflex saving throw for half
damage, it takes no damage on a successful saving throw and only half damage on
a failed saving throw. Improved evasion is an extraordinary ability.
Share Saving Throws: For each of its saving
throws, the servant uses either its own base save bonus or the blackguard’s,
whichever is higher. The servant applies its own ability modifiers to saves,
and it doesn’t share any other bonuses on saves that the blackguard might have.
Share Spells: At the blackguard’s
option, he may have any spell (but not any spell-like ability) he casts on
himself also affect his servant. The servant must be within 5 feet at the time
of casting to receive the benefit. If the spell has a duration other than
instantaneous, it stops affecting the servant if it moves farther than 5 feet
away and will not affect the servant again even if the servant returns to the
blackguard before the duration expires. Additionally, the blackguard may cast a
spell with a target of “You” on his servant (as a touch range spell) instead of
on himself. A blackguard and his servant can share spells even if the spells
normally do not affect creatures of the servant’s type (magical beast).
Speak with Blackguard (Ex): If the blackguard’s
character level is 13th or higher, the blackguard and servant can communicate
verbally as if they were using a common language. Other creatures do not
understand the communication without magical help.
Blood Bond (Ex): If the blackguard’s
character level is 16th or higher, the servant gains a +2 bonus on all attack
rolls, checks, and saves if it witnesses the blackguard being threatened or
harmed.
This bonus lasts as long as the
threat is immediate and apparent.
Spell Resistance (Ex): If the blackguard’s
character level is 19th or higher, the servant gains spell resistance equal to
the blackguard’s level + 5. To affect the servant with a spell, another
spellcaster must get a result on a caster level check (1d20 + caster level)
that equals or exceeds the servant’s spell resistance.
DRAGON DISCIPLE
Hit Die: d12.
Requirements
To qualify to become a dragon
disciple, a character must fulfill all the following criteria.
Race: Any nondragon (cannot already be a
half-dragon).
Skills: Knowledge (arcana) 8 ranks.
Languages: Draconic.
Spellcasting: Ability to cast arcane
spells without preparation.
Special: The player chooses a dragon variety
when taking the first level in this prestige class.
The dragon disciple’s class skills
(and the key ability for each skill) are Concentration (Con), Craft (Int),
Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Knowledge (all
skills, taken individually) (Int) Listen (Wis), Profession (Wis), Search (Int),
Speak Language (Int), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.
Table: The Dragon Disciple |
||||||
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Bonus Spells |
1st |
+0 |
+2 |
+0 |
+2 |
Natural armor increase (+1) |
1 |
2nd |
+1 |
+3 |
+0 |
+3 |
Ability boost (Str +2), claws and
bite |
1 |
3rd |
+2 |
+3 |
+1 |
+3 |
Breath weapon (2d8) |
0 |
4th |
+3 |
+4 |
+1 |
+4 |
Ability boost (Str +2), natural
armor increase (+2) |
1 |
5th |
+3 |
+4 |
+1 |
+4 |
Blindsense 30 ft. |
1 |
6th |
+4 |
+5 |
+2 |
+5 |
Ability boost (Con +2) |
1 |
7th |
+5 |
+5 |
+2 |
+5 |
Breath weapon (4d8), natural armor
increase (+3) |
0 |
8th |
+6 |
+6 |
+2 |
+6 |
Ability boost (Int +2) |
1 |
9th |
+6 |
+6 |
+3 |
+6 |
Wings |
1 |
10th |
+7 |
+7 |
+3 |
+7 |
Blindsense 60 ft., dragon
apotheosis |
0 |
Class Features
All of the following are Class Features of the dragon
disciple prestige class.
Weapon and Armor Proficiency: Dragon disciples gain no proficiency with
any weapon or armor.
Bonus Spells: Dragon disciples gain bonus spells as they
gain levels in this prestige class, as if from having a high ability score, as
given on Table: The Dragon Disciple. A bonus spell can be added to any level of
spells the disciple already has the ability to cast.
If a character has more than one
spellcasting class, he must decide to which class he adds each bonus spell as
it is gained. Once a bonus spell has been applied, it cannot be shifted.
Natural Armor Increase (Ex): At 1st, 4th, and 7th
level, a gains an increase to the character’s existing natural armor (if any),
as indicated on Table: The Dragon Disciple (the numbers represent the total
increase gained to that point). As his skin thickens, a dragon disciple takes
on more and more of his progenitor’s physical aspect.
Claws and Bite (Ex): At 2nd level, a dragon
disciple gains claw and bite attacks if he does not already have them. Use the
values below or the disciple’s base claw and bite damage values, whichever are
greater.
Size |
Bite Damage |
Claw Damage |
Small |
1d4 |
1d3 |
Medium |
1d6 |
1d4 |
Large |
1d8 |
1d6 |
A dragon disciple is considered
proficient with these attacks. When making a full attack, a dragon disciple
uses his full base attack bonus with his bite attack but takes a –5 penalty on
claw attacks. The Multiattack feat reduces this penalty to only –2.
Ability Boost (Ex): As a dragon disciple
gains levels in this prestige class, his ability scores increase as noted on
Table: The Dragon Disciple.
These increases stack and are gained
as if through level advancement.
Breath Weapon (Su): At 3rd level, a dragon
disciple gains a minor breath weapon. The type and shape depend on the dragon
variety whose heritage he enjoys (see below). Regardless of the ancestor, the
breath weapon deals 2d8 points of damage of the appropriate energy type.
At 7th level, the damage increases to
4d8, and when a disciple attains dragon apotheosis at 10th level it reaches its
full power at 6d8. Regardless of its strength, the breath weapon can be used
only once per day. Use all the rules for dragon breath weapons except as
specified here.
The DC of the breath weapon is 10 +
class level + Con modifier.
A line-shaped breath weapon is 5 feet
high, 5 feet wide, and 60 feet long. A cone-shaped breath weapon is 30 feet
long.
Dragon Variety* |
Breath Weapon |
Black |
Line of acid |
Blue |
Line of lightning |
Green |
Cone of corrosive gas (acid) |
Red |
Cone of fire |
White |
Cone of cold |
Brass |
Line of fire |
Bronze |
Line of lightning |
Copper |
Line of acid |
Gold |
Cone of fire |
Silver |
Cone of cold |
* Other varieties of dragon
disciple are possible, using other dragon varieties as ancestors. |
Blindsense (Ex): At 5th level, the dragon
disciple gains blindsense with a range of 30 feet. Using nonvisual senses the
dragon disciple notices things it cannot see. He usually does not need to make
Spot or Listen checks to notice and pinpoint the location of creatures within
range of his blindsense ability, provided that he has line of effect to that
creature.
Any opponent the dragon disciple
cannot see still has total concealment against him, and the dragon disciple
still has the normal miss chance when attacking foes that have concealment.
Visibility still affects the movement of a creature with blindsense. A creature
with blindsense is still denied its Dexterity bonus to Armor Class against
attacks from creatures it cannot see. At 10th level, the range of this ability
increases to 60 feet.
Wings (Ex): At 9th level, a dragon
disciple grows a set of draconic wings. He may now fly at a speed equal to his
normal land speed, with average maneuverability.
Dragon Apotheosis: At 10th level, a dragon
disciple takes on the half-dragon template. His breath weapon reaches full
strength (as noted above), and he gains +4 to Strength and +2 to Charisma. His
natural armor bonus increases to +4, and he acquires low-light vision, 60-foot
darkvision, immunity to sleep and paralysis effects, and immunity to the
energy type used by his breath weapon (see above).
DUELIST
Hit Die: d10.
Requirements
To qualify to become a duelist, a
character must fulfill all the following criteria.
Base Attack Bonus: +6.
Skills: Perform 3 ranks, Tumble 5 ranks.
Feats: Dodge, Mobility, Weapon Finesse.
The duelist’s class skills (and the
key ability for each skill) are Balance (Dex), Bluff (Cha), Escape Artist
(Dex), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis),
and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
Table: The Duelist |
|||||
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st |
+1 |
+0 |
+2 |
+0 |
Canny defense |
2nd |
+2 |
+0 |
+3 |
+0 |
Improved reaction +2 |
3rd |
+3 |
+1 |
+3 |
+1 |
Enhanced mobility |
4th |
+4 |
+1 |
+4 |
+1 |
Grace |
5th |
+5 |
+1 |
+4 |
+1 |
Precise strike +1d6 |
6th |
+6 |
+2 |
+5 |
+2 |
Acrobatic charge |
7th |
+7 |
+2 |
+5 |
+2 |
Elaborate parry |
8th |
+8 |
+2 |
+6 |
+2 |
Improved reaction +4 |
9th |
+9 |
+3 |
+6 |
+3 |
Deflect Arrows |
10th |
+10 |
+3 |
+7 |
+3 |
Precise strike +2d6 |
Class Features
Weapon and Armor Proficiency: The duelist is proficient
with all simple and martial weapons, but no type of armor or shield.
Canny Defense (Ex): When not wearing armor or
using a shield, a duelist adds 1 point of Intelligence bonus (if any) per
duelist class level to her Dexterity bonus to modify Armor Class while wielding
a melee weapon. If a duelist is caught flat-footed or otherwise denied her
Dexterity bonus, she also loses this bonus.
Improved Reaction (Ex): At 2nd level, a duelist
gains a +2 bonus on initiative checks.
At 8th level, the bonus increases to
+4. This bonus stacks with the benefit provided by the Improved Initiative
feat.
Enhanced Mobility (Ex): When wearing no armor and
not using a shield, a duelist gains an additional +4 bonus to AC against
attacks of opportunity caused when she moves out of a threatened square.
Grace (Ex): At 4th level, a duelist
gains an additional +2 competence bonus on all Reflex saving throws. This
ability functions for a duelist only when she is wearing no armor and not using
a shield.
Precise Strike (Ex): At 5th level, a duelist
gains the ability to strike precisely with a light or one-handed piercing
weapon, gaining an extra 1d6 damage added to her normal damage roll.
When making a precise strike, a
duelist cannot attack with a weapon in her other hand or use a shield. A
duelist’s precise strike only works against living creatures with discernible
anatomies. Any creature that is immune to critical hits is not vulnerable to a
precise strike, and any item or ability that protects a creature from critical
hits also protects a creature from a precise strike. At 10th level, the
extra damage on a precise strike increases to +2d6.
Acrobatic Charge (Ex): At 6th level, a duelist
gains the ability to charge in situations where others cannot. She may charge
over difficult terrain that normally slows movement. Depending on the
circumstance, she may still need to make appropriate checks to successfully
move over the terrain.
Elaborate Parry (Ex): At 7th level and higher,
if a duelist chooses to fight defensively or use total defense in melee combat,
she gains an additional +1 dodge bonus to AC for each level of duelist she has.
Deflect Arrows: At 9th level, a
duelist gains the benefit of the Deflect Arrows feat when using a light or
one-handed piercing weapon.
DWARVEN DEFENDER
Hit Die: d12.
Requirements
To qualify to become a defender, a
character must fulfill all the following criteria.
Race: Dwarf.
Alignment: Any lawful.
Base Attack Bonus: +7.
Feats: Dodge, Endurance, Toughness.
The defender’s class skills (and the
key ability for each skill) are Craft (Int), Listen (Wis), Sense Motive (Wis),
and Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.
Table: The Dwarven Defender |
||||||
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
AC Bonus |
Special |
1st |
+1 |
+2 |
+0 |
+2 |
+1 |
Defensive stance 1/day |
2nd |
+2 |
+3 |
+0 |
+3 |
+1 |
Uncanny dodge |
3rd |
+3 |
+3 |
+1 |
+3 |
+1 |
Defensive stance 2/day |
4th |
+4 |
+4 |
+1 |
+4 |
+2 |
Trap sense +1 |
5th |
+5 |
+4 |
+1 |
+4 |
+2 |
Defensive stance 3/day |
6th |
+6 |
+5 |
+2 |
+5 |
+2 |
Damage reduction 3/–, improved
uncanny dodge |
7th |
+7 |
+5 |
+2 |
+5 |
+3 |
Defensive stance 4/day |
8th |
+8 |
+6 |
+2 |
+6 |
+3 |
Mobile defense, trap sense +2 |
9th |
+9 |
+6 |
+3 |
+6 |
+3 |
Defensive stance 5/day |
10th |
+10 |
+7 |
+3 |
+7 |
+4 |
Damage reduction 6/– |
Class Features
All of the following are Class
Features of the dwarven defender prestige class.
AC Bonus (Ex): The dwarven defender
receives a dodge bonus to Armor Class that starts at +1 and improves as the
defender gains levels, until it reaches +4 at 10th level.
Weapon and Armor Proficiency: A dwarven defender is
proficient with all simple and martial weapons, all types of armor, and
shields.
Defensive Stance: When he adopts a defensive stance, a defender gains phenomenal
strength and durability, but he cannot move from the spot he is defending. He
gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves,
and a +4 dodge bonus to AC. The increase in Constitution increases the
defender’s hit points by 2 points per level, but these hit points go away at
the end of the defensive stance when the Constitution score drops back 4
points. These extra hit points are not lost first the way temporary hit points
are. While in a defensive stance, a defender cannot use skills or abilities
that would require him to shift his position. A defensive stance lasts for a
number of rounds equal to 3 + the character’s (newly improved) Constitution
modifier. A defender may end his defensive stance voluntarily prior to this
limit. At the end of the defensive stance, the defender is winded and takes a
–2 penalty to Strength for the duration of that encounter. A defender can only
use his defensive stance a certain number of times per day as determined by his
level (see Table: The Dwarven Defender). Using the defensive stance takes no
time itself, but a defender can only do so during his action.
Uncanny Dodge (Ex): Starting at 2nd level, a
dwarven defender retains his Dexterity bonus to AC (if any) regardless of being
caught flat-footed or struck by an invisible attacker. (He still loses any
Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge
from a second class, the character automatically gains improved uncanny dodge
(see below).
Trap Sense (Ex): At 4th level, a dwarven
defender gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge
bonus to AC against attacks by traps. At 8th level, these bonuses rise to +2.
These bonuses stack with trap sense bonuses gained from other classes.
Damage Reduction (Ex): At 6th level, a dwarven
defender gains damage reduction. Subtract 3 points from the damage the dwarven
defender takes each time he is dealt damage. At 10th level, this damage
reduction rises to 6/–. Damage reduction can reduce damage to 0 but not below
0.
Improved Uncanny Dodge (Ex): At 6th level, a dwarven
defender can no longer be flanked. This defense denies rogues the ability to
use flank attacks to sneak attack the dwarven defender.
The exception to this defense is that
a rogue at least four levels higher than the dwarven defender can flank him
(and thus sneak attack him).
If a character gains uncanny dodge
(see above) from a second class the character automatically gains improved
uncanny dodge, and the levels from those classes stack to determine the minimum
rogue level required to flank the character.
Mobile Defense (Ex): At 8th level, a dwarven
defender can adjust his position while maintaining a defensive stance. While in
a defensive stance, he can take one 5-foot step each round without losing the
benefit of the stance.
ELDRITCH KNIGHT
Hit Die: d6.
Requirements
To qualify to become an eldritch
knight, a character must fulfill all the following criteria.
Weapon Proficiency: Must be proficient with
all martial weapons.
Spells: Able to cast 3rd-level arcane
spells.
The eldritch knight’s class skills
(and the key ability for each skill) are Concentration (Con), Craft (Int),
Decipher Script (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge
(nobility and royalty) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int),
and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
Table: The Eldritch Knight |
|||||
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st |
+1 |
+2 |
+0 |
+0 |
Bonus feat |
2nd |
+2 |
+3 |
+0 |
+0 |
+1 level of existing arcane
spellcasting class |
3rd |
+3 |
+3 |
+1 |
+1 |
+1 level of existing arcane
spellcasting class |
4th |
+4 |
+4 |
+1 |
+1 |
+1 level of existing arcane
spellcasting class |
5th |
+5 |
+4 |
+1 |
+1 |
+1 level of existing arcane
spellcasting class |
6th |
+6 |
+5 |
+2 |
+2 |
+1 level of existing arcane
spellcasting class |
7th |
+7 |
+5 |
+2 |
+2 |
+1 level of existing arcane
spellcasting class |
8th |
+8 |
+6 |
+2 |
+2 |
+1 level of existing arcane
spellcasting class |
9th |
+9 |
+6 |
+3 |
+3 |
+1 level of existing arcane
spellcasting class |
10th |
+10 |
+7 |
+3 |
+3 |
+1 level of existing arcane
spellcasting class |
Class Features
All of the following are features of
the eldritch knight prestige class.
Weapon and Armor Proficiency: Eldritch knights gain no
proficiency with any weapon or armor.
Bonus Feat: At 1st level, an eldritch
knight may choose a bonus feat from the list of feats available to fighters.
This is in addition to the feats that a character of any class normally gets from
advancing levels. The character must still meet any prerequisites for these
bonus feats, including levels of fighter for the Weapon Specialization, Greater
Weapon Focus, and Greater Weapon Specialization feats.
Spells per Day: From 2nd level on, when a
new eldritch knight level is gained, the character gains new spells per day as
if she had also gained a level in whatever arcane spellcasting class she
belonged to before she added the prestige class. She does not, however, gain
any other benefit a character of that class would have gained. This essentially
means that she adds the level of eldritch knight to the level of whatever other
arcane spellcasting class the character has, then determines spells per day and
caster level accordingly.
If a character had more than one
arcane spellcasting class before she became an eldritch knight, she must decide
to which class she adds each level of eldritch knight for the purpose of
determining spells per day.
HIEROPHANT
Hit Die: d8.
Requirements
To qualify to become a hierophant, a
character must fulfill all the following criteria.
Skills: Knowledge (religion) 15 ranks.
Feats: Any metamagic feat.
Spells: Able to cast 7th-level divine
spells.
The hierophant’s class skills (and
the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy
(Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int),
Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Table: The Hierophant |
|||||
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st |
+0 |
+2 |
+0 |
+2 |
Special ability |
2nd |
+1 |
+3 |
+0 |
+3 |
Special ability |
3rd |
+1 |
+3 |
+1 |
+3 |
Special ability |
4th |
+2 |
+4 |
+1 |
+4 |
Special ability |
5th |
+2 |
+4 |
+1 |
+4 |
Special ability |
Class Features
All the following are Class Features
of the hierophant prestige class.
Weapon and Armor Proficiency: Hierophants gain no
proficiency with any weapon or armor.
Spells and Caster Level: Levels in the hierophant
prestige class, even though they do not advance spell progression in the
character’s base class, still stack with the character’s base spellcasting
levels to determine caster level.
Special Ability: Every level, a hierophant
gains a special ability of his choice from among the following.
Blast Infidel (Su): A hierophant can use
negative energy spells to their maximum effect on creatures with an alignment
opposed to the hierophant. (See the table below for a list of which alignments
are opposed to each alignment.) Any spell with a description that involves
inflicting or channeling negative energy cast on a creature of the opposed
alignment works as if under the effect of a Maximize Spell feat (without using
a higher-level spell slot). Undead affected by this ability heal the maximized
amount of damage.
Hierophant Alignment |
Opposed Alignment |
Lawful good |
Chaotic evil |
Neutral good |
Neutral evil |
Chaotic good |
Lawful evil |
Lawful neutral |
Chaotic neutral |
Neutral |
Lawful good, chaotic good, lawful
evil, chaotic evil* |
Chaotic neutral |
Lawful neutral |
Lawful evil |
Chaotic good |
Neutral evil |
Neutral good |
Chaotic evil |
Lawful good |
* A neutral hierophant chooses one
of these alignments to be the one that he opposes, for the purposes of this
special ability. |
Divine Reach (Su): A hierophant with this
ability can use touch spells on targets up to 30 feet away. If the spell
requires a melee touch attack, the hierophant must make a ranged touch attack
instead. Divine reach can be selected a second time as a special ability, in
which case the range increases to 60 feet.
Faith Healing (Su): A hierophant can use
healing spells to their maximum effect on creatures of the same alignment as
the hierophant (including the hierophant himself ). Any spell with the healing
descriptor cast on such creatures works as if under the effects of a Maximize
Spell feat (without using a higher-level spell slot).
Gift of the Divine (Su): Available only to
hierophants with cleric levels, this ability allows a hierophant to transfer
one or more uses of his turn undead ability to a willing creature. (Hierophants
who rebuke undead transfer uses of rebuke undead instead.) The transfer lasts
anywhere from 24 hours to one week (chosen at the time of transfer), and while
the transfer is in effect, the number of turning attempts per day allowed to
the hierophant is reduced by the number transferred. The recipient turns undead
as a cleric of the hierophant’s cleric level but uses her own Charisma
modifier.
Mastery of Energy (Su): Available only to
hierophants with cleric levels, this ability allows a hierophant to channel
positive or negative energy much more effectively, increasing his ability to
affect undead. Add a +4 bonus to the hierophant’s turning checks and turning
damage rolls. This ability only affects undead, even if the hierophant can turn
other creatures, such as with a granted power of a domain.
Metamagic Feat: A hierophant can choose a
metamagic feat in place of one of the special abilities described here if
desired.
Power of Nature (Su): Available only to
hierophants with druid levels, this ability allows a hierophant to temporarily
transfer one or more of his druid Class Features to a willing creature. The
transfer lasts anywhere from 24 hours to one week (chosen at the time of
transfer), and while the transfer is in effect, the hierophant cannot use the
transferred power. He can transfer any of his druid powers except spellcasting
and the ability to have an animal companion.
The druid’s wild shape ability can be
partially or completely transferred. The heirophant choses how many uses of
wild shape per day to give to transfer and retains the rest of the uses for
himself. If the hierophant can assume the form of Tiny or Huge animals, the
recipient can as well.
As with the imbue with spell
ability spell, the hierophant remains responsible to his deity for any use
to which the recipient puts the transferred abilities.
Spell Power: This special ability
increases a hierophant’s effective caster level by 1 for purposes of
determining level-dependent spell variables and for caster level checks. This
ability can be selected more than once, and changes to effective caster level
are cumulative.
Spell-Like Ability: A hierophant who selects
this special ability can use one of his divine spell slots to permanently
prepare one of his divine spells as a spell-like ability that can be used twice
per day. The hierophant does not use any components when casting the spell,
although a spell that costs XP to cast still does so, and a spell with a costly
material component instead costs him 10 times that amount in XP.
The spell normally uses a spell slot
of the spell’s level (or higher, if the hierophant chooses to permanently
attach a metamagic feat to the spell chosen). The hierophant can use an
available higher-level spell slot to use the spell-like ability more than once
per day. Allocating a slot three levels higher allows him to cast the spell
four times per day, and a slot six levels higher lets him cast it six times per
day. If selected more than one time as a special ability, this ability can
apply to the same spell (increasing the number of times per day it can be used)
or to a different spell.
HORIZON WALKER
Hit Die: d8.
Requirements
To qualify to become a horizon
walker, a character must fulfill all the following criteria.
Skills: Knowledge (geography) 8 ranks.
Feats: Endurance.
The horizon walker’s class skills
(and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy
(Cha), Handle Animal (Cha), Hide (Dex), Knowledge (geography) (Int), Listen
(Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Speak Language
(none), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
Table: The Horizon Walker |
|||||
Level
|
Base
Attack
Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
1st |
+1 |
+2 |
+0 |
+0 |
Terrain mastery |
2nd |
+2 |
+3 |
+0 |
+0 |
Terrain mastery |
3rd |
+3 |
+3 |
+1 |
+1 |
Terrain mastery |
4th |
+4 |
+4 |
+1 |
+1 |
Terrain mastery |
5th |
+5 |
+4 |
+1 |
+1 |
Terrain mastery |
6th |
+6 |
+5 |
+2 |
+2 |
Planar terrain mastery |
7th |
+7 |
+5 |
+2 |
+2 |
Planar terrain mastery |
8th |
+8 |
+6 |
+2 |
+2 |
Planar terrain mastery |
9th |
+9 |
+6 |
+3 |
+3 |
Planar terrain mastery |
10th |
+10 |
+7 |
+3 |
+3 |
Planar terrain mastery |
Class Features
All of the following are features of
the horizon walker prestige class.
Weapon and Armor Proficiency: Horizon walkers gain no
proficiency with any weapon or armor.
Terrain Mastery: At each level, the
Horizon Walker adds a new terrain environment to their repertoire from those
given below. Terrain mastery gives a horizon walker a bonus on checks involving
a skill useful in that terrain, or some other appropriate benefit. A horizon
walker also knows how to fight dangerous creatures typically found in that
terrain, gaining a +1 insight bonus on attack rolls and damage rolls against
creatures with that terrain mentioned in the Environment entry of their
descriptions. The horizon walker only gains the bonus if the creature
description specifically lists the terrain type.
Horizon
walkers take their terrain mastery with them wherever they go. They retain
their terrain mastery bonuses on skill checks, attack rolls, and damage rolls
whether they’re actually in the relevant terrain or not.
Planar Terrain Mastery: Planar terrain mastery
functions just like terrain mastery, except that the horizon walker can choose
one of the planar categories at each level. The horizon walker can take a
non-planar terrain type instead, if she wishes.
Aquatic: You gain a +4 competence bonus on
Swim checks, or a +10-foot bonus to your swim speed if you have one. You gain a
+1 insight bonus on attack and damage rolls against aquatic creatures.
Desert: You resist effects that tire you. You
are immune to fatigue, and anything that would cause you to become exhausted
makes you fatigued instead. You gain a +1 insight bonus on attack and damage
rolls against desert creatures.
Forest: You have a +4 competence bonus on
Hide checks. You gain a +1 insight bonus on attack and damage rolls against
forest creatures.
Hills: You gain a +4 competence bonus on
Listen checks. You gain a +1 insight bonus on attack and damage rolls against
hills creatures.
Marsh: You have a +4 competence bonus on
Move Silently checks. You gain a +1 insight bonus on attack and damage rolls
against marsh creatures.
Mountains: You gain a +4 competence
bonus on Climb checks, or a +10- foot bonus to your climb speed if you have
one. You gain a +1 insight bonus on attack and damage rolls against mountain creatures.
Plains: You have a +4 competence bonus on
Spot checks. You gain a +1 insight bonus on attack and damage rolls against
plains creatures.
Underground: You have 60-foot
darkvision, or 120-foot darkvision if you already had darkvision from another
source. You gain a +1 insight bonus on attack and damage rolls against
underground creatures.
Fiery (Planar): This kind of planar
terrain mastery provides you with resistance to fire 20. You gain a +1 insight
bonus on attack and damage rolls against outsiders and elementals with the fire
subtype.
Weightless (Planar): You gain a +30-foot bonus
to your fly speed on planes with no gravity or subjective gravity. You gain a
+1 insight on attack and damage rolls against creatures native to the Astral
Plane, the Elemental Plane of Air, and the Ethereal Plane.
Cold (Planar): This kind of planar
terrain mastery provides you with resistance to cold 20. You gain a +1 insight
bonus on attack and damage rolls against outsiders and elementals with the cold
subtype.
Shifting (Planar): You instinctively
anticipate shifts in the reality of the plane that bring you closer to your
destination, giving you the spell-like ability to use dimension door (as
the spell cast at your character level) once every 1d4 rounds. You gain a +1 insight
bonus on attack and damage rolls against outsiders and elementals native to a
shifting plane.
Aligned (Planar): You have the instinctive
ability to mimic the dominant alignment of the plane. You incur none of the
penalties for having an alignment at odds with that of the plane, and spells
and abilities that harm those of the opposite alignment don’t affect you. You
have the dominant alignment of the plane with regard to magic, but your
behavior and any alignment-related Class Features you have are unaffected.
Cavernous
(Planar): You gain
tremorsense with a 30-foot range.
Other (Planar): If other planes are in
use additional Planar Terrains can be created.
LOREMASTER
Hit Die: d4.
Requirements
To qualify to become a loremaster, a
character must fulfill all the following criteria.
Skills: Knowledge (any two) 10 ranks in
each.
Feats: Any three metamagic or item creation
feats, plus Skill Focus (Knowledge [any individual Knowledge skill]).
Spells: Able to cast seven different
divination spells, one of which must be 3rd level or higher.
The loremaster’s class skills (and
the key ability for each skill) are Appraise (Int), Concentration (Con), Craft
(alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Handle
Animals (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int),
Perform (Cha), Profession (Wis), Speak Language, Spellcraft (Int), and Use
Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.
Table : The Loremaster |
||||||
Level |
Base
Attack
Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
Spells per Day |
1st |
+0 |
+0 |
+0 |
+2 |
Secret |
+1 level of existing class |
2nd |
+1 |
+0 |
+0 |
+3 |
Lore |
+1 level of existing class |
3rd |
+1 |
+1 |
+1 |
+3 |
Secret |
+1 level of existing class |
4th |
+2 |
+1 |
+1 |
+4 |
Bonus language |
+1 level of existing class |
5th |
+2 |
+1 |
+1 |
+4 |
Secret |
+1 level of existing class |
6th |
+3 |
+2 |
+2 |
+5 |
Greater lore |
+1 level of existing class |
7th |
+3 |
+2 |
+2 |
+5 |
Secret |
+1 level of existing class |
8th |
+4 |
+2 |
+2 |
+6 |
Bonus language |
+1 level of existing class |
9th |
+4 |
+3 |
+3 |
+6 |
Secret |
+1 level of existing class |
10th |
+5 |
+3 |
+3 |
+7 |
True lore |
+1 level of existing class |
All of the following are Class
Features of the loremaster prestige class.
Weapon and Armor Proficiency: Loremasters gain no
proficiency with any weapon or armor.
Spells per Day/Spells Known: When a new loremaster
level is gained, the character gains new spells per day (and spells known, if
applicable) as if she had also gained a level in a spellcasting class she
belonged to before she added the prestige class. She does not, however, gain
any other benefit a character of that class would have gained. This essentially
means that she adds the level of loremaster to the level of some other
spellcasting class the character has, then determines spells per day, spells
known, and caster level accordingly.
Secret: At 1st level and every two levels
higher than 1st (3rd, 5th, 7th, and 9th), the loremaster chooses one
secret from the table below. Her
level plus Intelligence modifier determines the total number of secrets she can
choose. She can’t choose the same secret twice.
Lore: At 2nd level, a loremaster gains the
ability to know legends or information regarding various topics, just as a bard
can with bardic knowledge. The loremaster adds her level and her Intelligence
modifier to the lore check, which functions otherwise exactly like a bardic
knowledge check.
Bonus Languages: A loremaster can choose
any new language at 4th and 8th level.
Greater Lore (Ex): At 6th level, a
loremaster gains the ability to understand magic items, as with the identify
spell.
True Lore (Ex): At 10th level, once per
day a loremaster can use her knowledge to gain the effect of a legend lore spell
or an analyze dweomer spell.
Loremaster Secrets |
||
Level + Int Modifier |
Secret |
Effect |
1 |
Instant mastery |
4 ranks of a skill in which the
character has no ranks |
2 |
Secret health |
+3 hit points |
3 |
Secrets of inner strength |
+2 bonus on Will saves |
4 |
The lore of true stamina |
+2 bonus on Fortitude saves |
5 |
Secret knowledge of avoidance |
+2 bonus on Reflex saves |
6 |
Weapon trick |
+1 bonus on attack rolls |
7 |
Dodge trick |
+1 dodge bonus to AC |
8 |
Applicable knowledge |
Any one feat |
9 |
Newfound arcana |
1 bonus 1st-level spell* |
10 |
More newfound arcana |
1 bonus 2nd-level spell* |
* As if gained through having a
high ability score. |
MYSTIC THEURGE
Hit Die: d4.
Requirements
To qualify to become a mystic
theurge, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 6 ranks,
Knowledge (religion) 6 ranks.
Spells: Able to cast 2nd-level divine spells
and 2nd-level arcane spells.
The mystic theurge’s class skills
(and the key ability for each skill) are Concentration (Con), Craft (Int),
Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int),
Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Table: The Mystic Theurge |
|||||
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Spells per Day |
1st |
+0 |
+0 |
+0 |
+2 |
+1 level of existing arcane
spellcasting class/ +1 level of existing divine
spellcasting class |
2nd |
+1 |
+0 |
+0 |
+3 |
+1 level of existing arcane
spellcasting class/ +1 level of existing divine
spellcasting class |
3rd |
+1 |
+1 |
+1 |
+3 |
+1 level of existing arcane
spellcasting class/ +1 level of existing divine
spellcasting class |
4th |
+2 |
+1 |
+1 |
+4 |
+1 level of existing arcane
spellcasting class/ +1 level of existing divine
spellcasting class |
5th |
+2 |
+1 |
+1 |
+4 |
+1 level of existing arcane
spellcasting class/ +1 level of existing divine
spellcasting class |
6th |
+3 |
+2 |
+2 |
+5 |
+1 level of existing arcane
spellcasting class/ +1 level of existing divine
spellcasting class |
7th |
+3 |
+2 |
+2 |
+5 |
+1 level of existing arcane
spellcasting class/ +1 level of existing divine
spellcasting class |
8th |
+4 |
+2 |
+2 |
+6 |
+1 level of existing arcane
spellcasting class/ +1 level of existing divine
spellcasting class |
9th |
+4 |
+3 |
+3 |
+6 |
+1 level of existing arcane
spellcasting class/ +1 level of existing divine
spellcasting class |
10th |
+5 |
+3 |
+3 |
+7 |
+1 level of existing arcane
spellcasting class/ +1 level of existing divine
spellcasting class |
Class Features
All of the following are features of
the mystic theurge prestige class.
Weapon and Armor Proficiency: Mystic theurges gain no
proficiency with any weapon or armor.
Spells per Day: When a new mystic theurge
level is gained, the character gains new spells per day as if he had also
gained a level in any one arcane spellcasting class he belonged to before he added
the prestige class and any one divine spellcasting class he belonged to
previously. 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
mystic theurge to the level of whatever other arcane spellcasting class and
divine spellcasting class the character has, then determines spells per day and
caster level accordingly. If a character had more than one arcane spellcasting
class or more than one divine spellcasting class before he became a mystic
theurge, he must decide to which class he adds each level of mystic theurge for
the purpose of determining spells per day.
SHADOWDANCER
Hit Die: d8.
Requirements
To qualify to become a shadowdancer,
a character must fulfill all the following criteria.
Skills: Move Silently 8 ranks, Hide 10
ranks, Perform (dance) 5 ranks.
Feats: Combat Reflexes, Dodge, Mobility.
The shadowdancer’s class skills (and
the key ability for each skill) are Balance (Dex), Bluff (Cha), Decipher Script
(Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump
(Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis),
Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope
(Dex).
Skill Points at Each Level: 6 + Int modifier.
Table: The Shadowdancer |
|||||
Level |
BaseAttack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
1st |
+0 |
+0 |
+2 |
+0 |
Hide in plain sight |
2nd |
+1 |
+0 |
+3 |
+0 |
Evasion, darkvision, uncanny dodge |
3rd |
+2 |
+1 |
+3 |
+1 |
Shadow illusion, summon shadow |
4th |
+3 |
+1 |
+4 |
+1 |
Shadow jump 20 ft. |
5th |
+3 |
+1 |
+4 |
+1 |
Defensive roll, improved uncanny
dodge |
6th |
+4 |
+2 |
+5 |
+2 |
Shadow jump 40 ft., summon shadow |
7th |
+5 |
+2 |
+5 |
+2 |
Slippery mind |
8th |
+6 |
+2 |
+6 |
+2 |
Shadow jump 80 ft. |
9th |
+6 |
+3 |
+6 |
+3 |
Summon shadow |
10th |
+7 |
+3 |
+7 |
+3 |
Shadow jump 160 ft., improved
evasion |
Class Features
All of the following are features of
the shadowdancer prestige class.
Weapon and Armor Proficiency: Shadowdancers are
proficient with the club, crossbow (hand, light, or heavy), dagger (any type),
dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and
composite), and short sword. Shadowdancers are proficient with light armor but
not with shields.
Hide in Plain Sight (Su): A shadowdancer can use
the Hide skill even while being observed. As long as she is within 10 feet of
some sort of shadow, a shadowdancer can hide herself from view in the open
without anything to actually hide behind. She cannot, however, hide in her own
shadow.
Evasion (Ex): At 2nd level, a
shadowdancer gains evasion. If exposed to any effect that normally allows her
to attempt a Reflex saving throw for half damage, she takes no damage with a
successful saving throw. The evasion ability can only be used if the
shadowdancer is wearing light armor or no armor.
Darkvision (Su): At 2nd level, a
shadowdancer can see in the dark as though she were permanently under the
effect of a darkvision spell.
Uncanny Dodge (Ex): Starting at 2nd level, a
shadowdancer retains her Dexterity bonus to AC (if any) regardless of being
caught flat-footed or struck by an invisible attacker. (She still loses any
Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge
from a second class, the character automatically gains improved uncanny dodge
(see below).
Shadow Illusion (Sp): When a shadowdancer
reaches 3rd level, she can create visual illusions. This ability’s effect is
identical to that of the arcane spell silent image and may be employed
once per day.
Summon Shadow (Su): At 3rd level, a
shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this
shadow’s alignment matches that of the shadowdancer, and the creature cannot
create spawn. The summoned shadow cannot be turned, rebuked, or commanded by
any third party. This shadow serves as a companion to the shadowdancer and can
communicate intelligibly with the shadowdancer. Every third level gained by the
shadowdancer adds +2 HD (and the requisite base attack and base save bonus
increases) to her shadow companion.
If a shadow companion is destroyed, or the shadowdancer chooses to
dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving
throw fails, the shadowdancer loses 200 experience points per shadowdancer
level. A successful saving throw reduces the loss by half, to 100 XP per
prestige class level. The shadowdancer’s XP total can never go below 0 as the
result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow
companion cannot be replaced for 30 days.
Shadow Jump (Su): At 4th level, a
shadowdancer gains the ability to travel between shadows as if by means of a dimension
door spell. The limitation is that the magical transport must begin and end
in an area with at least some shadow. A shadowdancer can jump up to a total of
20 feet each day in this way; this may be a single jump of 20 feet or two jumps
of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer
can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at
10th). This amount can be split among many jumps, but each one, no matter how
small, counts as a 10-foot increment.
Defensive Roll (Ex): Starting at 5th level,
once per day, when a shadowdancer would be reduced to 0 hit points or less by
damage in combat (from a weapon or other blow, not a spell or special ability),
she can attempt to roll with the damage. She makes a Reflex saving throw (DC =
damage dealt) and, if successful, takes only half damage from the blow. She must
be aware of the attack and able to react to it in order to execute her
defensive roll. If she is in a situation that would deny her any Dexterity
bonus to AC, she can’t attempt a defensive roll.
Improved Uncanny Dodge (Ex): At 5th level, a
shadowdancer can no longer be flanked. This defense denies rogues the ability
to use flank attacks to sneak attack the shadowdancer. The exception to this
defense is that a rogue at least four levels higher than the shadowdancer can
flank her (and thus sneak attack her).
If a character gains uncanny dodge
(see above) from a second class the character automatically gains improved
uncanny dodge, and the levels from those classes stack to determine the minimum
rogue level required to flank the character.
Slippery Mind (Ex): At 7th level, if a
shadowdancer is affected by an enchantment and fails her saving throw, 1 round
later she can attempt her saving throw again. She only gets this one extra
chance to succeed at her saving throw. If it fails as well, the spell’s effects
occur normally.
Improved Evasion (Ex): This ability, gained at
10th level, works like evasion (see above). A shadowdancer takes no damage at
all on successful saving throws against attacks that allow a Reflex saving
throw for half damage. What’s more, she takes only half damage even if she
fails her saving throw.
THAUMATURGIST
Hit Die: d4.
Requirements
To qualify to become a thaumaturgist,
a character must fulfill all the following criteria.
Feats: Spell Focus (conjuration).
Spells: Able to cast lesser planar ally.
The thaumaturgist’s class skills (and
the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy
(Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession
(Wis), Sense Motive (Wis), Speak Language (none), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Table: The Thaumaturgist |
||||||
Level |
BaseAttack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Spells per Day |
1st |
+0 |
+0 |
+0 |
+2 |
Improved ally |
+1 level of existing spellcasting
class |
2nd |
+1 |
+0 |
+0 |
+3 |
Augment Summoning |
+1 level of existing spellcasting
class |
3rd |
+1 |
+1 |
+1 |
+3 |
Extended summoning |
+1 level of existing spellcasting
class |
4th |
+2 |
+1 |
+1 |
+4 |
Contingent conjuration |
+1 level of existing spellcasting
class |
5th |
+2 |
+1 |
+1 |
+4 |
Planar cohort |
+1 level of existing spellcasting
class |
Class Features
All of the following are features of
the thaumaturgist prestige class.
Weapon and Armor Proficiency: Thaumaturgists gain no
proficiency with any weapon or armor.
Spells per Day: When a new thaumaturgist
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
thaumaturgist 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 thaumaturgist, he must decide to which
class he adds each level of thaumaturgist for the purpose of determining spells
per day.
Improved Ally: When a thaumaturgist
casts a planar ally spell (including the lesser and greater versions),
he makes a Diplomacy check to convince the creature to aid him for a reduced
payment. If the thaumaturgist’s Diplomacy check adjusts the creature’s attitude
to helpful the creature will work for 50% of the standard fee, as long as the
task is one that is not against its nature.
The thaumaturgist’s improved ally
class feature only works when the planar ally shares at least one aspect of
alignment with the thaumaturgist.
A thaumaturgist can have only one
such ally at a time, but he may bargain for tasks from other planar allies
normally.
Augment Summoning: At 2nd level, a
thaumaturgist gains the Augment Summoning feat.
Extended Summoning: At 3rd level and higher,
all spells from the summoning subschool that the thaumaturgist casts have their
durations doubled, as if the Extend Spell feat had been applied to them. The
levels of the summoning spells don’t change, however. This ability stacks with
the effect of the Extend Spell feat, which does change the spell’s level.
Contingent Conjuration: A 4th-level thaumaturgist
can prepare a summoning or calling spell ahead of time to be triggered by some
other event. This functions as described for the contingency spell,
including having the thaumaturgist cast the summoning or calling spell
beforehand. The spell is cast instantly when the trigger event occurs.
The conditions needed to bring the
spell into effect must be clear, although they can be general. If complicated
or convoluted condition as are prescribed, the contingent conjuration may fail
when triggered. The conjuration spell occurs based solely on the stated
conditions, regardless of whether the thaumaturgist wants it to, although most
conjurations can be dismissed normally. A thaumaturgist can have only one
contingent conjuration active at a time.
Planar Cohort: A 5th-level thaumaturgist
can use any of the planar ally spells to call a creature to act as his
cohort. The called creature serves loyally and well as long as the
thaumaturgist continues to advance a cause important to the creature.
To call a planar cohort, the
thaumaturgist must cast the relevant spell, paying the XP costs normally. It
takes an offering of 1,000 gp x the HD of the creature to convince it to serve
as a planar cohort, and the improved ally class feature can’t be used to reduce
or eliminate this cost. The planar cohort can’t have more Hit Dice than the
thaumaturgist has, and must have an ECL no higher than the thaumaturgist’s
character level –2.
A thaumaturgist can have only one
planar cohort at a time, but he can continue to make agreements with other
called creatures normally. A planar cohort replaces a thaumaturgist’s existing
cohort, if he has one by virtue of the Leadership feat.