Loremaster
Hit Die
: d4
Requirements:
- Must be a Diviner Specialist with the ability to cast spells of 3rd level or higher
- Ability to cast seven different divinations, one of which must be 3rd level or higher
- Two Knowledge Skills (Any Type): 10 ranks in each
- Any three metamagic or item creation feats, plus either Skill Focus (Knowledge [any individual Knowledge skill]) or the Sage Knowledge feat
Class Skills: The loremaster’s class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Concentration (Con), Decipher Script (Int, exclusive skill), Gather Information (Cha), Handle Animals (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Perform (Cha), Profession (Wis), Scry (Int), Speak Language, Spellcraft (Int), and Use Magic Device (Cha, exclusive skill)
Skill Points: 2* + 2 + INT bonus each level
* (These 2 skill points each level can only be spent on Knowledge skills, so keep them apart from the regular skill points gained)
Weapon and Armor Proficiency: Loremasters gain no proficiency in any weapon or armor.
Table: The Loremaster
Level |
Base Attack Bonus |
Fortitude Save |
Reflex Save |
Will Save |
Special |
1st |
+0 |
+0 |
+0 |
+2
|
Lore, +1 Level Arcane Spellcasting |
2nd |
+1 |
+0 |
+0 |
+3 |
Secret Knowledge, +1 Level Arcane Spellcasting |
3rd |
+1 |
+1 |
+1 |
+3 |
Bonus Language, +1 Level Arcane Spellcasting |
4th |
+2 |
+1 |
+1 |
+4 |
Secret Knowledge, +1 Level Arcane Spellcasting |
5th |
+2 |
+1 |
+1 |
+4 |
Greater Lore, +1 Level Arcane Spellcasting |
6th |
+3 |
+2 |
+2 |
+5 |
Secret Knowledge, +1 Level Arcane Spellcasting |
7th |
+3 |
+2 |
+2 |
+5 |
Bonus Language, +1 Level Arcane Spellcasting |
8th |
+4 |
+2 |
+2 |
+6 |
Secret Knowledge, +1 Level Arcane Spellcasting |
9th |
+4 |
+3 |
+3 |
+6 |
True Lore, +1 Level Arcane Spellcasting |
10th |
+5 |
+3 |
+3 |
+7 |
Secret Knowledge, +1 Level Arcane Spellcasting |
Class Features
+1 Level Arcane Spellcasting: A loremaster continues training in his previous arcane class(es), thus, when a new loremaster level is gained, the character gains new spells per day and increased caster level as if he had also gained a level in an arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved familiar progression, for example). This essentially means that he adds the level of loremaster to the level of some 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 he became a loremaster, he must decide to which class he adds each level of loremaster for purposes of determining spells per day and caster level when he adds the new level.
Lore: Loremasters gather knowledge. At 1st level, they gain the ability to know legends or information regarding various topics, just like a bard can with bardic knowledge. The loremaster adds his loremaster level and her Intelligence modifier to the bardic knowledge check. See page 29 in the Player’s Handbook for more information on bardic knowledge.
Secret Knowledge: In their studies, loremasters discover all sorts of applicable knowledge and secrets. At 2nd level and every two levels afterward (4th, 6th, 8th, and 10th levels), the loremaster chooses one secret knowledge from the list below. Each of these secrets requires a certain mastery of lore to discover, so the loremaster must meet the Lore DC of a secret to choose it. His loremaster level plus Intelligence modifier determines which secrets he can choose, as this sum must equal the Lore DC to gain access to it. Each secret indicates if it can be chosen multiple times.
- Arcane Lore (Lore DC N/A, all loremasters can take this)
: the loremaster can choose any metamagic feat he qualifies for. This ability can be chosen more than once.
- Sage Lore (Lore DC 3)
: the loremaster has such a breadth of knowledge over a wide range of fields, he can make all knowledge checks untrained. The loremaster acts as if he has 1 rank in every knowledge skill he is questioned on in which he has no formal training. Additionally, the loremaster can take 20 on knowledge checks (not normally allowed), provided he has access to libraries of sufficient size (DM’s call). He can travel from place to place to gather the information needed, and the total time required to take 20 on a knowledge check is 30 - (loremaster’s level plus his INT bonus) days (minimum of 1 day), and the cost of access to the needed information is 1d20 x 10 gp for each day the process requires. This ability can be chosen only once.
- Mastery of Divination (Lore DC 6)
: the loremaster has mastered the school of divination to such an extent, that he prepares all divination spells on his spell list as if they were 1 spell level lower. Level 0 divination spells no longer need to be prepared, the loremaster can use these as spell-like abilities, 1 time per round, at will. Furthermore, the loremaster can learn other divination spells from other spell lists. He must add them to his Spellbook as normal, but once added, he prepares them at the same level as they would be prepared by the spell users of that list (he does not get his ability to prepare these 1 level less than normal however). They are then considered part of his spell list as well. This special ability can be chosen only once.
- True Name (Lore DC 9)
: the loremaster has studied the secret lore of true names. He has a chance to know the true name of any creature with such he meets. Normally only outsiders, elemental lords and the like have true names, but other special beings may also possess these at the option of the DM. The loremaster makes a special Lore check, using his Lore ability, which is based on his loremaster level plus his INT bonus. The DC he must meet to know the true name of a creature is equal to DC 15 + the Challenge Rating (CR) of that creature. The loremaster must have personally seen or personally used a scry spell successfully upon the creature to be able to make this check, he cannot simply make it blind. If he fails the check, he cannot make another until he gains another loremaster level or his INT increases. However, if the loremaster possesses the Sage Lore ability, he can attempt to take 20 on this check once he has failed it, but the time for this is doubled as is the daily cost. Once the creature’s true name is known, the loremaster can use it to overpower the creature. The loremaster must speak the true name as part of the power he will use in conjunction with it (be that a spell he will cast or other power) and must speak it in the native language of the creature. If this is done, the creature cannot use its SR against the power and any saves required of the creature or any opposed checks required of the loremaster have a +4 bonus (making saves harder for the creature to make or opposed rolls easier for the loremaster). The loremaster can also share this information with others, but they do not have his innate knowledge of the name and how to invoke it, thus they must pass an INT check against DC equal to the Challenge Rating of the creature or they do not gets its power, failing to pronounce the name correctly. If they also do not speak the native language of the creature, this DC increases by +2. If the loremaster does not speak the native language of the creature, he must make an INT check at the same DC as above to pronounce it correctly, but he can add his loremaster level to this check (if he speaks the creature’s native language, he is automatically successful at proper pronunciation). This special ability can only be taken once.
- Divining Sight (Lore DC 12)
: the loremaster’s divinations are so powerful now, he can penetrate barriers that seek to stop his scrying. He is also able to better sense illusions from all his time spent on learning the true nature of things. The loremaster always has a chance to penetrate any ward or protection stopping him from using his divinations (like Mind Blank for example). If the protective ward or power already provides a DC to overcome with a level check, the loremaster does not use it, as his power uses another method. The DC required to overcome the ward, even if it normally cannot be overcome (as with Mind Blank), is either DC 15 + Spell Level of the ward + caster level of the caster of the ward or the opposed Scry check of the one with the ward (not the one who cast it, but the one who is protected by it), whichever is better. The loremaster does not use a level check however to overcome these wards, even those which normally require this method. Instead, the loremaster uses a Scry check. If his Scry check equals or exceeds the DC required (or overcomes the opposed Scry check if that was used), he penetrates the ward. Finally, the loremaster always gets a Will save to see through illusions even if they do not normally allow one (like invisibility to mirror image) or even if he has not interacted with it yet. This special ability can be taken only once.
- Secret Lore (Lore DC 15)
: the loremaster has achieved the supreme level in his understanding of secret knowledge. He may choose to take any special ability from another class that is either a feat or an extraordinary ability (no spell-like or supernatural powers can be taken in this way). The following is a list of possible examples, but the DM can add others, however each should keep in line with these in terms of power level: Any Rogue Special Ability (those gained at level 10, 13, 16 and 19) even if not qualified, Sneak Attack (as a rogue of level equal to one third your loremaster level plus one third your INT bonus), Uncanny Dodge (as a rogue of level equal to your loremaster level plus INT bonus), Rage (as a barbarian of level equal to your loremaster level plus INT bonus), any High Wizard: High Arcana of your choice for which you qualify (must qualify for these), any feat (you need not even qualify for it, so you could take Whirlwind Attack without any of the feat pre-requisites or ability score requirements for example), or any other ability deemed acceptable by the DM. This ability may be taken more than once.
Bonus Language: Loremasters, in their laborious studies, learn new languages in order to access more knowledge. The loremaster can choose any new language at 3rd and 7th level.
Greater Lore: At 5th level, a loremaster gains the ability to identify magic items, as the spell, as an extraordinary ability. He may do this once per item examined.
True Lore: At 9th level, once per day a loremaster can use his knowledge to gain the effects of a legend lore spell or an analyze dweomer spell. True lore is an extraordinary ability.