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Rogue Prestige Classes

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1 Rogue Prestige Classes on Sun Oct 31, 2010 12:56 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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2 Assassin on Sun Oct 31, 2010 12:58 am

Assassin

(PRESTIGE CLASS)

The assassin is the master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their training in anatomy, stealth, poison, and the dark arts allows them to carry out missions of death with shocking, terrifying precision. Most rogues, monks, and bards who choose this class become examples of the classic assassin, skulking in the shadows with a blade carrying certain death. Fighters, ex-paladins, rangers, druids, and barbarians operate as warrior-assassins with as much ability to kill in combat as from the shadows. Sorcerers, wizards, and clerics may be the most terrifying assassins of all, for with their spells they can infiltrate and slay with even greater impunity.

Requirements:
• Alignment: Any evil.
• Skills: Hide 8 ranks, Move Silently 8 ranks.

Class Features:
• Hit Die: d6
• Base Attack Bonus: Medium
• High Saves: Reflex
• Weapon Proficiencies: Simple weapons.
• Armor Proficiencies: Light armor.
• Skill Points: 4 + Int modifier.
• Class Skills: Bluff, Craft Alchemy, Craft Trap, Craft Weapon, Diplomacy, Disable Device, Hide, Intimidate, Listen, Move silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spot, Tumble, Use Magic Device.
• Death Attack: At 1st level, the assassin can make a special sneak attack called a death attack. This functions exactly like the rogue’s sneak attack ability except that the attack has a chance of paralyzing the target. The assassin’s death attack inflicts an extra 1d6 points of damage. This bonus rises to +2d6 at 3rd level, +3d6 at 5th level, +4d6 at 7th level, and +5d6 at 9th level.
• Poison Resistance: The assassin’s expertise with deadly toxins gives him an unnatural resistance to poisons of all types. The assassin gains a +1 bonus on Fortitude saves against poison at 2nd level. This bonus increases to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level.
• Uncanny Dodge: At 2nd level the assassin retains his Dexterity bonus to AC even when caught flat-footed.
• Improved Uncanny Dodge: At 5th level, the assassin can no longer be sneak attacked except by a rogue 4 or more levels higher than him.
• Hide in Plain Sight: At 8th level, the assassin may enter stealth mode even while being observed.
• Spells: At 2nd level, the assassin gains the ability to cast ghostly visage once per day. At 5th level, the assassin gains the ability to cast darkness once per day. At 6th level the assassin gains the ability to cast Invisibility once per day. At 9th level the assassin gains the ability to cast Improved Invisibility once per day.


Assasin's spellbook upgrade had been implemented
http://nwn2customcontent.wikidot.com/assassin

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3 Duelist on Sun Oct 31, 2010 1:03 am

Duelist

(PRESTIGE CLASS)

The duelist is a nimble, intelligence fighter trained in making precise attacks with light weapons, such as the rapier. She always takes full advantage of her quick reflexes and wits in a fight. Rather than wearing bulky armor; a duelist feels the best way to protect herself is not to get hit at all. Duelists are most often fighters or rangers, but almost as often rogues or bards. Wizards, sorcerers, and monks make surprisingly good duelists due to those classes’ lack of reliance on armor.

Requirements:
• Base Attack Bonus: +6
• Skills: Parry 5 ranks, Tumble 5 ranks.
• Feats: Dodge, Mobility, Weapon Finesse.


Class Features:
• Hit Die: d10
• Base Attack Bonus: High
• High Saves: Reflex
• Weapon Proficiencies: Simple and martial weapons.
• Armor Proficiencies: None.
• Skill Points: 4 + Int modifier
• Class Skills: Bluff, Craft Weapon, Discipline, Listen, Parry, Spot, Taunt, and Tumble
• Canny Defense: When not wearing armor or using a shield, the duelist adds her Intelligence bonus to her AC, with a maximum bonus equal to her Duelist level.
• Improved Reaction: At 2nd level, the duelist can improve her speed and reaction time, triggering the equivalent of the haste spell as if cast by a sorcerer of the duelist’s class level. This ability can be used once per day at 2nd level, three times per day at 4th level, four times per day at 6th level, five times per day at 8th level, and 6 times per day at 10th level.
• Enhanced Mobility: At 3rd level, the duelist gains an additional +4 dodge bonus to AC against attacks of opportunity provoked by movement. This bonus stacks with that granted by the Mobility feat.
• Grace: At 4th level, the duelist gains a +2 bonus on Reflex saves.
• Precise Strike: At 5th level, the duelist’s skill and precision allows her to inflict much more grievous wounds than her weapon might suggest. Whenever the duelist attacks with a light or one-handed piercing weapon, she adds 1d6 to her damage. This bonus increases to 2d6 at 10th level.
• Flourish: A 6th-level duelist can make an impressive, flashy attack with a light or one-handed piercing weapon that catcher her foe off guard. This attack deals 2d6 additional points of piercing damage. There is no limit to the number of times per day the duelist may use this ability, but a 30-second “cool down” period is required between uses.
• Elaborate Parry: At 7th level, the duelist masters the art of defense with her blade. Whenever she wields a light or one-handed piercing weapon, she adds her duelist level to Parry checks.
• Deflect Arrows: A 9th level duelist gains Deflect Arrows as a bonus feat.

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4 Shadow Thief of Amn on Sun Oct 31, 2010 1:04 am

Shadow Thief of Amn

(PRESTIGE CLASS)

The organization known as the Shadow Thieves is the largest and most prosperous thieves’ guild in all of the region. Its success is derived from its system of interlocking guilds, each dedicated to the twin goals of profit and power. From the organization’s stronghold in Amn, this series of guilds controls the lion’s share of all criminal operations along the Sword Coast and beyond. As a member of a Shadow Thieves’ guild, a shadow thief of Amn knows only her own minions, her coworkers, and her superior. This web of secrecy preserves the organization, because any members who are captured can sell out only a few others.

Requirements:
• Feats: Stealthy
• Skills: Bluff 3 ranks, Hide 8 ranks, Intimidate 3 ranks, Move Silently 3 ranks.
• Special: Member of the Shadow Thieves of Amn.

Class Features:
• Hit Die: d6
• Base Attack Bonus: Medium.
• High Saves: Reflex.
• Weapon Proficiencies: Simple weapons.
• Armor Proficiencies: Light armor.
• Skill Points: 6 + Int modifier
• Class Skills: Appraise, Bluff, Craft Alchemy, Craft Trap, Craft Weapon, Diplomacy, Disable Device, Intimidate, Listen, Lore, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spot, Taunt, and Tumble.
• Sneak Attacks: Starting at 1st level, the shadow thief gets the sneak attack ability at +1d6 damage. This is the same as the Rogue ability of the same name, and its effects stack with that ability. This ability increases by +1d6 at 3rd and 5th level.
• Doublespeak: At 1st level, the shadow thief gets a +2 bonus on all Bluff and Diplomacy checks.
• Bonus Feat: At 2nd and 4th level the shadow thief gets a bonus feat. This feat can be: Alertness, Blind-Fight, Combat Expertise, Feint, Lightning Reflexes, Nimble Fingers, Skill Focus, Silent Spell, Still Spell, Track, Weapon Finesse, and Weapon Focus.
• Uncanny Dodge: At 2nd level the shadow thief retains her Dexterity bonus to AC even when caught flat-footed.
• Reputation: At 3rd level, the shadow thief gets a 10% discount from all merchants and an additional +2 bonus on all bluff, Intimidate, and Diplomacy checks because of her reputation.
• Improved Uncanny Dodge: At 5th level, the shadow thief can no longer be sneak attacked except by a character with 4 more total levels in classes that grant sneak attacks than the shadow thief’s level.

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5 Shadowdancer on Sun Oct 31, 2010 1:05 am



(PRESTIGE CLASS)

Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met. Rogues, bards, and monks make excellent shadowdancers. Fighters, barbarians, rangers, and paladins also find that shadowdancer abilities allow them to strike at their opponents with surprise and skill. Wizard, sorcerer, cleric, and druid shadowdancers employ the defensive capabilities inherent in the prestige class to allow them to cast their spells from safety and move away quickly. Despite their link with shadow and trickery, shadowdancers are as often good as evil.

Requirements:
• Skills: Move Silently 8 ranks, Hide 10 ranks, Tumble 5 ranks.
• Feats: Dodge, Mobility

Class Features:
• Hit Die: d8
• Base Attack Bonus: Medium
• High Saves: Reflex
• Weapon Proficiencies: Simple weapons.
• Armor Proficiencies: Light armor.
• Skill Points: 6 + Int modifier
• Class Skills: Bluff, Craft Trap, Diplomacy, Hide, Listen, Move Silently, parry, Search, Sleight of Hand, Spot, and Tumble.
• Hide in Plain Sight: At 1st level, a shadowdancer may attempt to enter stealth mode even while being observed. If the attempt fails, the shadowdancer may try again in 15 seconds.
• Darkvision: At 2nd level, the shadowdancer gains darkvision, as the dwarf racial ability.
• Evasion: At 2nd level, whenever a shadowdancer succeeds on a Reflex save against any effect which allows a save for half damage (such as a fireball spell), the shadowdancer takes no damage.
• Uncanny Dodge: At 2nd level, the shadowdancer always retains his Dexterity bonus to AC,e ven if caught flat-footed.
• Summon Shadow: Once per day, a 3rd-level shadowdancer can use summon shadow as a spell-like ability.
• Shadow Daze: Once per day the shadowdancer may inflict an illusory daze upon a target. This daze lasts for 5 rounds.
• Defensive Roll: At 5th level, when a shadowdancer suffers damage from an attack that would put her below 1 hit point, she may make a Reflex save to suffer only half damage. This ability is used automatically, but only works once per day.
• Improved Uncanny Dodge: A 5th-level shadowdancer cannot be sneak attacked except by a character with four more total levels in classes that grant sneak attacks than her character level.
• Slippery Mind: At 7th level, the shadowdancer becomes so cunning and elusive that even her mind is hard to pin down. Whenever the shadowdancer fails a saving throw against an enchantment spell or effect, she may immediately reroll the saving throw once, keeping the better of the two results.
• Improved Evasion: At 10th level, the shadowdancer’s evasion ability improves. Now she takes only half damage even on failed Reflex saves.

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6 Invisible Blade on Sun Oct 31, 2010 1:06 am

Invisible Blade

Invisible Blades are deadly fighters who prefer to use daggers and related weapons in combat. Their training and techniques with these weapons make them just as lethal as any well-armed fighter. Invisible Blades enjoy cultivating misconceptions about the level of danger they present, and they relish any chance to demonstrate that the most unimposing weapons can be the most lethal.
Requirements Edit
Skills: Bluff 8 ranks
Feats: Feint, Two-Weapon Fighting, Weapon Focus in dagger or kukri
Class Features Edit
Hit die: d6

Proficiencies: None
Skill points: 4 + Int modifier

Class skills: Bluff, Craft Alchemy, Craft Armor, Craft Weapon, Craft Trap, Hide, Listen, Move Silently, Parry,Perform, Spot, Tumble

Base attack bonus progression: High

Saving throws
high: Reflex

low: Fortitude, Will


Class Progression Edit
Level Features Gained
1 Unfettered Defense, Bleeding Wound 2/round

2 -
3 Bleeding Wound 4/round

4 -
5 Feint Mastery, Bleeding Wound 6/round

Bleeding Wound
At 1st level, when an Invisible Blade hits with a successful sneak attack, he inflicts a bleeding wound that deals 2 points of damage per round for 3 rounds. This damage stacks with previous damage caused by a Bleeding Wound attack. He must be either unarmored or wielding only light weapons in order to inflict a Bleeding Wound. At 3rd level, the damage increases to 4 per round, and at 5th level, it increases to 6 points per round. Each level of Bleeding Wound counts as one die of sneak attack damage for purposes of class and feat prerequisites.
Regardless of the class prerequisites, an Invisible Blade can use any light weapon to cause a bleeding wound (i.e. a handaxe or shortsword can be used, but not a rapier).
Unfettered Defense
An Invisible Blade benefits from an increased survival instinct during combat. Because of this sixth sense, he adds 1 point of his Intelligence bonus (if any) per Invisible Blade level to his Armor Class in addition to any other modifiers he would normally receive. If the Invisible Blade is caught flat-footed, or is otherwise denied his Dexterity modifier to Armor Class, he also loses this bonus. Unfettered Defense functions only when an Invisible Blade is not wearing armor and is not wielding a ranged weapon. This does not stack with Canny Defense from the Duelist.
Feint Mastery
At 5th level, an Invisible Blade armed with a light weapon becomes so sure of his ability to mislead opponents that he cannot roll less than 5 on his Bluff check when using the Feint feat.

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7 Avenger on Sun Oct 31, 2010 1:08 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.
The Order of the Black Flame is the hidden blade of their faith, a secret society of holy slayers devoted to the worship of a dark deity of fire and destruction. Trained in unholy rites, the black flame zealots use stealth, divine magic, and the zeal of fanaticism to destroy those who have given offense to their god. Even great rulers are not above the deity's wrath, since the Order is a sanctioned and respected means for the wealthy and powerful to pursue vendettas.
Clerics and particularly devout rogues or fighters most often become black flame zealots. A small number of the order's members are high-ranking clerics who keep an eye open for fellow devotees who seem like suitable candidates.
Requirements:
Alignment: Any non-chaotic.
Skills: Hide 8 ranks, Move Silently 8 ranks.
Class Features:
Hit Die: d6
Base Attack Bonus: Medium.
High Saves: Reflex.
Weapon Proficiencies: Simple Weapons.
Armor Proficiencies: Light Armor.
Skill Points: 4 + Int modifier.
Class Skills: Bluff, Craft Alchemy, Craft Trap, Craft Weapon, Diplomacy, Disable Device, Hide, Intimidate, Listen, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spot, Tumble, Use Magic.
Class Abilities:
Death Attack: At 1st level, the avenger can make a special sneak attack called a death attack. This ability adds to the rogue's sneak attack ability, adding an extra 1d6 points of damage. This bonus rises to +2d6 at 3rd level, +3d6 at 5th level, +4d6 at 7th level, and +5d6 at 9th level. If used against an opponent not already in combat, a successful Death Attack forces the victim to make a Fortitude save or become paralyzed.
Poison Resistance: The avenger's expertise with deadly toxins gives him an unnatural resistance to poisons of all types. The avenger gains a +1 bonus on Fortitude saves against poison at 2nd level. This bonus increases to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level.
Uncanny Dodge: At 2nd level, the avenger retains his Dexterity bonus to AC even when caught flat-footed.
Improved Uncanny Dodge: At 5th level, the avenger can no longer be sneak attacked except by a rogue 4 or more levels higher than him.
Hide in Plain Sight: At 8th level, the avenger may enter stealth mode even while being observed.
Death Touch: Avengers and Black Flame Zealots gain a death touch ability (1 minute cooldown). This ability takes 2 rounds to cast and rolls 1d6 for each level of Avenger, BFZ, and Assassin and compares that to the target's health. If the roll is higher, the creature dies (if not immune to death magic and crits). This is a replacement ability to make up for the loss of DC on Death Attack (it doesn't account for class levels).
Spells: Assassins now get a number of spellbook feats that cast spells from a subradial set of choices. You gain bonus spells based on your natural Intelligence score.
Ghost Visage now grants access to the following spells (cast from a subradial): Ghost Visage, Sleep, True Strike.
Darkness is now granted at level 4 (instead of 5th) and grants access to the following spells (cast from a subradial): Cat's Grace, Darkness, Fox's Cunning.
Invisibility is now granted at level 6 (instead of 7th) and grants access to the following spells (cast from a subradial): Invisibility, Deep Slumber, False Life, Magic Circle vs Good.
Improved Invisibility is now granted at level 8 (instead of 9th) and grants access to the following spells (cast from a subradial): Improved Invisibility, Freedom of Movement, Poison, and Clairaudience/Clairvoyance.
Level L1 L2 L3 L4
1st 0 — — —
2nd 1 — — —
3rd 2 0 — —
4th 3 1 — —
5th 3 2 0 —
6th 3 3 1 —
7th 3 3 2 0
8th 3 3 3 1
9th 3 3 3 2
10th 3 3 3 3

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8 Black Flame Zealot on Sun Oct 31, 2010 1:08 am

Black Flame Zealot
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 Order of the Black Flame is the hidden blade of their faith, a secret society of holy slayers devoted to the worship of a dark deity of fire and destruction. Trained in unholy rites, the black flame zealots use stealth, divine magic, and the zeal of fanaticism to destroy those who have given offense to their god. Even great rulers are not above the deity's wrath, since the Order is a sanctioned and respected means for the wealthy and powerful to pursue vendettas.
Clerics and particularly devout rogues or fighters most often become black flame zealots. A small number of the order's members are high-ranking clerics who keep an eye open for fellow devotees who seem like suitable candidates.
Requirements:
Alignment: Any nongood.
Spellcasting: Able to cast 2nd level divine spells.
Skills: Hide 8 ranks, Lore 8 ranks, Move Silently 8 ranks.
Feats: Iron Will, 1d6 Sneak Attack damage
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: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Hide, Listen, Lore, Move Silently, Open Lock, Search, Sleight of Hand, Spellcraft, Spot, and Tumble.
Class Abilities:
Divine Spellcasting: At each even-numbered black flame zealot level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level.
Zealous Heart: A black flame zealot is immune to fear, magical or otherwise. Unlike a paladin's aura of courage, this confers no special benefits on his companions. A Black Flame Zealot gains this ability at first level.
Poison Use: At 2nd level, a black flame zealot gains the ability to use poison safely, as the assassin ability.
Death Attack: At 3rd level, the black flame zealot can make a special sneak attack called a death attack. This ability adds to the rogue's sneak attack ability, adding an extra 1d6 points of damage. This bonus rises to +2d6 at 6th level, and +3d6 at 9th level. If used against an opponent not already in combat, a successful Death Attack forces the victim to make a Fortitude save or become paralyzed.
Sacred Flame: Beginning at 7th level, at will, a black flame zealot can command the melee weapons in his possession to burn with a black, deadly fire. The weapons gain the flaming ability, dealing 1d6 points of fire damage per successful attack in addition to its normal weapon damage.
Death Touch: Avengers and Black Flame Zealots gain a death touch ability (1 minute cooldown). This ability takes 2 rounds to cast and rolls 1d6 for each level of Avenger, BFZ, and Assassin and compares that to the target's health. If the roll is higher, the creature dies (if not immune to death magic and crits). This is a replacement ability to make up for the loss of DC on Death Attack (it doesn't account for class levels).

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9 Bladesinger on Sun Oct 31, 2010 1:09 am

Bladesinger
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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10 Child Of Night on Sun Oct 31, 2010 1:10 am


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 3:41 am; edited 1 time in total

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11 Daggerspell Mage on Sun Oct 31, 2010 1:12 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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12 Daggerspell Shaper on Sun Oct 31, 2010 1:13 am

Daggerspell Shaper
In a reclusive monastery in the heart of an ancient forest, a varied group of druids and arcane spellcasters train together. The adherents of this monastery work to perfect a unique fighting and spellcasting style that relies on wielding a pair of daggers at all times. Some of these students - known as daggerspell shapers - blend the fighting style with druid magic, spinning a deadly web of steel in front of them as they perform powerful feats of natural magic, or blending their daggers into the claws and talons of their wild-shaped forms.
Daggerspell shapers see the precise martial powers of their twin-dagger style and their magic as an extension of one powerful philosophy. The shapers seek truth in all things, believing that you can seperate right from wrong and nature from corruption with the clean slice of a blade. Although never numerous, shapers are respected as judges, warriors, and defenders of the weak.
Almost every daggerspell shaper begins her career as a druid, taking a level or two of rogue after a few successful adventures. These individuals are drawn to the exotic fighting style and balanced ideals of the guild. Although most daggerspell shapers are primarily spellcasters, some have more complicated multiclass pathways that include ranger or barbarian levels. These shapers follow all the precepts of the guild, but they are more likely to defend nature with the steel of their daggers than with their spells.
Requirements
Alignment: Any nonevil
Skills: Concentration 8
Feats: Weapon Focus (Dagger), Two-Weapon Fighting, Wild Shape, Sneak Attack 1d6
Class Features
HD: d6
BAB: Medium
High Saves: Reflex, Will
Weapon and Armor proficiency: None
Class Skills: Craft Weapon, Craft Armor, Concentration, Heal, Hide, Listen, Lore, Move Silently, Spellcraft, Spot, Survival, Tumble
Skill points: 6 + Int modifier
Class Abilities
Level 1: Daggercast, Wild Shape (1/day), Spellcasting Progression
Level 2: Dagger claws
Level 3: Sneak Attack +1d6
Level 4: Wild Shape (2/day)
Level 5:
Level 6: Sneak Attack +2d6
Level 7: Wild Shape (3/day)
Level 8:
Level 9: Sneak Attack +3d6
Level 10: Daggerspell flurry, Wild Shape (4/day)
Spellcasting Progression: At each level (starting at level 2), a daggerspell shaper gains new spells per day as if he had also gained a level in a divine spell-casting class to which he belonged before adding the prestige class level.
Daggercast: When making a melee touch attack spell the shaper uses her dagger to deliver the spell, adding her right hand's dagger damage to the spells (base dagger damage plus any enhance bonus). Supported spells are Cause Light Wounds, Cause Moderate Wounds, Cause Serious Wounds, Harm, and the reserve feat Clap of Thunder.
Wild Shape: Wild Shape: Daggerspell shaper class levels stack with druid levels (along with Lion of Talisid and Nature's Warrior) to determine wild shape abilities. A daggerspell shaper gains one additional daily use of her wild shape ability at 1st level, 4th level, 7th level, and 10th level.
Dagger Claws: When a daggerspell shaper of 2nd level or higher uses wild shape, she adds the enhance bonus from the dagger she is holding in her right hand into the natural attacks of her new form.
Daggerspell Flurry: A 10th-level daggerspell shaper can blend spellcasting with a flurry of dagger attacks. When delivering a touch attack spell and wielding daggers, the daggerspell shaper adds each of her dagger's damage (base damage plus any enhance bonus) to the touch spell's damage. This replaces the Daggercast ability by adding both daggers damage instead of the main hand's damage. Supported spells are Cause Light Wounds, Cause Moderate Wounds, Cause Serious Wounds, Harm, and the reserve feat Clap of Thunder. Each dagger's damage is applied separately of the touch spell's affect.

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13 Dark Lantern on Sun Oct 31, 2010 1:15 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.
The Dark Lanterns are spies and assassins and tend to favor intelligence gathering missions in foreign lands. The Dark Lanterns also have an unwritten rule to eliminate any creature that threatens their nation, it's rulers, or its citizens.
Dark Lanterns must be equally good at espionage, combat, and diplomacy, for their missions often require some combination of stealth, swordplay, and seduction. Most Dark Lanterns begin as fighters or rangers before learning the arts of stealth and diplomacy. These Dark Lanterns make ruthless agents and are usually assigned to special strike teams or "shadow work." Bards also make excellent Dark Lanterns; as agents, they tend to be debonair and sophisticated, and they serve well as diplomats and spies.
Requirements:
Base Attack Bonus: +5.
Skills: Bluff 4, Diplomacy 4, Spot 4.
Class Features:
HD: d8
BAB: Medium
High Saves: Ref
Weapon and Armor proficiency: None
Skill points: 4 + Int modifier
Class Skills: Appraise, Bluff, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Hide, Intimidate, Listen, Lore, Move Silently, Open Lock, Perform, Search, Spot, Tumble and Use Magic Device.
Class Abilities:
Level 1: Citadel Training
Level 2: Sneak Attack +1d6
Level 3:
Level 4: Sneak Attack +2d6
Level 5: Skill Mastery
Level 6: Sneak Attack +3d6
Level 7: Slippery Mind
Level 8: Sneak Attack +4d6
Level 9: Hide in Plain Sight
Level 10: Sneak Attack +5d6
Citadel Training: At 1st level, you gain a +2 insight bonus for the Diplomacy and Search skills.
Skill Mastery: At 5th level, you become so certain in the use of particular skills that you can use them reliably even under adverse conditions. You gain the skill focus feats with the following skills: Disable Device, Open Lock, and Search.

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14 Dervish on Sun Oct 31, 2010 1:16 am

PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.
Wild, exotic, and as dangerous as her whirling blades, the dervish epitomizes speed, quickness, and abandon. Her motions appear to be as random as they are graceful, but the steps of her lethal dance play out according to their own rhythm.
Nearly all dervishes belong to nomadic cultures. These nomads are not simple wanderers with no roots to call their own - they have their ancient traditions, and their societies simply do not consider permanent settlements an important part of their nature. They are gypsies, keeping their own traditions and forging their own familial and societal bonds while they move throughout the world. Often, these tribes adopt the attitudes and even some of the laws of the lands they live in - for the sake of expedience, if nothing else. The dervish treats fighting styles the same way. A dervish learns the dance of war as she grows up among her family and her tribe. She watches others as she travels, however, and brings new steps to the dance as she goes.
Fighters, rangers, and monks often take up the role of the dervish. Many paladins look at the wildness of the dance and assume it has some roots in chaos, but those who look past the seeming randomness can find things to learn. Barbarians seldom choose to learn the ways of the dance - the dervish depends on subtlety more than brute force. The way of the dervish has been known to appeal to some druids, bards, and even sorcerers - those who wish to learn a type of fighting that does not rely on heavy arms or armor find the class interesting.
Requirements:
Skills: Perform 3, Tumble 3
Feats: Combat Expertise, Dodge, Mobility, Weapon Focus (any slashing melee weapon)
BAB: +5
Class Features:
Hit Die: d10
Base Attack Bonus: High.
High Saves: Reflex, Will.
Weapon Proficiencies: None.
Armor Proficiencies: None.
Skill Points: 4 + Int modifier.
Class Skills: Bluff, Craft Weapon, Craft Armor, Listen, Lore, Perform, and Tumble.
Class Abilities
Level 1: AC Bonus (+1), Dervish Dance 1/day, Skill Focus (Tumble)
Level 2: Bonus Feat: Dash
Level 3: Spring Attack, Dervish Dance 2/day
Level 4: Dance of Death
Level 5: AC Bonus (+2), Dervish Dance 3/day
Level 6: Improved Initiative
Level 7: Defensive Parry, Dervish Dance 4/day
Level 8:
Level 9: AC Bonus (+3), Tireless dance, Dervish Dance 5/day
Level 10: A Thousand Cuts
AC Bonus: At 1st level, a dervish gains a +1 dodge bonus to AC. This bonus improves to +2 at 5th level and +3 at 9th level.
A dervish gains this bonus to Armor Class as long as she is wearing no armor or light armor and not carrying a shield. She loses this bonus when she is immobilized or helpless, when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.
Dervish Dance: A dervish can become a whirling dancer of death a certain number of times per day. She gains a bonus on her attack and damage rolls; +1 at 1st level, and it increases by an extra +1 at every odd-numbered level thereafter.
A dervish may only perform a dervish dance while wielding a slashing weapon (she may use multiple weapons only if both weapons are of the slashing type). She cannot perform a dervish dance in any armor heavier than light or if she is using a shield.
A dervish dance lasts 1 round for every 2 ranks of Perform that the character has. At the end of a dervish dance, the character becomes fatigued for 1 minute (unless she is a 9th-level dervish, at which point this limitation no longer applies).
Fatigue causes a -2 penalty to Strength and Dexterity as well as a 10% movement speed reduction.
Dance of Death: At 4th level, a dervish gains the benefit of the Cleave feat while performing a dervish dance, even if she does not meet the prerequisites for the feat. At 10th level this improves to Great Cleave.
Defensive Parry: When she attains 7th level, a dervish gains an extra +4 bonus to Dodge Armor Class when she chooses to fight defensively (Combat Expertise or Improved Combat Expertise is activated).
Tireless Dance: When a dervish reaches 9th level, the character no longer becomes fatigued at the end of a dervish dance.
A Thousand Cuts: When a dervish reaches 10th level, once per day she gains a +2d6 slashing damage bonus on her attacks for 6 seconds.

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15 Divine Seeker on Sun Oct 31, 2010 1:18 am


PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 5 levels.
Even the gods have need of secrecy from time to time. When stealth and discretion are more suitable for a given task than combat prowess or holy spells, the divine seeker steps in to perform missions for her deity. Depending on the church to which she belongs, a divine seeker might be called upon to retrieve a holy relic from lands controlled by enemies of the church, covertly spy upon the priests of a rival faith, or even assassinate heretics who speak out against her deity. Subtlety is the divine seeker's stock in trade, and she can often accomplish her task without the slightest evidence of her church's involvement.
Divine Seekers can come from any character class, but monks, rangers, and rogues are the most common candidates. Barbarians and bards sometimes have enough skills to become divine seekers, but they tend to lack the subtlety necessary for success. Sorcerers and wizards sometimes become divine seekers, but they often have difficulty accumulating the requisite skills.
Requirements:
Feats: Stealthy
Skills: Lore 3 ranks, Hide 8 ranks, Move Silently 10 ranks, Spot 5 ranks.
Class Features:
Hit Die: d6
Base Attack Bonus: Medium.
High Saves: Reflex, Will.
Weapon Proficiencies: Simple weapons.
Armor Proficiencies: Light armor.
Skill Points: 4 + Int modifier.
Class Skills: Craft Alchemy, Craft Armor, Craft Traps, Craft Weapon, Diplomacy, Disable Device, Hide, Listen, Lore, Move Silently, Search, Spot, and Survival.
Class Abilities:
Level 1: Sacred Stealth, Skill Focus (Disable Device), Skill Focus (Search)
Level 2: Sacred Defense +1, Sneak Attack 1d6
Level 3: Trapfinding, Trapsense +1
Level 4: Sacred Defense +2, Divine Perserverance
Level 5: Sneak Attack 2d6, Trapsense +2
Sacred Stealth: The divine seeker can call upon her deity's power to shield her from prying eyes and ears. As a standard action, she can grant herself a +10 sacred bonus (or profane bonus, if her patron deity is evil) on Hide and Move Silently checks. This benefit lasts for a number of minutes equal to her Charisma modifier (minimum 1 minute). This ability is usable once per day.
Trapfinding: Divine Seekers can now use the Disable Device skill to overcome traps with a DC of 20 or more as a Rogue.
Trapsense +1: A level 3 divine seeker gains a +1 bonus on Reflex saves made to avoid traps. This ability improves to +2 at 5th level.
Sacred Defense +1: The divine seeker gains a +1 bonus on all saving throws. This bonus increases to +2 at 4th level.
Divine Perserverance: If a 4th-level or higher divine seeker is brought to -1 hit points or lower, she automatically heals a number of hit points equal to 3d6 + her Charisma bonus (if any). This ability is usable once per day

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16 Dread Commando on Sun Oct 31, 2010 1:19 am


PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 5 levels.
Dread commandos are the elite scouts and strike force of a well-trained mercenary band. They combine stealth with protection, quickly moving through the battlefield even while heavily armored, and they are deadly when they catch an opponent unawares. Dread commandos are called upon when a mission requires an excursion deep into enemy territory and conflict is inevitable.
Most dread commandos begin their adventuring careers as rangers or rogues. Barbarians and fighters make good dread commandos, though they typically multiclass as rangers or rogues to gain the requisite stealth.
Requirements:
BAB: +5
Skills: Hide 6, Move Silently 6
Feats: Dodge, Mobility
Class Features:
Hit Die: d8
Base Attack Bonus: High.
High Saves: Reflex.
Weapon Proficiencies: None.
Armor Proficiencies: None.
Skill Points: 6 + Int modifier.
Class Skills: Bluff, Craft Weapon, Craft Armor, Disable Device, Hide, Listen, Lore, Move Silently, Open Lock, Spot, Tumble.
Class Abilities:
Level 1: Sneak Attack 1d6, Improved Initiative, Team Initiative Bonus
Level 2: Armored Ease 2
Level 3: Sneak Attack 2d6
Level 4: Armored Ease 4, Stealthy Movement
Level 5: Sneak Attack 3d6, Superior Initiative
Team Initiative Bonus
You are skilled at keeping a team organized and ready for danger. All allies within 30 feet gain Improved Initiative. This bonus improves to Superior Initiative at 5th level.
Armored Ease
You learn to adapt your movements to the restrictive nature of armor. Beginning at 2nd level, you gain a +2 bonus to Hide, Move Silently, and Tumble. At 4th level, this bonus increases to 4 points.
Stealthy Movement
You learn to remain quiet and hidden even while mobile. Beginning at 4th level, you gain the Dash feat.

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17 Dread Pirate on Sun Oct 31, 2010 1:20 am

Dread Pirate

Thugs and cutthroats in every port lay claim to the title "pirate," but actually making a fortune through piracy is no easy task. A dread pirate, however, has mastered every aspect of larceny on the high seas.
Some dread pirates accomplish their goals through fear, killing indiscriminately and ruling their ships at rapier-point. Others minimize bloodshed and exhibit a curious sort of chivalry.
A dread pirate's lifestyle is ideal for most rogues, because the job requires a number of skills that other classes don't have the time or inclination to learn.
Requirements:
Alignment: Any nonlawful.
Base Attack Bonus: +4.
Feats: Weapon Finesse.
Skills: Appraise 8, Lore 8.
Class Features:
Hit Die: d8
Base Attack Bonus: High.
High Saves: Ref.
Weapon Proficiencies: All simple and martial.
Armor Proficiencies: Light armor.
Skill Points: 6 + Int modifier.
Class Skills: Appraise, Bluff, Craft Armor, Craft Weapon, Intimidate, Listen, Lore, Perform, Search, Sleight of Hand, Spot, and Tumble.
Class Abilities:
Level 1: Two Weapon Fighting
Level 2: Fearsome Reputation +2
Level 3: Rally the Crew +1
Level 4: Spring Attack
Level 5: Luck of Heroes
Level 6: Fearsome Reputation +4
Level 7: Rally the Crew +2
Level 8: Skill Focus (Tumble)
Level 9: Fight to the Death
Level 10: Fearsome Reputation +6, Leadership
Fearsome Reputation: By the time he attains 2nd level, a dread pirate has developed a reputation on the high seas and gains a +2 bonus on Diplomacy checks. This bonus increases to +4 at 6th level and to +6 at 10th level.
Rally the Crew: Starting at 3rd level, a dread pirate can inspire his allies (including himself) to great bravery in combat once per day. This inspiration grants them a +1 bonus on saving throws against charm and fear effects, a +1 attack bonus, and a +1 bonus on weapon damage rolls. This is an instantly activated ability and lasts for 1 minute per class level. At 7th level, a dread pirate can use this ability twice per day, and the bonus increases to +2.
If a dread pirate has the inspire courage bardic music ability, he adds this bonus whenever he uses the inspire courage ability. For example, an 8th-level bard/3rd-level dread pirate would provide a +3 bonus on attack rolls and weapon damage rolls. Inspire Courage does not gain the benefit of the Fight to the Death ability.
Fight to the Death: At 9th level and higher, a dread pirate can inspire his allies to carry on against tremendous odds. Each ally affected by the dread pirate's rally the crew ability also gains temporary hit points equal to 10 + the dread pirate's Cha bonus (minimum 10), gains a dodge bonus to Armor Class equal to the dread pirate's Cha bonus (minimum +1), and gains a number of bonus hit points equal to their level. These bonuses last for 1 round per dread pirate level.

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18 Elemental Archer on Sun Oct 31, 2010 1:21 am

Elemental Archer
PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 5 levels.
Elemental archers focus on channeling the elemental planes to supplement their combat prowess with ranged or thrown weapons. Through exhaustive training, elemental archers are capable of opening small rifts in one of the planes, infusing their attacks with elemental energy or shielding themselves from harm. These fearsome displays of raw elemental fury are rarely tolerated in most civilized lands which makes the class a perfect fit for the solitary Genasi though any race may become an elemental archer.
Druids and Rangers are the most likely characters to become elemental archers due to their ties to nature and the elements. It is not uncommon for Clerics and Favored Souls of a deity whose portfolio includes the elemental planes to follow the path as well. Those with a taste for the arcane and focus on elemental spells are also good candidates.
Requirements:
Base Attack Bonus: +8
Required Feats: Point Blank Shot, Manyshot, Weapon Focus in a ranged or thrown weapon.
Class Features:
Hit Die: d8
Base Attack Bonus: High.
High Saves: Reflex.
Weapon Proficiencies: None.
Armor Proficiencies: None.
Skill Points: 4 + Int modifier.
Class Skills: Concentration, Craft Armor, Craft Weapon, Intimidate, Listen, Lore, Spot, Survival, Tumble
Class Abilities:
Level 1: Path of Elements, Elemental Shot
Level 2: Accurate Shot (+1)
Level 3: Elemental Shield (5 minute cooldown)
Level 4: Accurate Shot (+2)
Level 5: Elemental Shield (2m:30s cooldown) , Elemental Storm (5 minute cooldown)
All class abilities require that a ranged or thrown weapon be equipped for the ability to work.
Path of Elements: At first level, the elemental archer must choose one of the four elements they wish to channel. All following abilities will use this element for their energy type. Genasi gain a +2 elemental damage bonus with Elemental Shot if they choose the same element as their heritage (stacking with the bonus from elemental shot).
Elemental Shot: At first level, the elemental archer channels their chosen plane through their hands, causing their shots to strike with elemental damage. For each level of Elemental Archer, the player gains 1 point of elemental damage on each shot made. Genasi gain a +2 elemental damage bonus if they choose the same element as their heritage (stacking with the bonus from elemental shot).
Accurate Shot - At level 2 their accuracy at channeling the elements improves, granting them a +1 attack bonus. This bonus improves to +2 at level 4.
Elemental Shield - At 3rd level, the elemental archer is capable of directing their chosen elemental energy into a protective shield about them once every 5 minutes. They gain a damage shield of their element that also adds a shield AC bonus. The shield AC bonus is equal to half their class level (+3 at level 5) and the damage shield's damage is d4 + half their class level (d4 + 3 at 5th). It lasts for a number of rounds equal to their con bonus plus their class level. The elemental archer is able to use this shield more often once they achieve 5th level (every 2 minutes, 30 seconds).
Elemental Storm - Beginning at 5th level, an elemental archer can tap the raw fury of their native plane and direct it against a group of foes. You unleash a hail of attacks imbued with elemental damage in a 40' circle, dealing your weapon damage + 2d6 of your chosen element if you succeed with a ranged touch attack. You can affect up to 5 targets.
***
New Feats will be added for the Elemental Archer:
Improved Elemental Shield: The elemental shield adds an AC bonus equal to class level instead of half of their class level. The damage dealt improves to d4 + class level. Duration is doubled.
Improved Elemental Storm: The elemental storm becomes a raging conflagration of energy. The damage bonus increases to 4d6 and the number of targets increases to 10.

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19 Elemental Warrior on Sun Oct 31, 2010 1:22 am


PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 5 levels.
The elemental warrior sees that great strength comes from focusing on the most basic aspects of reality. The sages say that the worlds are formed through combinations of fire, water, earth, and air, and that any problem can be overcome with the correction application of these forces. The elemental warrior becomes attuned to one of these building blocks of reality, channeling its power to great effect.
Fighters, monks, paladins, and barbarians make the best elemental warriors. This prestige class is focused on fighting and applying the elements in just the right way to bring down even the toughest adversary. Bards, rogues, rangers, and druids also may find this class useful if they often find themselves involved in close combat; a few levels of elemental warrior give them access to a range of weapons and defenses that will make them much more versatile.
Requirements:
Skills: Lore 5
Base Attack Bonus: +7
Class Features:
HD: d10
BAB: Medium
High Saves: Fortitude
Weapon and Armor proficiency: None
Skill points: 2 + Int modifier
Class Skills: Craft Weapon, Craft Armor, Intimidate, Lore, Parry, and Taunt.
Class Abilities:
Level 1: Elemental Affinity
Level 2: Elemental Manifestation
Level 3: Elemental Weapon
Level 4: Elemental Movement (Bonus feat: Dash), Elemental Sanctuary
Level 5: Elemental Strike
Elemental Affinity: An elemental warrior is attuned to one of the Elemental Planes, which imbues her with certain related abilities. At 1st level, she selects one of the four elements (air, earth, fire, or water) as the one for which she has an affinity. She gains resistance 10 to a particular energy type based on her chosen element (electricity for air, acid for earth, fire for fire, and cold for water).
Elemental Manifestation: An elemental warrior of 2nd level or higher can cause her body to manifest aspects of her chosen element. The effect lasts for 1 minute and may be used a number of times per day equal to her class level.
Air: All ranged attacks against her have a 20% miss chance.
Earth: The elemental warrior's skin is partially sheathed in rocky hide. Her natural armor bonus increased by 3 (this is an enhancement bonus).
Fire: A sheath of flame envelops the elemental warrior. Any opponent who lands a successful melee attack against her takes 1d6 points of fire damage.
Water: The elemental warrior becomes coated in water. She gains damage reduction 3/piercing.
Elemental Weapon: At 3rd level and higher, an elemental warrior can imbue her melee weapons with the energy of her chosen element. The imbued weapons deals an extra 2d6 points of energy damage on each hit. The effect lasts for 1 minute and can be used a number of times per day equal to her class level. The bonus is applied to the character so works with all types of weapons.
When an elemental warrior reaches 5th level, this ability improves. The extra damage remains the same, but on a successful critical hit, the weapons release a burst of energy that deals an additional 4d6 damage (Massive Criticals: 4d6).
Elemental Movement: At 4th level, an elemental warrior's base land speed increases by 10 feet (Bonus Feat: Dash).
Elemental Sanctuary: At 4th level, elemental warriors of all kinds also gain the ability to plane shift once per day for 1 minute (equivalent to the ethereal jaunt spell for 10 rounds).
Elemental Strike: Once per day, a 5th-level elemental warrior can channel her chosen element to deal a devastating melee touch attack. No save is allowed against the damage dealt by the attack, but a successful Fortitude save negates the secondary effect. The save DC for these effects is 15 + the elemental warrior's Con modifier.
Air, Earth: Target takes 10d6 points of blunt damage from the crushing touch attack and is knocked down (Fort save negates knockdown).
Fire: Target takes 10d6 points of fire damage and catches fire for 1d4 rounds (Fort save negates catching on fire). The target takes 1d6 fire damage for each round they are on fire unless they make a Reflex save, in which case the flames end.
Water: Target takes 10d6 points of magic damage as moisture is drawn from its body and becomes nauseated for 1 round (Fort save negates nausea).
New Feats: Extra Elemental Strike (adds 2 uses per day of Elemental Strike)

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20 Ghost-Faced Killer on Sun Oct 31, 2010 1:23 am


From out of nothing the specter of death appears, an armored shadow with a brilliant blade held high. In a flash the blade falls, severing life from limb in a bloody arc. All around, screams of terror and shouts of fear erupt, as quaking hands draw blades to fight the masked murderer. His target dead, the ghost-faced killer walks calmly away as swords and fists pass harmlessly through his nearly transparent body.
Requirements:
Base Attack Bonus: +5.
Feats: Improved Initiative, Power Attack.
Skills: Hide 6, Concentration 4, Intimidate 8, Move Silently 6.
Class Features:
Hit Die: d8
Base Attack Bonus: High.
High Saves: Fort.
Weapon Proficiencies: All simple and martial.
Armor Proficiencies: Light armor.
Skill Points: 4 + Int modifier.
Class Skills: Bluff, Craft Armor, Craft Weapon, Concentration, Hide, Intimidate, Listen, Lore, Move Silently, Open Lock, Search, Spot, and Tumble.
Class Abilities:
Level 1: Ghost Step 1/day
Level 2: Sneak Attack +1d6
Level 3: Frightful Attack 1/day
Level 4: Ghost Step 2/day
Level 5: Sneak Attack +2d6
Level 6: Frightful Attack 2/day
Level 7: Ghost Step 3/day
Level 8: Sneak Attack +3d6
Level 9: Frightful Attack 3/day
Level 10: Ghost Step 4/day, Bonus Feat: Cleave
Ghost Step: A ghost-faced killer can become invisible for 3 rounds. At 6th level, a ghost-faced killer can become ethereal when using ghost step instead of becoming invisible. This is an instantly activated ability. The ghost-faced killer can use this ability once per day at 1st level, 2/day at 4th level, 3/day at 7th level, and 4/day at 10th level.
Frightful Attack: Beginning at 3rd level, a ghost-faced killer can panic onlookers and even frighten his victim to death by making a sudden strike attack. The ghost-faced killer makes a single melee attack and the victim must make a Will save (DC 10 + ghost-faced killer's class level + Cha modifier).
If the victim succeeds, she is shaken for 1 round per class level; if she fails, she dies instantly of fear. Creatures immune to mind-affecting effects, immune to fear, or with hit dice that exceed the ghost-faced killer's character level are immune to this frightful attack.
In additional, all creatures within 30 feet who see the frightful attack become shaken for 1 round per class level. A successful Will save (DC 16 + ghost-faced killer's class level + Cha modifier) negates this effect.

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21 Heartwarder on Sun Oct 31, 2010 1:24 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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22 Nightsong Enforcer on Sun Oct 31, 2010 1:25 am

Nightsong Enforcer
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.
Throughout the city, even the vilest assassin does not command more respect than the nightsong enforcers. They could be anywhere - thre could strike at any time. You cannot escape their uncanny senses. And worst of all, they often work in elite teams.
The enforcers of the Nightsong Guild focus on the stealth-centered combat training that rogues usually learn; they forgo some of the sleight of hand or fast-talking aspect of being a thief. However, nightsong enforcers are not merely thugs. They are deadly opponents who strike from hidden positions and move silently behind their foes. When in battle, their goal is to eliminate their enemies, not to fight. Thus, they strike quickly from the shadows. They do not worry about honor or fighting fair, scoffing at such ideals as childish.
Rogues most often become nightsong enforcers, although bards, fighters, and urban rangers are also known to undertake the class. On occasion a wizard or sorcerer will endure the intensive training required to join the enforcers' ranks.
Requirements:
BAB: +5
Feats: Improved Initiative, Evasion
Skills: Hide 10 ranks, Move Silently 10 ranks.
Class Features:
Hit Die: d8
Base Attack Bonus: High.
High Saves: Reflex.
Weapon Proficiencies: None.
Armor Proficiencies: Light armor.
Skill Points: 4 + Int modifier.
Class Skills: Craft Alchemy, Craft Armor, Craft Weapon, Disable Device, Hide, Intimidate, Listen, Lore, Move Silently, Open Lock, Search, Spot, and Tumble.
Class Abilities:
Level 1: Sneak Attack 1d6
Level 2: Agility Training
Level 3: Skill Teamwork +2
Level 4: Sneak Attack 2d6
Level 5: Expert Tactician
Level 6: Impromptu Sneak Attack 1/day
Level 7: Sneak Attack 3d6, Skill Teamwork +4
Level 8: Improved Evasion
Level 9: Impromptu Sneak Attack 2/day
Level 10: Sneak Attack 4d6
Agility Training: The nightsong enforcer gains a +2 bonus to Hide, Move Silently, and Tumble when wearing light armor.
Skill Teamwork: All allies within 30 feet of the nightsong enforcer gain a +2 competence bonus on Hide, Listen, Move Silently, and Spot checks. At 7th level, this bonus increases to +4.
Expert Tactician: If you hit a creature with an attack of opportunity, you and all your allies gain a +2 circumstance bonus on attack and damage rolls against that creature for one round.
Impromptu Sneak Attack: You can deny your targeted opponent their Dex mod in the next round, allowing a sneak attack once per day. At 9th level this ability can be used twice a day.

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23 Infiltrator Nightsong on Sun Oct 31, 2010 1:25 am

Nightsong Infiltrator
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.
An expert at breaking into "secure" areas, a nightsong infiltrator is the perfect thief and the perfect spy. Whether she is there to steal gold, information, jewels, or secrets, an infiltrator is trained to do her job quickly and efficiently. She practices extensively with locks and traps, focusing on doing her job under pressure and in unfavorable conditions.
Rogues most frequently and most easily become nightsong infiltrators. Bards, urban rangers, and intelligent fighters can make good members of the class as well. Rarer, but possible, are spellcasting nightsong infiltrators who use spells to get in and out of place. When working as part of a team, a nightsong infiltrator works best as the advance scout and point person, while the other team members take care of the threats that she is unable to deal with (guards, mostly).
Requirements:
Feats: Alertness, Evasion
Skills: Disable Device 10 Ranks, Open Lock 5 Ranks, Search 5 Ranks.
Class Features:
Hit Die: d6
Base Attack Bonus: Medium.
High Saves: Reflex.
Weapon Proficiencies: None.
Armor Proficiencies: None.
Skill Points: 8 + Int modifier.
Class Skills: Appraise, Bluff, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Diplomacy, Disable Device, Hide, Listen, Lore, Move Silently, Open Lock, Search, Sleight of Hand, Spot, and Tumble.
Class Abilities:
Level 1: Teamwork Trap Sense +1, Trapfinding
Level 2: Skill Focus (Tumbling), Teamwork Infiltration +2
Level 3: Adrenaline Boost 1/day, Trackless Step (self)
Level 4: Teamwork Sneak Attack 1d6, Teamwork Trap Sense +2
Level 5: Defensive Roll, Adrenaline Boost 2/day
Level 6: Improved Evasion, Skill Focus (Disable Device), Skill Focus (Open Locks), Skill Focus (Search)
Level 7: Teamwork Trap Sense +3, Trackless Step (allies)
Level 8: Teamwork Infiltration +4, Teamwork Sneak Attack 2d6
Level 9: Adrenaline Boost 3/day
Level 10: Hide in plain sight, Teamwork Trap Sense +4
Teamwork Trap Sense +1: The nightsong infiltrator grants herself and her allies (within 30 feet) a +1 bonus on Reflex saves made to avoid traps. This ability improves to +2 at 4th level, +3 at 7th level, and +4 at 10th level.
Trapfinding: Nightsong infiltrators can now use the Disable Device skill to overcome traps with a DC of 20 or more as a Rogue.
Teamwork Infiltration +2: The nightsong infiltrator grants herself and her allies (within 30 feet) a +2 competence bonus the following skills: Disable Device, Hide, Move Silently, Open Lock, Search, and Tumble. This bonus improves to +4 at 8th level.
Adrenaline Boost: You can exhort your allies to discover a reservoir of energy they didn't think they had. Once per day, as a standard action, you can grant temporary hit points equal to your nightsong infiltrator level to all of your allies within 30 feet (but not to yourself). If the ally's current hit point total is no more than half his full normal hit points, the number of temporary hit points granted to that character is doubled. The temporary hit points last for up to 1 minute per nightsong infiltrator level. At 5th level you can use this ability twice per day and three times per day at 9th level.
Teamwork Sneak Attack: The nightsong infiltrator grants herself and her allies (within 30 feet) a 1d6 sneak attack bonus when flanking an opponent or any time the target would be denied its Dexterity bonus. This bonus increases to 2d6 at 8th level.
Trackless Step (allies): The nightsong infiltrator can grant the trackless step ability to her allies. This benefit lasts for 24 hours.

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24 Shadowbane Stalker on Sun Oct 31, 2010 1:27 am

Shadowbane Stalker
Those they name as heretics or servants of evil call them zealots. Those they protect from darkness call them saviors and defenders of the truth. Whatever their label, shadowbane stalkers rank as some of the most feared individuals wherever they go.
Requirements:
Skills: Lore 8, Search 4, Diplomacy 4.
Divine Casting: Level 2
Special: Sneak Attack 1d6
Class Features:
HD: d8
BAB: Medium
High Saves: Ref, Will
Weapon and Armor proficiency: None
Skill points: 6 + Int modifier
Class Skills: Appraise, Concentration, Craft Armor, Craft Weapon, Disable Device, Heal, Hide, Intimidate, Listen, Lore, Move Silently, Open Lock, Search, Sleight of Hand, Spellcraft, Spot, Tumble, and Use Magic Device.
Class Abilities:
Level 1: Divine spellcasting progression, Sacred Stealth, Turn Undead
Level 2: Discover Subterfuge +2
Level 3: Sneak Attack +1d6
Level 4: Bonus Feat: Divine Shield
Level 5: Discover Subterfuge +4
Level 6: Sneak Attack +2d6
Level 7: Sacred Stealth +8
Level 8: Discover Subterfuge +6
Level 9: Sneak Attack +3d6
Level 10: Bonus Feat: Sacred Vengeance
Spellcasting: A shadowbane stalker continues training in divine spellcasting as well as learning. At each level gained in the shadowbane stalker class except for 4th and 9th, she gains new spells per day (and spells known) as if she had gained a level in a divine spellcasting class she belonged to before adding the prestige class level. If she had more than one divine spellcasting class before becoming a shadowbane stalker, she must decide which class to progress in.
Turn Undead: At 1st level the shadowbane stalker is granted Turn Undead. Shadowbane stalker levels count as cleric levels for the purpose of turning undead.
Sacred Stealth: A shadowbane stalker can channel some of her divine power to become stealthier. She expends one use of Turn Undead and gains a +4 sacred bonus to Hide and Move Silently checks for a number of minutes equal to her Charisma bonus. At 7th level, the bonus increases to +8.
Discover Subterfuge: A shadowbane stalker trains diligently to detect subterfuge and the misdirection of others. At 2nd level and higher, she gains a +2 competence bonus on Search checks. This bonus increases to +4 at 5th level and +6 at 8th level.
Bonus Feats: At 4th level the shadowbane stalker is granted Divine Shield. At 10th level the shadowbane stalker is granted Sacred Vengeance.

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25 Skullclan Hunter on Sun Oct 31, 2010 1:28 am

Skullclan Hunter
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 skullclan hunter is the acclaimed foe of unlife. She champions life by tracking and eradicating all creatures that mock it with evil intent. Her devotion to her task is such that she spends moonless nights and weary days tracking undead to their lairs, or when possible, joining a military band that is likely to come against a legion of the dead.
A skullclan hunter is most often a rogue who has had a terrible encounter with a creature of unlife. Because of that encounter, she comes to realize that using her own skills against living creatures only serves to create more fodder for unlife to take root, so she dedicates herself to the eradication of undead. Following through on this decision, she takes up the cleric (or paladin) class to gain the ability to turn undead (and perhaps to acquire the needed knowledge to fight undead more quickly). Multiclass rogue/clerics are the characters best suited for this class.
Requirements:
Alignment: Any good.
Skills: Lore 8.
Feat: Turn Undead
Special: Sneak Attack 2d6 (or equivalent)
Class Features:
HD: d6
BAB: Medium
High Saves: Ref, Will
Weapon and Armor proficiency: None
Skill points: 6 + Int modifier
Class Skills: Bluff, Craft Weapon, Craft Armor, Craft Alchemy, Craft Trap, Diplomacy, Disable Device, Hide, Intimidate, Listen, Lore, Move Silently, Open Lock, Search, Spot, Survival, and Tumble.
Class Abilities:
Level 1: Track
Level 2: Divine Strike
Level 3: Immunity to Fear, Sneak Attack +1d6
Level 4: Immunity to Disease, Protection from Evil
Level 5: Sword of Light
Level 6: Sneak Attack +2d6
Level 7: Immunity to Paralysis
Level 8: Immunity to Ability Damage
Level 9: Sneak Attack +3d6, Sword of Darkness
Level 10: Immunity to Energy Drain
Track: A skullclan hunter gains the ability to track to seek out undead and those that aid them.
Divine Strike: Due to her specialized skill, training, and connection with the forces of light, a skullclan hunter of 2nd level or higher can make a special attack that is infused with positive energy. Effectively, this ability allows her sneak attack damage dice to affect undead. However, you inflict only one-half your normal sneak attack damage (rounded down) when determining bonus damage for such attacks. Any weapons wielded by the skullclan hunter gain the (Death's Ruin) ability.
Hunter's Immunities: As she grows in power, a skullclan hunter develops immunities to special attacks that are common among undead creatures. At 3rd level, she gains immunity to all fear. At 4th level, she gains immunity to disease. At 7th level she gains immunity to paralysis. At 8th level she gains immunity to ability drain or damage. At 10th level she gains immunity to energy drain.
Sneak Attack: At 3rd level, a skullclan hunter's sneak attack damage increases by 1d6. This extra damage stacks with the sneak attack she already deals. At 6th level, her sneak attack bonus damage increases to 2d6. At 9th level, it increases to 3d6.
Protection from Evil: Starting at 4th level, a skullclan hunter benefits from a permanent <i>protection from evil</i> effect upon herself.
Sword of Light: Any weapon wielded by a skullclan hunter of 5th level or higher gains a 1d6 divine bonus damage against undead.
Sword of Darkness: Any weapon wielded by a skullclan hunter of 9th level or higher gains a 2d6 divine bonus damage against undead (replacing Sword of Light).

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