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Arcane Prestige Classes

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1 Arcane Prestige Classes on Sat Oct 30, 2010 9:29 am

Arcane Archer


(PRESTIGE CLASS)

Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement her combat prowess. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic. In a group, they can strike fear into an entire enemy army. Fighters, rangers, paladins, and barbarians become arcane archers to add a little magic to their combat abilities. Conversely, wizards and sorcerers may take this prestige class to add combat capabilities to their repertoire. Monks, clerics, druids, rogues, and bards rarely become arcane archers.

Requirements:
• Race: Elf or half-elf.
• Base Attack Bonus: +6
• Feats: Point Black Shot, Weapon Focus (longbow, or shortbow).
• Spellcasting: Ability to cast 1st-level arcane spells.

Class Features:
• Hit Die: d8
• Base Attack Bonus: High
• High Saves: Fortitude and Reflex
• Weapon Proficiencies: Simple and martial weapons.
• Armor Proficiencies: Light and medium armor and all shields (excluding tower shields).
• Skill Points: 4 + Int modifier
• Class Skills: Craft Alchemy, Craft Weapon, Discipline, Heal, Hide, Listen, Move Silently, Spot, and Survival.
• Enhance Arrow: Beginning at 1st level, the arcane archer imbues every arrow she fires with an enhancement bonus. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level.
• Imbue Arrow: Three times per day a 2nd-level arcane archer may choose to fire a special arrow imbued with a fireball spell. When the arrow hits its target, the fireball spell detonates from that point, inflicting damage as per the spell as though it were cast by a wizard of the arcane archer’s class level.
• Seeker Arrow: Once per day a 3rd level arcane archer may fire an arrow that unerringly flies to its target, ignoring any and all cover, concealment, or other factors. When this ability is used, no attack roll is made: the target is automatically hit and takes damage as normal. At 6th level, this ability may be used twice per day.
• Hail of Arrows: At eight level, the arcane archer gains the ability to perform this special ability, which automatically fires one arrow at every target within range as a full-round action. This ability may be used once per day.
• Arrow of Death: The pinnacle of the arcane archer’s ability at 10th level she may fire a special arrow imbued with powerful necromantic magic. If the target is hit, it must immediately make a Fortitude save (DC 20) or be slain. Even if it passes its saving throw, it takes damage from the arrow as normal. This ability may be used once per day.

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2 Arcane Trickster on Sat Oct 30, 2010 9:30 am

Arcane Trickster

(PRESTIGE CLASS)

Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief. They are among the most adaptable of adventurers. Arcane spellcasting and the sneak attack ability are needed to qualify for this class, making it a natural choice for multiclass wizard/rogues or sorcerer/rogues. Assassin’s occasionally opt for this class, but usually only if they already have wizard or sorcerer levels.

Requirements:
• Alignment: Any nonlawful
• Skills: Lore 7 ranks, Disable Device 7 ranks, Tumble 7 ranks, Spellcraft 4 ranks.
• Spellcasting: Ability to cast at least one arcane spell of 3rd level or higher.
• Special: Sneak attack +2d6.

Class Features:
• Hit Die: d4
• Base Attack Bonus: Low
• High Saves: Reflex and Will
• Weapon Proficiencies: None.
• Armor Proficiencies: None.
• Skill Points: 4 + Int Modifier
• Class Skills: Appraise, Bluff, Concentration, Craft Alchemy, Craft Trap, Craft Weapon, Diplomacy, Disable Device, Hide, Listen, Lore, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spellcraft, Spot, Taunt, Tumble.
• Spells per Day/Spell Known: When a new arcane trickster level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever arcane spellcasting class gave him access 3rd-level arcane spells. If the character has more than one applicable arcane spellcasting class, he must pick one to improve.
• Pilfer Magic: At 1st level, once per day, the arcane trickster can dispel a magicl effect on a target and receive statistical bonuses from it. The ability is a touch attack “lesser” dispel that affects the most powerful effect currently on the target. If successful, the effect vanishes from the target and the arcane trickster receives +2 bonus to attack rolls and all saving throws for the next ten rounds. He can use this ability twice per day at 5th level and three times per day at 9th level.
• Sneak Attack: At every even –numbered level (2nd, 4th, 6th, 8th, and 10th), the arcane trickster gains an additional +1d6 to his sneak attack damage. This ability stacks with sneak attack dice from other classes.
• Impromptu Sneak Attack: Once per day a 3rd-level arcane trickster can use this ability to deny an enemy his Dexterity bonus to AC for one round, allowing the target to be sneak attacked. The arcane trickster gains an additional daily use of this ability at 7th level, and again at 9th level.

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3 Eldritch Knight on Sat Oct 30, 2010 9:31 am

Eldritch Knight

(PRESTIGE CLASS)

Studying the martial and arcane arts to equal degree, the eldritch knight is a versatile combatant who can cast a fireball on her foes or charge them with sword drawn. The eldritch knight takes pride in her ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies.

Requirements:
• Feats: Weapon Proficiency: (Martial)
• Spellcasting: Able to cast 3rd level arcane spells.

Class Features:
• Hit Die: <this was not in the pictures>
• Base Attack Bonus: High
• High Saves: Fortitude
• Weapon Proficiencies: None.
• Armor Proficiencies: None.
• Skill Points: 2 + Int modifier
• Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Discipline, Lore, Parry, and Spellcraft
• Bonus Feats: The eldritch knight gains Combat Casting and Skill Focus (Concentration) at first level.
• Arcane Spellcasting: At each level (except 1st level) an eldritch knight gains new spells per day plus another effective casting level, as if he progressed in an arcane spellcasting class that he had prior to becoming an eldritch knight. If a character has multiple arcane spellcasting classes when becoming an eldritch knight, he must choose which arcane spellcasting class will benefit from all levels of eldritch knight.

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4 Harper Agent on Sat Oct 30, 2010 9:32 am

Harper Agent

(PRESTIGE CLASS)

The semi-secret organization known as the Harpers has members scattered all across the region. These individuals are dedicated to battling evil, discovering and preserving forgotten lore, and maintaining the balance between nature and civilization. Harper agents are the “field agents” of the Harper organization, acting directly to gather intelligence and eliminate threats to the greater good. Bards are the most common candidates for the Harper agent prestige class, but they are by no means the only qualified characters. Rangers, rogues, sorcerers, and wizards all possess the diversity of skill and ability necessary to become Harper agents. Barbarians, fighters, and paladins rarely become Harper agents because they lack the subtlety for the work.

Requirements:
• Alignment: Any nonevil.
• Skills: Diplomacy 8 ranks, Lore 4 ranks, Survival 2 ranks.
• Feats: Alertness, Iron Will
• Spellcasting: You must have at least one level of a spellcasting class to become a Harper agent.

Class Features:
• Hit Die: d6
• Base Attack Bonus: Medium
• High Saves: Will
• Weapon Proficiencies: Simple weapons.
• Armor Proficiencies: Light armor.
• Skill Points: 6 + Int modifier
• Class Skills: Appraise, Bluff, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Diplomacy, Discipline, Hide, Listen, Lore, Move Silently, Perform, Sleight of Hand, Survival, Taunt, and Tumble.
• Spells per Day / Spells Known: Starting at second level and every level after that the Harper agent progresses in a selected spellcasting class. When the player first chooses this prestige class if they have multiple spellcasting classes they choose which one they advance in.
• Harper Knowledge: Like a bard, a Harper agent has a knack for picking up odds and ends of knowledge. This ability works exactly like the bardic knowledge ability of the bard class. If a Harper agent has bard levels, the character’s Harper agent levels and bard levels stack for bardic knowledge.
• Deiner’s Eye: At 2nd level, the Harper agent gains a +3 sacred bonus to saving throws against traps. This is a supernatural ability.
• Lliira’s Heart: At 2nd level, the Harper agent gains a +2 sacred bonus to saving throws against mind-affecting spells. This is a supernatural ability.
• Tymora’s Smile: At 3rd level, once per day, the Harper agent or a target receives a +2 sacred bonus on all saving throws for 5 turns. This is a supernatural ability.
• Lurue’s Voice: At 4th level, the Harper agent may use this ability to cast dominate animal as per the spell, three times a day.
• Mystra’s Boon: At 5th level, the Harper agent gains a +2 sacred bonus on all saves against spells

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5 Palemaster on Sat Oct 30, 2010 9:32 am

Palemaster

(PRESTIGE CLASS)

Necromancy is usually a poor choice for arcane spellcasters – those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead but refuse to give up their arcane craft completely. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own. Many pale masters still end up supplementing their arcane power with levels of divine magic. The mixture of “pale lore” and clerical abilities to sway, create, command, and destroy undead can be a potent one.

Requirements:
• Alignment: Any non-good.
• Spellcasting: Ability to cast 3rd-level arcane spells.

Class Features:
• Hit Die: d6
• Base Attack Bonus: Low
• High Saves: Fortitude and Will
• Weapon Proficiencies: None.
• Armor Proficiencies: None.
• Skill Points: 2 + Int modifier
• Class Skills: Concentration, Craft Alchemy, Craft Trap, Craft Weapon, Diplomacy, Heal, Hide, Listen, Lore, Move Silently, and Spellcraft.
• Spells per Day / Spells Known: When a new odd-numbered pale master level is gained, the character gains new spells per day as though he had gained a level in whatever arcane spellcasting class gave him access to 3rd-level arcane spells. If the character had more than one applicable arcane spellcasting class, he must pick one to improve.
• Bone Side: At 1st level, the pale master’s tough, cadaverous flesh gives him a +2 natural armor bonus to AC. This bonus increases to +4 at 4th level and +6 at 8th level.
• Animate Dead: A 2nd-level pale master can use the animate dead as a spell-like ability once per day.
• Darkvision: At 3rd level, the pale master gains the ability to see in the dark.
• Summon Undead: At 4th level, the pale master can use summon undead as a spell-like ability once per day.
• Deathless Vigor: At 5th level, the pale master becomes preternaturally tough and resilient. He gains 3 additional hit points per level. These extra hit points are retroactive, just like extra hit points from an improved Constitution.
• Undead Graft: At 6th level, the pale master performs a horrific operation that replaces one of his arms with a supernaturally-animated, undead appendage. The pale master may make a touch attack with this arm that paralyzes the target twice per day. At 8th level, the pale master may use this touch attack three times per day. At 10th level, the pale master’s undead graft touch attack kills the target if it fails its save, instead of paralyzing it.
• Tough as Bone: At 7th level, the pale master becomes more and more like one of the implacable undead. He gains immunity to hold, paralysis, and stun effects.
• Summon Greater Undead: At 9th level, the pale master can use summon greater undead as a spell-like ability once per day.
• Deathless Mastery: At 10th level, the pale master is practically an undead creature himself. He gains immunity to critical hits.

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6 Dragon Disciple on Sat Oct 30, 2010 9:33 am

Dragon Disciple

(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)

It is known that certain dragons can take humanoid form and even have humanoid lovers. Sometimes a child is born of this union, and every child of that child unto the thousandth generation claims a bit of dragon blood, be it ever so small. Usually, little comes of it, though mighty sorcerers occasionally credit their powers to draconic heritage. For some, however, dragon blood beckons irresistibly. These characters become dragon disciples, who use their magical power as a catalyst to ignite their dragon blood, realizing its fullest potential. Members of this prestige class draw on the potent blood of the dragon coursing in their veins. Dragon disciples may be of any alignment.

Requirements:

Skills: Lore 8 ranks.
Class: Assassin, Avenger, Bard, or Sorcerer.

Class Features:

Hit Die: d12
Base Attack Bonus: Medium.
High Saves: Fortitude and Will.
Weapon Proficiencies: None.
Armor Proficiencies: None.
Skill Points: 2 + Int modifier.
Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Diplomacy, Listen, Lore, Parry, Search, Spellcraft, and Spot.

Natural Armor Increase: At 1st level, the dragon disciple's skin toughens and begins to grow scaly, granting him a +1 natural armor bonus to AC. This bonus improves to +2 at 4th level, +3 at 7th level, and +4 at 10th level.

Draconic Ability Scores: As the dragon disciple's oneness with his draconic blood increases, his ability scores improve significantly. At 2nd level, he gains a +2 to Strength. At 4th level, this bonus increases to +4. At 7th level, the dragon disciple gains a +2 to Constitution, and at 8th level he gains +2 Intelligence. Finally, at 10th level, he gains an additional +4 bonus to Strength (for a total of +Cool and a +2 to Charisma.

Breath Weapon: At 3rd level, the dragon disciple gains the ability to breathe a cone of elemental energy dependent on their dragon choice that deals 2d10 points of damage to all creatures within its area. This damage increases to 4d10 at 7th level and 6d10 at 10th level. Targets may make a Reflex save (DC 10 + 1/2 the dragon disciple's class level + the character's Charisma bonus). This ability may be used once per day.

Blind-Fight: At 5th level, the dragon disciple gains the ability to fight well, even if blinded or against invisible creatures. A character with this ability gets to reroll her miss chance percentile one time to see if she actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.

Half-Dragon: At 10th level, the dragon disciple's transformation is complete. He becomes a half-dragon, and gains darkvision as well as immunity to sleep, paralysis, and their dragon's breath weapon element.

Dragon Disciples choose which color dragon's blood flows through their veins.
Black, Green, and Copper dragon disciples deal Acid damage and gain Acid immunity. Blue and Bronze dragon disciples deal Lightning damage and gain Electrical immunity. White and Silver dragon disciples deal Cold damage and gain Cold immunity.



Last edited by jeffinak on Sat Oct 30, 2010 10:48 am; edited 1 time in total

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7 Bladesinger on Sat Oct 30, 2010 9:34 am


PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 10 levels.
Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole. In battle, a bladesinger's lithe movements and subtle tactics are beautiful, belying their deadly martial efficiency.
Multiclass fighter/wizards are the most obvious candidates for the prestige class, although any elf who can wield a martial weapon and cast arcane spells can become a bladesinger. Bladesinger ranger/wizards, rogue/wizards, and even bards are not unknown.
Requirements:
Race: Elf or half-elf.
Skills: Concentration 4, Tumble 2
Feats: Combat Casting, Combat Expertise, Dodge, Weapon Focus (longsword or rapier)
BAB: +5
Spells: Able to cast arcane spells of 2nd level.
Class Features:
Hit Die: d8
Base Attack Bonus: High.
High Saves: Reflex, Will.
Weapon Proficiencies: None.
Armor Proficiencies: Light.
Skill Points: 2 + Int modifier.
Class Skills: Bluff, Concentration, Craft Weapon, Craft Alchemy, Craft Armor, Craft Trap, Lore, Parry, Perform, Spellcraft, Tumble.
Class Abilities
Level 1: Bladesong Style, Spellcasting Progression
Level 2: Skill Focus: Concentration, Mobility
Level 3:
Level 4: Song of Celerity 1/day
Level 5: Spring Attack
Level 6: Armored Caster
Level 7:
Level 8: Song of Celerity 2/day, Battle Caster
Level 9:
Level 10: Song of Fury
Spellcasting Progression: At each odd bladesinger level (1, 3, 5, 7, and 9), 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 adding the prestige class. If a character had more than one arcane spellcasting class before becoming a bladesinger, she must decide which class she increases when she gains a level.
Bladesong Style
When wielding a longsword or rapier in one hand (and nothing in the other), a bladesinger gains a dodge bonus to Armor Class equal to her class level, up to a maximum of her Intelligence bonus. If the bladesinger wears medium or heavy armor, she loses all benefits of the bladesong style.
Mobility
At 2nd level, a bladesinger gains Mobility as a bonus feat.
Song of Celerity
Once per day, a bladesinger of 4th level or higher may grant her party the benefits of the haste spell for a number of rounds equal to her class level.
Spring Attack
At 5th level, a bladesinger gains Spring Attack as a bonus feat.
Armored Caster
At 6th level, bladesingers reduce spell failure penalties from wearing light armor by 15%. However, they suffer the full arcane spell failure penalties from casting spells while wearing medium or heavy armor, or while equipped with shields.
Battle Caster
At 8th level, bladesingers reduce spell failure penalties from wearing medium armor by 30 and light armor by 15%. However, they suffer the full arcane spell failure penalties from casting spells while wearing heavy armor or while equipped with shields.
Song of Fury
When a 10th-level bladesinger makes a full attack with a longsword or rapier in one hand (and nothing in the other), she can make one extra attack in a round at her highest base attack bonus, but this attack and each other attack made in that round take a -2 penalty.

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8 Canaith Lyrist on Sat Oct 30, 2010 9:35 am

Canaith Lyrist
PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 10 levels.
Warrior, thief, spy, poet, woodland champion: the Canaith lyrist is a legendary figure who serves as the herald and teacher to great kings, the champion of the common folk, and the keeper of lore long forgotten elsewhere. Only the best and brightest are invited to become Canaith lyrists, and those who eventually win the approval of the Canaith College's masters are remarkable individuals indeed, skilled in swordplay, magic, and diplomacy.
Requirements:
Alignment: Any neutral.
Required Class: Bard.
Skills: Diplomacy 7, Lore 7, Perform 13, and Sleight of Hand 7.
Special: Evasion
Arcane Spell Level 2
Class Features:
Hit Die: d6
Base Attack Bonus: High.
High Saves: Reflex, Will.
Weapon Proficiencies: None.
Armor Proficiencies: None.
Skill Points: 6 + Int modifier.
Class Skills: Appraise, Bluff, Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Heal, Hide, Listen, Lore, Move Silently, Perform, Sleight of Hand, Spellcraft, Survival, Tumble, and Use Magic Device.
Class Abilities
Spellcasting: At each Canaith lyrist level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane or divine class.
Bardic Music: A Canaith lyrist adds her lyrist level to her bard level to determine the number of times per day she can use her bardic music, which bard songs she knows, and the power of those abilities.
NWN2 Adaption: This class is based on the Fochlucan Lyrist and has been renamed to Canaith Lyrist. It does not require the Druid class to take and does not provide dual progression (one arcane, one divine). You simply choose which spellcasting progression you want.

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9 Child Of Night on Sat Oct 30, 2010 9:37 am

Child Of Night (a)
Children of night are more than spellcasters, more than scholars, and they claim to be more than mortal. For those who have the will and the depth of knowledge to join their ranks, ascension beyond the earthly form awaits, for the children of night become the stuff of shadow itself.
Requirements
Skills: Lore 12.
Spellcasting: 2nd level.
MUST worship Shar
Class Features
HD: d6
BAB: Low
High Saves: Will
Weapon and Armor proficiency: None
Class Skills: Craft Armor, Craft Weapon, Concentration, Hide, Intimidate, Listen, Lore, Move Silently, Spellcraft, and Spot.
Skill points: 2 + Int modifier
Class Abilities
Level 1: Cloak of Shadows, Cold Resistance 5, Spellcasting Progression
Level 2:
Level 3: Dancing Shadows 1/day
Level 4:
Level 5: Cold Resistance 10
Level 6:
Level 7: Dancing Shadows 2/day
Level 8:
Level 9: Cold Resistance 15
Level 10: Dancing Shadows 3/day, Night Form
Spellcasting: Beginning at 2nd level and every level after that, you gain new spells per day and an increase in caster level and spells known as if you had also attained a level in a casting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained such as bonus feats. If you had more than one spellcasting class before becoming a child of night, you must decide which class to progress in. This is a 9/10 progression class in either Divine, Arcane, or Invocation magic.
Cloak of Shadows: Your flesh takes on a hazy, almost translucent hue, granting a bonus equal to your child of night level on Hide checks. At 6th level you become immune to poisons and diseases. At 8th level, your form permanently becomes hazy and you continually have a blur effect (20% concealment).
Cold Resistance: At 1st level, the shaow in your essence provides cold resistance 5. This resistance increases to 10 at 5th level and 15 at 9th level.
Dancing Shadows: At 3rd level, you can grant yourself total concealment for one round per class level. At 7th level and above, you can use dancing shadows twice per day. At 10th level, you can use dancing shadows three times per day.
Night Form: For 1 minute per day, you can take the form of a Nightwalker while retaining your ability to cast spells.



Last edited by jeffinak on Mon Nov 01, 2010 3:36 am; edited 1 time in total

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10 Daggerspell Mage on Sat Oct 30, 2010 9:42 am

Daggerspell Mage
Daggerspell mages see the quick movements of their deadly daggers as an attendant part of their spellcasting. These sometimes reclusive figures remain spellcasters first and melee combatants second. Daggerspell mages are closely related to the daggerspell shapers, but where the shaper is quiet and calculating, a daggerspell mage is wild and impulsive.
This class provides spellcasting progression in Arcane and Invocation based casters.
Requirements
Alignment: Any nonevil.
Feats: Weapon Focus (dagger), Two-Weapon Fighting
Skills: Concentration 8.
Caster level: 5th
Required Base Class: Bard, Sorcerer, Warlock, or Wizard
Special: Sneak Attack 1d6
Class Features
HD: d6
BAB: Medium
High Saves: Ref, Will
Weapon proficiency: None
Armor proficiency: None
Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Heal, Hide, Intimidate, Listen, Lore, Move Silently, Spellcraft, Spot, Survival, and Tumble.
Skill points: 6 + Int modifier
Class Abilities
Level 1: Daggercast, Spellcasting Progression
Level 2:
Level 3: Sneak Attack +1d6
Level 4:
Level 5: Double Daggercast
Level 6: Sneak Attack +2d6
Level 7: Arcane Infusion
Level 8: Arcane Throw
Level 9: Sneak Attack +3d6
Level 10: Improved Two-Weapon Fighting
Spellcasting: Beginning at 2nd level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane or invocation based spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane or invocation spellcasting class before becoming a daggerspell mage, you must decide which class to progress in.
Sneak Attack: Beginning at 3rd level, a daggerspell mage deals an extra dice of sneak attack. It increases to two dice at 6th level and three dice at 9th level.
Daggercast: Daggerspell mages seamlessly blend the use of their twin daggers with powerful spellcasting abilities. A daggerspell mage delivers melee touch attack spells with a dagger attack (adding the base dagger damage plus any enhance bonus from the right hand).
Double Daggercast: As a daggerspell mage advances in level, the connection between his spellcasting abilities and his two-dagger fighting style strengthens. At 5th level or higher, a daggerspell mage delivers melee touch attack spells with both of his daggers (adding the base dagger damage plus any enhance bonus from each dagger).
Arcane Infusion: Arcane Infusion: At 7th level and higher, a daggerspell mage can infuse arcane spell power into his daggers, temporarily enabling them to deal extra energy damage. The daggers deal an extra 1d6 points of magic damage for a number of rounds equal to their class level and has a 5 minute cooldown.
Arcane Throw: At 8th level and higher, a daggerspell mage can imbue arcane spell power into his thrown daggers. The mage can deliver a ranged touch attack spell with one of his daggers, adding it's damage to that of the spell (adding the base dagger damage plus any enhance bonus from the right hand). The dagger returns to the mage automatically.
Improved Two-Weapon Fighting: A daggerspell mage gains Improved Two-Weapon Fighting as a bonus feat at 10th level.

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11 Dissonant Chord on Sat Oct 30, 2010 9:44 am

Dissonant Chord
PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.
The dissonant chord understands better than most how the natural harmonics of the universe pervade all things. Music might be its most pleasing form, but magical energy has harmonics of its own. The dissonant chord has learned to make her music resonate into a counter-harmony that disrupts the effects of magic.
Requirements
Feats: Curse Song, Lingering Song.
Skills: Spellcraft 5, Perform 8.
Class Features
HD: d6
BAB: Medium
High Saves: Ref, Will
Weapon and Armor proficiency: None
Class Skills: Appraise, Bluff, Craft Alchemy, Craft Armor, Craft Weapon, Concentration, Diplomacy, Hide, Listen, Lore, Move Silently, Perform, Spellcraft, and Tumble.
Skill points: 6 + Int modifier
Class Abilities
Level 1: Bardic Music, Improved Counterspell, Spellcasting Progression
Level 2: Bonus Feat
Level 3: Break Concentration
Level 4: Bonus Feat
Level 5: Anti-Magic Melody
Spellcasting Progression: At each level, a dissonant chord gains new spells per day (and spells known, if applicable) as if she had also gained a Bard level.
Bardic Music: A dissonant chord's class level stacks with any levels of bard she has for purposes of determining the number of times per day she may use bardic music and the effects of all bardic music. Dissonant chord levels do not stack with bard levels for determining which songs a bard has access to.
Improved Counterspell: The dissonant chord's ability to counterspell has improved. Instead of protecting against a single spell, it now lasts a number of times equal to your Charisma modifier, the duration is extended from 10 rounds to 10 rounds plus your Charisma modifier (along with any other song duration modifiers), and the spell resistance granted gains a bonus equal to half your Charisma modifier.
Bonus Feat: The dissonant chord gains a bonus feat at 2nd and 4th level. This feat is chosen from the following list: Ability Focus (Bard Songs), Battle Caster, Battle Dancer, Chorus of Heroism, Clap of Thunder, Dragonsong, Epic Inspiration, Epic of the Lost King, Epic Skill Focus (Perform), Extra Music, Great Charisma, Hymn of Requiem, Melodic Casting, Snowflake Wardance, Song of Requiem, and Song of the Heart.
Break Concentration: At 3rd level, a dissonant chord becomes expert at distracting spellcasters, her discordant ways interfering with spellcasting. Any enemies within 30' of the dissonant chord suffer a penalty to concentration equal to the dissonant chord's class level plus Charisma modifier.
Anti-Magic Melody: At 5th level, a dissonant chord can use her Perform skill to negate magic. This works as Mordenkainen's Disjunctions with a cap equal to her bard level (no prestige classes count and this has a +25 max cap). This potent ability is quite exhausting to use as each time it is activated it uses three of her bardic music uses for the day.

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12 Dragon Slayer on Sat Oct 30, 2010 9:47 am

Dragon Slayer
They come from all walks of life, from all cultures and societies. They may be poor or wealthy, strong or wise, good or evil, skilled with blade or spell. But all dragonslayers share a singular courage and strength of heart, a necessary commodity in their line of work.
This class provides spellcasting progression in either Arcane, Divine, or Invocation based casters.
Requirements
Base Attack Bonus: +5.
Feats: Dodge, Iron Will.
Skills: Tumble 2.
Class Features
HD: d10
BAB: High
High Saves: Fort, Will
Weapon proficiency: Simple and Martial
Armor proficiency: All armor and shields (including Tower Shields)
Class Skills: Craft Armor, Craft Weapon, Intimidate, Lore, Parry, Search, and Tumble.
Skill points: 2 + Int modifier
Class Abilities
Level 1: Aura of Courage, Damage Bonus (vs Dragons), Spellcasting Progression
Level 2: True Strike 1/day, Spell Penetration
Level 3: DR 1/-
Level 4:
Level 5: Energy Resistance 5
Level 6: DR 2/-, Lightning Reflexes
Level 7: Greater Spell Penetration
Level 8:
Level 9: DR 3/-
Level 10: Energy Resistance 10, True Strike 2/day
Spellcasting: At each odd level (1, 3, 5, 7, 9), you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane, divine, or invocation based spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a dragonslayer, you must decide which class to progress in. This includes Assassin, Avenger, and Blackguard.
Aura of Courage: At 1st level, a dragonslayer gains immunity to fear. Allies within 10 feet of the dragonslayer gain a +4 bonus on saving throws against fear effects.
Damage Bonus: A dragonslayer gains a bonus on weapon damage rolls against dragons equal to his class level.
True Strike: At 2nd level, a dragonslayer may use true strike once per day. At 10th level, a dragonslayer may use true strike twice per day.
Spell Penetration: A dragonslayer gains Spell Penetration as a bonus feat at 2nd level.
Damage Reduction: At 3rd level, a dragonslayer gains damage reduction 1/-. This improves to damage reduction 2/- at 6th level, and to damage reduction 3/- at 9th level. This damage reduction only stacks with the DR granted by Greater Resiliency and the epic damage reduction feats.
Energy Resistance: At 5th level, a dragonslayer gains resistance to acid 5, cold 5, electricity 5, fire 5, and sonic 5. These resistances improve to 10 at 10th level.
Lightning Reflexes: A dragonslayer gains Lightning Reflexes as a bonus feat at 6th level.
Greater Spell Penetration: A dragonslayer gains Greater Spell Penetration as a bonus feat at 7th level.

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13 Frost Mage on Sat Oct 30, 2010 9:48 am

Frost Mage
PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 10 levels.
Frost mages usually hail from lands of cold, snow and ice: tundra, glaciers, even outer planes perpetually shrouded in winter. Others become obsessed with the power of glacial cold and focus all their energy into discovering the mysteries of the frostfell and its magic. All frost mages, however, eventually become adapted to cold environments as their skin slowly turns to frost. They learn to take advantage of the natural or magically enhanced frostfell environment, harnessing the existing cold to further empower their own spells.
Requirements:
Feats: Spell Penetration
Skills: Lore 8
Spellcasting: 1st level Arcane magic.
Class Features:
HD: d4
BAB: Low
High Saves: Will
Weapon and Armor proficiency: None
Skill points: 2 + Int modifier
Class Skills: Concentration, Craft Alchemy, Craft Weapon, Craft Armor, Intimidate, Lore, Search, Spellcraft, Survival
Class Abilities:
Level 1: Armor of Frost (Natural Armor +1), Spellcasting Progression
Level 2: Resistance to Cold 10
Level 3:
Level 4: Armor of Frost (Natural Armor +2)
Level 5:
Level 6: Piercing Cold
Level 7: Armor of Frost (Natural Armor +3)
Level 8:
Level 9:
Level 10: Armor of Frost (Natural Armor +4), One with the Cold
Spellcasting: At every level you gain new spells per day and an increase in caster level (and spells known) as if you had also gained a level in an arcane or divine spellcasting class to which you belonged before adding the prestige class level. If you had more than one spellcasting class before becoming a frost mage, you must decide which class gains the increased casting ability.
Armor of Frost: At 1st, 4th, 7th, and 10th level, a frost mage's body becomes more like the ice he venerates. His skin turns whiter and colder to the touch as the permanent layer of frost grows deeper. This provides an increase to the character's existing natural armor starting at +1 and increasing by +1 each time to +4 at 10th. This is an enhance bonus and does not stack with other Natural AC bonuses.
Cold Resistance 10: Starting at 2nd level, the frost mage's icy skin grants him resistance to cold 10.
Piercing Cold: At 6th level, the frost mage gains the Piercing Cold ability. This allows a frost mage to ignore any cold resistance or immunity with his cold spells. Affected Spells: Burst of Glacial Wrath, Cone of Cold, Creeping Cold, Greater Creeping Cold, Hypothermia, Ice Storm, Lesser Orb of Cold, Orb of Cold, Polar Ray, Ray of Frost
One with the Cold: At 10th level, the frost mage's body has become perfectly adapted to cold energy. He gains the cold subtype, granting him immunity to cold. His oneness with cold, however, makes him more susceptible to flame. He gains vulnerability to fire, which means he takes half again as much (+50%) damage as normal from fire.

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14 Heartwarder on Sat Oct 30, 2010 9:49 am


PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 10 levels.
Sune Firehair encourages beauty, passion, and love wherever they may be found. Heartwarders are aesthetes and hedonists who actively seek out pleasure and beauty in all things and who nurture the creation of beautiful objects.
Most heartwarders are clerics, cleric/bards, favored souls, or cleric/rogues although other class combinations are not unknown. Many are employed as artists, crafters, performers, or instructors.
Requirements:
Alignment: Any good.
Skills: Bluff 3, Diplomacy 6
Feats: Dodge, Mobility, Spell Focus (Enchantment)
Special: Three levels in any base casting class (Bard, Cleric, Druid, Favored Soul, Paladin, Ranger, Spirit Shaman, Sorcerer, or Warlock).
Class Features:
HD: d4
BAB: Medium
High Saves: Fort, Will
Weapon and Armor proficiency: None
Skill points: 2 + Int modifier
Class Skills: Bluff, Craft Armor, Craft Weapon, Concentration, Diplomacy, Heal, Lore, Perform, Spellcraft.
Class Abilities:
Level 1: Great Charisma I, Spellcasting Progression
Level 2: Heart of Passion
Level 3: Great Charisma II
Level 4: Lips of Rapture
Level 5: Great Charisma III
Level 6: Voice of a Siren
Level 7: Great Charisma IV
Level 8:
Level 9: Great Charisma V
Level 10: Fey Metamorphosis
Spellcasting Progression: At each heartwarder level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting, arcane spellcasting, or invocation-based class she belonged to before adding the prestige class. If a character had more than one spellcasting class before becoming a heartwarder, she must decide which class she increases when she gains a level.
Great Charisma: As the heartwarder gains levels in this prestige class, she becomes increasingly more persuasive and attractive.
Heart of Passion: At 2nd level, a heartwarder displays such passionate belief in whatever she does or says that she can sway the thoughts of the most rigid critic. This ability translates into a +2 bonus on all Charisma-based skill checks (Bluff, Diplomacy, Intimidate, Perform, Use Magic Device).
Lips of Rapture: At 4th level, a heartwarder's kiss confers a state of bliss upon its recipient, conferring a +2 morale bonus on attacks, weapon damage, checks, and saves. This ability lasts 5 rounds, and can be used five times a day. The one downside to a heartwarder's kiss is that it also dazes the subject for one round.
Voice of a Siren: At 6th level, a heartwarder's voice is so enticing that she weakens the ability of opponents to resist her spells. She gains the Spell Penetration feat.
Fey Metamorphosis: At 10th level, a heartwarder is so attuned to the forces of natural beauty that she transcends mortal definitions of beauty. She gains the low-light vision ability and becomes immune to charm and dominate.

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15 Knight of Tierdrial on Sat Oct 30, 2010 9:50 am

Knight of Tierdrial
PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 10 levels.
Knights of Tierdrial study the martial and mystical arts with equal fervor, seeking to find a graceful balance between blade and spell. The knight of Tierdrial takes pride in her ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies. Though few in number, the knights of Tierdrial uphold the honor of their fallen nation.
Knights of Tierdrial split their time between physical training to become better soldiers and mystical study to learn more powerful spells or invocations. They tend to be driven individuals, because simultaneously perfecting their spellcasting and combat prowess requires immense time and effort. They are drawn from all walks of life including the divine, the arcane, and those who invoke the power of greater beings. Sorcerers and Wizards are excluded from joining the order due to the time their studies take and their general lack of martial aptitude.
Requirements:
BAB: +4
Feats: Spellcasting Prodigy, Dodge, and Martial Weapon proficiency or Bard Weapon proficiency.
Skills: Concentration 2, Lore 8, Tumble 2.
Class Features:
HD: d8
BAB: High
High Saves: Fort, Will
Weapon and Armor proficiency: None
Skill points: 2 + Int modifier
Class Skills: Concentration, Craft Armor, Craft Weapon, Diplomacy, Heal, Intimidate, Lore, Parry, Perform, Spellcraft, Tumble, and Use Magic Device.
Class Abilities:
Level 1: Spellcasting Progression, Skill Focus (Lore)
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:
Level 10:
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in any spellcasting class to which you belonged before adding the prestige class level except for the Sorcerer and Wizard. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a knight of Tierdrial, you must decide which class to progress in.
Available spellcasting progression choices include: Assassin, Avenger, Bard, Blackguard, Cleric, Druid, Favored Soul, Paladin, Ranger, Spirit Shaman, and Warlock.
Special Notes: Warlocks progress with their eldritch blast as well as invocations. Assassin, Avenger, and Blackguard spellbooks cap at level 10 for spells known but caster level continues to 20.
This PrC will default to off for the MP versions.

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16 Lyric Thaumaturge on Sat Oct 30, 2010 9:51 am

Lyric Thaumaturge
PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 10 levels.
The lyric thaumaturge understands better than most how the natural harmonics of the universe pervade all things. Music might be its most pleasing form, but magical energy has harmonics of its own. The lyric thaumaturge has learned to make her magic and her music resonate into harmonic chords that enhance the effects of both.
Requirements:
Arcane Spell Level 2
Bardic Music 5/day
Feat: Melodic Casting
Skills: Lore 6, Perform 9, Spellcraft 6
Class Features:
Hit Die: d6
Base Attack Bonus: Medium.
High Saves: Reflex, Will.
Weapon Proficiencies: None.
Armor Proficiencies: None.
Skill Points: 4 + Int modifier.
Class Skills: Bluff, Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Lore, Perform, Spellcraft, and Use Magic Device.
Class Abilities
Spellcasting: At each lyric thaumaturge level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in her bard class.
Bardic Music: A lyric thaumaturge adds her lyrist level to her bard level to determine the number of times per day she can use her bardic music and the power of those abilities. She does not gain new songs for gaining lyric thaumaturge levels.
Bonus Spells: Your knowledge of magic grants you the ability to cast more spells than the average bard. At 1st level, you gain one additional 1st-level and 2nd-level bard spell slot. At 4th level, you gain one additional 3rd-level and 4th-level bard spell slot. At 7th level, you gain one additional 5th-level spell slot.
Clap of Thunder: At 2nd level, you gain Clap of Thunder as a bonus feat.
Sonic Might: Beginning at 5th level, you can expend a use of bardic music to add 1d6 points of sonic damage per spell level to any spell with the sonic descriptor for a number of rounds equal to your lyric thaumaturge level.
Practiced Spellcaster: At 10th level, you gain Practiced Spellcaster (Bard) as a bonus feat.
New Feat (required to take the class)
Melodic Casting
Type: General
Prerequisite: Perform 4, Spellcraft 4, bardic music 1/day
Benefit: You gain a bonus to Concentration checks (equal to the difference) if your Perform is greater than your Concentration skill.
<i>You can weave your music and magic together into a single perfect voice

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17 Stormsinger on Sat Oct 30, 2010 9:52 am

Stormsinger
PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 10 levels.
The stormsingers have learned secret methods of harnessing the magic powers of music to influence and control the weather.
The music used by stormsingers to control the weather derives from a specific form of bardic music; as a result all stormsingers have at least a little bit of training as bards. Many of them are actually multiclass bard/druids, although bard/clerics and bard/sorcerers make excellent stormsingers as well. They depend upon their sharp wits and ability to control weather for protection, so it is fairly unusual to encounter a stormsinger with any levels of fighter or similar classes.
Requirements:
Skills: Concentration 8, Lore 8, Perform 8, Spellcraft 4
Feats: Bardic Song
Class Features:
Hit Die: d6
Base Attack Bonus: Low.
High Saves: Reflex, Will.
Weapon Proficiencies: None.
Armor Proficiencies: None.
Skill Points: 4 + Int modifier.
Class Skills: Craft Weapon, Craft Armor, Concentration, Diplomacy, Listen, Lore, Perform, Spellcraft, Spot, Survival.
Class Abilities:
Level 1: Stormsong (gust of wind), Spellcasting Progression
Level 2: Stormpower
Level 3: Stormsong (thunderstrike)
Level 4: Resistance to electricity 5
Level 5: Stormsong (call lightning)
Level 6: Resistance to electricity 10
Level 7: Stormsong (winter's ballad)
Level 8: Resistance to electricity 15
Level 9: Stormsong (great thunderstrike)
Level 10: Stormsong (storm of vengeance)
Spellcasting Progression: At each stormsinger level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane or divine spellcasting class she belonged to before adding the prestige class. If a character had more than one spellcasting class before becoming a stormsinger, she must decide which class she increases when she gains a level.
Bardic Music: A stormsinger's class level stacks with any levels of bard she has for purposes of determining the number of times per day she may use bardic music and the effects of all bardic music. Many of the stormsinger's high-level abilities require her bardic music as well. When a stormsinger uses her bardic music ability to create a stormsong effect (see below), it counts as one (or more) uses of her bardic music for the day. Stormsinger levels do not stack with bard levels for determining which songs a bard has access to.
Stormsong: The stormsinger can use her bardic music ability to create various storm-related effects in addition to the normal uses of bardic music.
Gust of Wind: A stormsinger of 1st level or higher with 9 or more ranks in Perform can use bardic music to generate a gust of wind, as the spell of the same name. Her caster level is equal to her ranks in Perform, with a maximum caster level of 30th.
Thunderstrike: At 3rd level, a stormsinger with 11 or more ranks in Perform can use bardic music to unleash a deadly thunderbolt. The bolt can be targeted at any one creature within 60 feet, and the stormsinger must make a successful ranged touch attack to hit the target. If she hits, the stormsinger then makes a Perform check; the result indicates how much electricity damage the thunderbolt deals (double on a critical hit). A Reflex save (DC10 + stormsinger's class level + Cha modifier) halves the damage. If the creature fails its Reflex save, it must make a Fortitude save (same DC) or be deafened for a number of rounds equal to the damage dealt.
Call Lightning: A stormsinger of 5th level or higher with 13 or more ranks in Perform can use bardic music to generate a Call Lightning effect, as the spell of the same name. Her caster level is equal to her ranks in Perform, with a maximum caster level of 30th.
Winter's Ballad: A stormsinger of 7th level or higher with 15 or more ranks in Perform can use bardic music to generate a Greater Call Lightning effect, as the spell of the same name. Her caster level is equal to her ranks in Perform, with a maximum caster level of 30th.
Great Thunderstrike: At 9th level, a stormsinger with 17 or more ranks in Perform can use bardic music to unleash a terrible stroke of lightning, bollowed by a deafening clap of thunder. The great thunderstrike affects a line 60 feet long from the stormsinger. The stormsinger makes a Perform check; the results indicate how much electricity damage the great thunderstrike deals (double on a critical). A Reflex save (DC10 + stormsinger's class level + Cha modifier) halves the damage. If the creature fails its Reflex save, it must make a Fortitude save (same DC) or take an additional 2d6 points of sonic damage and be permanently deafened.
The great thunderstrike is very strenuous, and uses up two of the stormsinger's bardic music uses for the day.
Storm of Vengeance: At 10th level, a stormsinger with 18 or more ranks in Perform can use bardic music to cause a storm of vengeance, as the spell of the same name (DC 10 + stormsinger's class level + Cha modifier). Her caster level is equal to her ranks in Perform, with a maximum caster level of 35th. This potent ability is quite exhausting to use;, each time it is activated, the stormsinger uses four of her bardic music uses for the day.
Stormpower: At 2nd level, a stormsinger gains a +2 bonus on Perform checks to use her stormsong powers and adds a +2 bonus to her caster level with stormsong powers.
Resistance to Electricity: At 4th level, a stormsinger gains resistance to electricity 5. This increases to resistance to electricity 10 at 6th, and resistance to electricity 15 at 8th.

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18 Swiftblade on Sat Oct 30, 2010 9:54 am

Swiftblade
PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 10 levels.
While sorcerers and wizards consider haste one of many spells in their repertoire, swiftblades covet haste above all others. As a swiftblade, your arcane-assisted speed combined with melee skill can turn your first strike into a deadly assault. Swiftblades discover unconventional ways to utilize the haste spell, permanently augmenting their speed and fusing complimentary spell effects into each casting. In a very real sense, swiftblades bond to their chosen spell until the two become immutable.
The swiftblade is an excellent choice for martially-orientated arcane spellcasters. Although the swiftblade requires spellcasting compromises, it does empower the character with the ability to switch between melee and spell combat. When compared to more studious arcane practitioners, swiftblades are better able to survive encounters after all their spells have been used for the day. This allows the members of this prestige class to fill multiple rolls within an adventuring party.
While most swiftblades are resolved to lives of danger and excitement, some darker members of this prestige class resort to working as assassins. It's also not uncommon to find swiftblades among rangers and scouts, as they are well suited to skirmish warfare.
Requirements:
Skills: Concentration 6 ranks, Spellcraft 6 ranks
BAB: +3
Feats: Dodge, Mobility
Martial weapon proficiency from Bard Weapon Proficiency, Elf Weapon Proficiency, or Martial Weapon Proficiency
Arcane Casting Level 3
Class Features:
HD: d6
BAB: High
High Saves: Reflex, Will
Weapon and Armor proficiency: None.
Skill points: 4 + Int modifier
Class Skills: Bluff, Craft Weapon, Craft Armor, Craft Alchemy, Concentration, Diplomacy, Listen, Lore, Parry, Spellcraft, Spot, Tumble.
Class Abilities:
Level 1: Bonus Feat: Spring Attack, Swift Surge (+1 AB, +1 Dodge AC, +1 Reflex Save), Arcane Spellcasting Progression
Level 2: Blurred Alacrity
Level 3: Residual Celerity
Level 4: Arcane Reflexes
Level 5: Evasive Celerity
Level 6: Fortified Hustle
Level 7: Bonus Feat: Uncanny Dodge, Swift Surge (+2 AB, +2 Dodge AC, +2 Reflex Save, +d6 damage)
Level 8: Diligent Rapidity
Level 9: Perpetual Celerity
Level 10: Innervated Speed, Swift Surge (+2 AB, +2 Dodge AC, +2 Reflex Save, +2d6 damage)
Arcane Spellcasting Progression: At levels 2,3,5,6,8, and 9 you gain new spells per day and an increase in caster level (and spells known) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. If you had more than one arcane spellcasting class before becoming a swiftblade, you must decide which class gains the increased casting ability.
Spring Attack: At 1st level you gain the bonus feat Spring Attack.
Swift Surge: Your body is augmented with the residual energy of previous haste castings. You gain a +1 bonus on attack rolls, a +1 dodge bonus to AC, and a +1 bonus to Reflex saves. At 7th level, these bonuses increase to +2 and you deal an extra 1d6 points of damage. At 10th level you gain 2d6 points of bonus damage. These bonuses stack with the bonuses gained from the haste spell.
Blurred Alacrity: At 2nd level, your understanding of the haste spell makes you difficult to target with melee and ranged attacks. While under the effect of a haste spell that you cast yourself, you gain concealment (20% miss chance). This miss chance increases by 10% at 3rd, 4th, and 5th level. The effect of this ability does not stack with blur, displacement, or similar spell effects.
Residual Celerity: At 3rd level, your body retains more of the energy imbued by the haste spell allowing it to last longer. When casting the haste spell on yourself the duration is doubled (quadrupled if the metamagic extend is used).
Arcane Reflexes: At 4th level, you infuse the energy of previous haste castings into your natural reaction time. This grants the bonus feat Improved Initiative.
Evasive Celerity: At 5th level, your knowledge of the haste spell makes you difficult to target with spells. While under the effect of a haste spell that you cast yourself, you gain a Spell Resistance equal to 10 + character level. The effect of this ability does not stack with other effects that grant spell resistance.
Fortified Hustle: At 6th level, you learn how to intuitively absorb the haste spell into your body. While under the effect of a haste spell that you cast yourself, the effect becomes extraordinary rather than a normal spell effect, and therefore cannot be dispelled by any means.
Uncanny Dodge: At 7th level you gain the bonus feat Uncanny Dodge.
Diligent Rapidity: At 8th level, you automatically overcome magic and mundane obstacles with the haste spell. While under the effect of a haste spell that you cast yourself, you can move and attack normally, even under the influence of magic that usually impedes movement, as the freedom of movement spell.
Perpetual Celerity: At 9th level, the haste spell lingers even longer in your body before it dissipates. When casting the haste spell on yourself the duration is tripled (6x if the metamagic extend is used).
Innervated Speed: At 10th level, your mastery of the haste spell seems to bring the world around you to a standstill. This effect is comparable to the slow spell with a 100' radius effect and lasting 10 rounds. This burst of speed is available for use once every five minutes. The DC of the ability is 19 + the higher of your Int or Cha modifier.

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19 Arcane scholar on Sun Oct 31, 2010 12:02 am



Arcane Scholars seek to raise the study of magic to the level of an academic discipline. Their interest is not in researching new spells or finding more specialized uses for their craft, but in understanding the fundamental processes of magic and the inner workings of the Weave, which is the fabric that underlies all magic.
The first Arcane Scholars emerged from the dusty libraries of Candlekeep, where they pored through the writings of a thousand long-dead mages, seeking the unifying principles that underlie all magic. But even the archives of Candlekeep have their limits, and not all practitioners of magic have the means or desire to record their experiences with the Art. So Arcane Scholars dispersed into the wider world, observing and recording all the various expressions of magic they could find. Their tradition has gradually spread, and some mages who have never set foot in Candlekeep have adopted their disciplined and systematic approach to magic.
By gaining a deeper understanding of magic, and by discerning its underlying principles, arcane scholars become specialists in metamagic. Their spells are more powerful, last longer and can be cast more quickly than those of their peers. Arcane Scholars have also become especially adept at explaining the workings of magic to ordinary folk. Those who travel with Arcane Scholars gain the benefit of their considerable knowledge and are better able to avoid hostile magic.
Arcane Scholars do not limit themselves to studying particular sorts of arcane magic. To truly understand the Art, they believe that one must understand all its expressions. Thus all arcane casters are equally welcome to join their fellowship. Indeed, the insights of sorcerers and bards are particularly prized by Arcane Scholars, as such casters rarely have the patience to discuss the deeper workings of magic.
Requirements Edit
Skills: Spellcraft 8 ranks
Feats: Empower Spell, Skill Focus (Concentration), Skill Focus (Spellcraft)
Spellcasting: Able to cast 3rd-level arcane spells.
Class Features Edit
Hit die: d4

Proficiencies: None
Skill points: 2 + Int modifier

Class skills: Appraise, Concentration, Craft Alchemy, Craft Armor, Diplomacy, Lore, Search, Spellcraft

Base attack bonus progression: Low

Saving throws
high: Will

low: Fortitude, Reflex

 Spells Per Day/Spells Known: When a new Arcane Scholar level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever arcane spellcasting class gave him access to 3rd-level arcane spells. If the character has more than one applicable arcane spellcasting class, he must pick one to improve.
Class Progression Edit
Level Features Gained
1 Maximize Spell

2 Spell Knowledge + 1

3 Improved Empower Spell

4 -
5 Quicken Spell

6 -
7 Improved Maximize Spell

8 Spell Knowledge + 2

9 -
10 Improved Quicken Spell


Bonus Feats Edit
 Spell Knowledge: At 2nd Level, the Arcane Scholar and any party members gain a +1 bonus to their saves versus spells. This bonus increases to +2 at 8th level.
Note: as of patch 1.23, Spell Knowledge is bugged and does nothing.
 Improved Empower Spell: At 3rd level, the Arcane Scholar becomes especially adept at empowering spells. Empowered spells now only use a spell slot one level higher than the spell's actual level.
 Improved Maximize Spell: At 7th level, the Arcane Scholar becomes especially adept at maximizing spells. Maximized spells now only use up a spell slot two levels higher than the spell's actual level.
 Improved Quicken Spell: At 10th level, the Arcane Scholar becomes especially adept at quickening spells. Quickened spells now only use up a spell slot three levels higher than the spell's actual level.

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20 Red Wizard on Sun Oct 31, 2010 12:03 am



The Red Wizards are the masters of Thay, the conquerors of that land’s native Rashemi, and the would-be magical overlords of Faerûn. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings.
Early in their careers, would-be Red Wizards specialize in a school of magic. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning (such as combat or divine magic).
Requirements Edit
Race: Human
Alignment: Any non-good
Skills: Spellcraft 8 ranks
Feats: Spell Penetration, Greater Spell Penetration, one metamagic or Item creation feat (other than Scribe Scroll)
Spellcasting: Specialist Wizard, able to cast 3rd-level arcane spells
Class Features Edit
Hit die: d4

Proficiencies: None
Skill points: 2 + Int modifier

Class skills: Bluff, Concentration, Craft alchemy, Intimidate, Lore, Spellcraft

Base attack bonus progression: Low

Saving throws
high: Will

low: Fortitude, Reflex


 Spells Per Day/Spells Known: When a new Red Wizard level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in Wizard.
 Enhanced Specialization: Upon becoming a Red Wizard, the character becomes even more skilled at casting spells from his chosen school of specialization - gaining +1 to DC for spells requiring a save and +1 to attempts to penetrate spell resistance. Red Wizards also lose the ability to learn new spells and use scrolls from a second prohibited school of magic (already known spells are not lost, however).
 Note: Although the description of this feat implies that the +1 bonus to DC is only for spells from the chosen school of Specialization, the +1 bonus to DC is actually applied to ALL of the Red Wizard's spells (it does not, however, affect the DC of Epic Spells from any school). It is unknown if the same goes for the +1 bonus to spell penetration.
 This second prohibited school depends upon the Red Wizard's specialization school:
 Abjuration, Conjuration, Evocation, Necromancy, Transmutation: lose Illusion
 Divination: lose Enchantment
 Enchantment, Illusion: lose Abjuration
 Specialist Defense: A Red Wizard gains a bonus to defending against spells from his specialist school. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 7th level, and +4 at 9th level.
 Spell Power: At 2nd level, The Red Wizard's effective caster level for determining level-dependent variable checks for spells is increased by +1. This bonus increases by +1 every even-numbered Red Wizard level, to a maximum of +5 at 10th level.
 Note: Although not specified in the feat description, this bonus only applies to spells from the chosen school of Specialization. This includes any Epic Spells from the chosen school.
 Note: Because spell-save DC is raised by +1 for every 3 caster levels over 20, this feat has the potential to raise the DC of spells from the chosen school of Specialization by an additional +1 or +2 points (e.g. a Wizard 7 / Red Wizard 10 with Practiced Spellcaster: Wizard casting spells from his chosen school of Specialization would be benefiting as a 26th-level caster, and would thus receive an Epic Bonus of +2 to his spell-save DC).
 Wizard Bonus Feat: Red Wizards gain a bonus metamagic or item creation feat at levels 5 and 10

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21 Hellfire Warlock on Sun Oct 31, 2010 12:08 am


The hellfire warlocks are a secretive group of specialist warlocks who have mastered hellfire, a dangerous energy found only in the Nine Hells. By tapping into this infernal power, these characters learn to infuse their eldritch blasts and magic items that they wield with the dark power of hellfire.
A character can achieve a maximum of 3 levels in the Hellfire warlock prestige class.
Requirements Edit
Skills: Intimidate 6, Lore 12, Spellcraft 6
Spellcasting: Must have Brimstone Blast or Hellrime Blast
Class features progression Edit
Hit die: d6

Proficiencies: None
Skill points: 2 + Int modifier

Class skills: Concentration, Intimidate, Lore, Spellcraft, Use Magic Device

Base attack bonus progression: Medium

Saving throws
high: Will

low: Reflex, Fortitude


Additional progressions
Level Features gained
1 Hellfire Blast +2d6

2 Hellfire Blast +4d6, Summon Baatezu, Resistance to Fire 10

3 Hellfire Blast +6d6, Hellfire Shield


Invocations Edit
At each level, you gain new invocations known and an increase in invoker level as if you had also gained a level in the warlock class. You do not, however, gain any other benefit a character of that class would have gained.
Hellfire Blast Edit
Whenever you use your Eldritch blast ability, you can change your Eldritch blast into a hellfire blast. A hellfire blast deals your normal Eldritch blast damage plus an extra 2d6 points of damage per class level. If your blast hits multiple targets (for example, the Eldritch chain or Eldritch cone blast shape invocations), each target takes the extra damage. This damage is not fire damage. Hellfire burns hotter than any normal fire.
Each time you use this ability, you take 1 point of Constitution damage. Supposedly, because the diabolical forces behind the power of Hellfire demand part of your essence in exchange for this granted power. If you do not have a Constitution score or are somehow immune to Constitution damage, the ability remains usable.
Resistance to Fire Edit
At 2nd level, you gain resistance to fire 10. This resistance stacks with any resistance to fire you have gained from warlock class levels.
Summon Baatezu Edit
Once per day, the Hellfire Warlock can randomly summon a Baatezu from the Nine Hells to fight for the party. Control of the Baatezu lasts for a number of rounds equal to 1 round per hellfire warlock level + 1d8 + their Charisma bonus. When the ability expires, the caster loses dominance over the Baatezu - which can have disastrous consequences, as devils typically despise being bothered by lesser beings. The caster is advised not to leave this up to chance, and dispel this summons before this time is up, sending the Baatezu back to the Nine Hells - though the devil might not attack, this method is the only certain way of avoiding a violent confrontation with the angry creature.
Hellfire Shield Edit
You can call up hellfire to surround yourself with a protective barrier. Whenever someone directs a melee attack against you, you can, as an immediate action, aim a blast of hellfire at that creature. This blast deals damage equal to your eldritch blast (including bonus damage from the hellfire blast ability). This blast automatically strikes the target, which can attempt a Reflex saving throw for half damage (DC 10 + 1/2 your character level + your Cha modifier).
Each time you use this ability, you take 1 point of Constitution damage. Supposedly, because the diabolical forces behind the power of hellfire demand part of your essence in exchange for this granted power. If you do not have a Constitution score or are somehow immune to Constitution damage, the ability remains usable.

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