This
material is Open Game Content, and is licensed for public use under the
terms of the Open Game License v1.0a.PRESTIGE CLASSES
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.
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.
Requirements
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.
Class Skills
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 |
Class Features
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.
Class Skills
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 (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.
Class Skills
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.
Class Skills
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.
Assassin Spell List
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.
Class Skills
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 |
Base
Attack
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.
Blackguard Spell List
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.
Corrupt Weapon
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.
Fallen Paladins
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.
The Blackguard’s Fiendish Servant
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.
Class Skills
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.
Class Skills
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.
Class Skills
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.
Class Skills
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.
Class Skills
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.
Class Skills
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.
Terrain Mastery Benefits
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.
Class Skills
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 |
Class Features
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 onesecret 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.
Class Skills
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.
Class Skills
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 |
Base
Attack
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.
Class Skills
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 |
Base
Attack
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.
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