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DM Cradh
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Custom and New Classes

Unread post by DM Cradh » Fri Nov 27, 2015 1:16 pm

Custom and New Classes
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[th]Image[/th][tr][td]Anointed Knight[/td][td]
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Anointed Knight

The anointed knight is a holy soldier who has taken great pains to learn the intricacies of alchemy in order to become a more capable combatant. Armed with an ancestral weapon, she searches for obscure lore, consults with alchemists and sages, and communes with the powers of good. Her unquenchable thirst for knowledge is matched only by her extraordinary combat prowess.

An anointed knight crafts and draws power from magically created oils. By anointing herself with these oils, she unlocks new supernatural powers within her being. She also coats her ancestral weapon with special oils that bestow additional qualities upon the weapon.

Anointed knights are typically paladins or fighters with one or more wizard or cleric levels. Occasionally, an anointed knight emerges from the ranks of single-class wizards, sorcerers, clerics, or bards.

Requirements:

Feats: Iron will.
Base Attack Bonus: +5
Alignment: Any good.
Skills: Craft Alchemy 3, Lore: Arcana 3, Spellcraft 1.

Class Features:

- Hit Die: d10
- Base Attack Bonus: High.
- High Saves: Fort, Will.
- Weapon Proficiencies: All simple and martial weapons.
- Armor Proficiencies: All types of armor and all types of shields.
- Skill Points: 4 + Int modifier.
- Class Skills: Concentration, Craft Weapon, Craft Armor, Craft Alchemy, Diplomacy, Heal, Lore: Arcana, Lore: Local, Lore: Religion, Lore: The Planes, Parry, Spellcraft, Tumble.

Class Abilities:

Level 1: Anoint Self (Holy Sight)
Level 2: --
Level 3: Anointed Weapon+1
Level 4: Anoint Self (Celestial Strategy)
Level 5: --
Level 6: Anoint Self (Call to Battle)
Level 7: Unbroken Flesh
Level 8: --
Level 9: Bonus Feat
Level 10: Bonus Feat, Anointed Weapon+1d4

- Anoint Self: An anointed knight concocts a magical oil with which to anoint herself. Once the oil is applied, the anointed knight permanently gains a new supernatural ability listed below.

Level 1: Holy Sight (Bonus Feat: Blind-Fight)
Level 4: Celestial Strategy (Bonus Feat: Toughness)
Level 6: Call to Battle (Bonus Feat: Alertness)

- Anoint Weapon: An anointed knight concocts a magic oil with which to coat her ancestral weapon. Once the oil is applied, the ancestral weapon gains a new supernatural ability chosen from the list below for 2 hours per level. This ability can be used once per day.

List of Choices, Level 3-9:
Flaming (1 Fire)
Frost (1 Cold)
Shock (1 Electricity)
Massive Criticals (1d6)

List of Choices, Level 10:
Flaming (1d4 Fire)
Frost (1d4 Cold)
Shock (1d4 Electricity)
Massive Criticals (1d8)

- Unbroken Flesh: The anointed knight uses a special concoction of magical oils to apply to her flesh at 7th-level granting permanent damage reduction of 3/-.

- Bonus Feat: At 9th and 10th level, the anointed knight gains a bonus feat. This feat must be drawn from the following feats and the warrior of darkness must meet all the prerequisites for it: Armor Specialization (Heavy), Armor Specialization (Medium), Cleave, Combat Expertise, Deflect Arrows, Dodge, Elemental Archer's Improved Elemental Storm, Epic Ability increases, Epic Toughness, Exotic Weapon Proficiency, Fiery Fist, Fiery Ki Defense, Great Cleave, Greater Two-Weapon Defense, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Knockdown, Improved Two-Weapon Fighting, Improved Unarmed Strike, Indomitable Soul, Knockdown, Mobility, Oversized Two-Weapon Fighting, Penetrating Shot, Point Blank Shot, Power Attack, Rapid Shot, Spring Attack, Steadfast Determination, Stunning Fist, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Mastery (Ranged), Weapon Mastery (Unarmed), Weapon Specialization, Whirlwind Attack.
[/td][/tr][tr][td]Archmage[/td][td]
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Archmage


Archmage can now cross-class with any class.

WARNING/NOTE:High Arcana feats cost spellslots to use! Spellslots are memorized / known spells and are sacrificed in order memorized. Metamagic prepared spells are not checked. Not sacrificing a spell slot for an ability incurs a one time 5 casterlevels and 2 DC penalty. Make sure you memorize a non-metamagic spell to lose at the levels you incur a spell slot loss. ***EXAMPLE OF SPELL ORDERING:
Six slot example

Spell1 , Spell2, Spell3, Spell6, Spell4, Spell5

Spell6, being the last added spell is the one sacrificed.


The highest art is magic, often referred to simply as 'the Art'. Its most advanced practitioners are frequently archmages, persons who can weave spells in ways unimaginable to other spellcasters. An archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of her spell capability in order to master these arcane secrets. Most archmages are pure wizards or sorcerers rarely multiclassed, choosing instead to concentrate on perfecting their arcane skills. Archmages in urban areas often hold positions of power in magic-focused organisations. Their pursuit of arcane excellence and their familiarity with High Arcana places them above most of their peers. Some archmages choose a more solitary path, often eschewing society to study in solitude.

Requirements:
Cross Class: Must be Arcane Scholar, Frost Mage, Pale Master, Red Wizard, Harper agent, Blood Magus, Sorcerer, or Wizard. There are no cross-classing restrictions with Archmage.
Race: Any
Alignment: Any.
Skills: Spellcraft 15 ranks, Lore: Arcana 15.
Feats: Skill Focus Spellcraft and Two spell focus feats of any school (but not the same school), Once you have the two spell focus feats you will be given a qualifying feat for archmage. You still need to get Skill focus Spellcraft however.
Spellcasting: Able to cast 7th-circle arcane spells.


Class Features:
- Hit Die: d4
- Base Attack Bonus: Low.
- High Saves: Will
- Weapon Proficiencies: Archmages gain no weapon proficiencies.
- Armor Proficiencies: Archmages gain no armor proficiencies.
- Skill Points: 2 + Int Modifier.
- Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Lore: Arcana, Lore: Architecture and Engineering, Lore: Dungeoneering, Lore: History, Lore: Local, Lore: Nature, Lore: Nobility and Royalty, Lore: Religion, Lore: The Planes and Spellcraft.


Class Abilities:
Level 1: Spellcasting+1
Level 2: Spellcasting+2, High Arcana feat selection
Level 3: Spellcasting+3
Level 4: Spellcasting+4, High Arcana feat selection
Level 5: Spellcasting+5
Level 6: Spellcasting+6, High Arcana feat selection
Level 7: Spellcasting+7
Level 8: Spellcasting+8, High Arcana feat selection
Level 9: Spellcasting+9, ,
Level 10: Spellcasting+10, High Arcana feat selection


Spells per Day/Spells Known: When a new Archmage level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in the wizard or sorcerer base class. Archmage arcane spell progression cannot be applied to other classes, such as bards.


High Arcana feats: The Archmage can take high arcana feats. All these feats cost one spellslot each and are sacrificed as you rest.


High Arcana: Spellpower 1
Specifics: At the cost of one 5th level spell your spellpower increases by one (+1 for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: Automatic


High Arcana: Spellpower 2
Specifics: At the cost of one 7th level spell your spellpower increases by one. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: Automatic


High Arcana: Spellpower 3 (requires 8 level of Archmage)
Specifics: At the cost of one 9th level spell your spellpower increases by one. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: Automatic


High Arcana: Mastery of Shaping
Specifics: At the cost of one 6th level spell you gain the ability to shape your spells in such a manner that they only harm hostile creatures. Your understanding of magic has deepend to the point where you can use this ability at will. If no sacrificed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: On / Off


High Arcana: Mastery of the Elements (requires 8 levels of Archmage)
Specifics: At the cost of one 8th level spell you gain the ability convert spells from one element into another. This ability can be used at will. If no sacrficed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell. Note that this won't enable a Frostmage to use their piercing cold ability on spells that aren't cold-based to begin with.
Use: On / Off


High Arcana: Arcane Fire
Specifics: At the cost of one 9th level spell you gain the ability convert spells of any level into Arcane Fire. This ability can be used at will. Arcane fire requires a ranged touch attack to hit and does 1d6 magic damage for every level of the spell converted and an additional 1d6 magic damage for every Archmage level with the possibility of a critical hit. If no sacrificed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: On / Off


High Arcana: Spell-Like Ability
Specifics: An archmage who selects this type of high arcana can use one of her arcane spell slots to permanently prepare one of her arcane spells as a spell-like ability that can be used twice per day (for level 7-9), three times per day (for level 4-6) or four times per day (for level 1-3).[/quote]
[/td][/tr][tr][td]Battlerager[/td][td]
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Battlerager


Dwarven battleragers, or kuldjargh ("axe idiots"), are legendary berserker warriors who can enter a battle frenzy through ritualistic singing. They are believed to have been touched by the dwarven gods of battle, who taught them that if they die in battle, they will return to Faerûn stronger than before as a just reward. Therefore, they have no fear of death. They are given to drinking, rowdy and boisterous singing, and drunken dancing. Battleragers command grudging, if fearful, respect within dwarven society, where they are known to have coined such philosophically complex dwarven maxims like "head first" and "if it moves, kill it." Most live short, glorious lives.

While enraged, a battlerager's face becomes distorted and twisted. His teeth grind together as spittle flies from his mouth and dribbles down his beard. His eyes enlarge, bulge, and become bloodshot. Charging into battle, he bellows forth his clan or holy war song, throwing his hammers and axes all the way, before cleaving his foes with his mighty dwarven waraxe. In short, he becomes almost unstoppable. Battleragers are often covered from head to toe in body art, from tattoos to brands to ritual scars. They prefer to wear spiked armor, and some of them ride specially trained boars into battle.

Battleragers are usually single classed barbarians before taking the prestige class, though multiclass barbarian/fighters are also common. Barbarians/rangers and barbarian/clerics (known as "vindicators") are not uncommon as well. Other multiclass combinations are almost unheard of.

The battlerager fills a particular niche in dwarf society and culture. He is a fearless and impulsive warrior, able to enter into an insane rampage. Battleragers are ruthlessly used by dwarf generals for their shock power against attacking armies. NPC battleragers often come from a familial clan made up predominantly of battleragers. These clans often form guilds or halls within dwarven society, though these "guilds" are often more akin to a family or fraternal order. Regardless, battlerager guilds are often located on the fringes of dwarven society, kept out of view and away from easily influenced dwarven children, who often hear of the kuldjarghs' fearlessness but rarely their folly. While heroic battle is honored in dwarven society and battleragers often excel in this, more often than not they also epitomize lives wasted in stupid rage, something most dwarves realize they cannot afford in a world filled with orcs and goblins.


Requirements:
Race: Dwarf
Alignment: Any non-lawful
BAB: +5
Skills: Intimidate 8, Lore: Religion 2, Perform 2 ranks
Feats: Cleave, Rage, Power Attack


Class Features:
- Hit Die: d12
- Base Attack Bonus: High
- High Saves: Fortitude
- Weapon Proficiencies: Battle ragers gain no weapon proficiencies.
- Armor Proficiencies: Battleragers are proficient will all types of armour except shields.
- Skill Points: 2 + Int Modifier.
- Class Skills: Intimidate, Craft Weapon, Lore: Local, Lore: Religion, Listen, Perform, Tumble, Survival.
- Spells per Day/Spells Known: This class offers no spell progression.


Class Abilities:
1: Gruff, Rock Gut
2: Fearless
3: Improved Unarmed Strike, Powerful Charge
4: Great cleave, Reckless Offensive
5: Natural Armor + 2, Extended Rage, Dire Charge


Gruff
Type of Feat: Class
Prerequisites: Battlerager 1
Specifics: Battleragers are known to be rude, uncouth and violent. They suffer a -4 penalty on all Charisma ability checks and Charisma-based skill checks, except for Intimidate. Battleragers receive a +2 bonus on all Intimidate checks.
Use: Automatic


Rock Gut
Type of Feat: Class
Prerequisites: Battlerager 1
Specifics: A Battlerager's natural resistance to poison is stronger than most dwarves. At 1st level his +2 racial saving throw against poisons increases to +4.
Use: Automatic


Fearless
Type of Feat: Class
Prerequisites: Battlerager 2
Specifics: At 2nd level Battleragers receive a +2 morale bonus on their saving throws against mind-effecting spells while also becoming immune to fear.
Use: Automatic


Reckless Offensive
Type of Feat: Class
Prerequisites: Battlerager 4
Specifics: At 4th level a battlerager gains the Reckless Offensive, irregardless of meeting the requirements. On your action, before making attack rolls for a round, you may choose to take a -4 penalty to your AC during the round to gain a +2 competence bonus on all melee attacks in the same round. The penalty to AC and bonus on melee attacks apply until your next action. You cannot use Reckless Offensive with ranged attacks.
Use: Automatic


Natural AC + 2
Type of Feat: Class
Prerequisites: Battlerager 5
Specifics: At 5th level a Battlerager's natural AC increases by +2. This bonus stacks with everything.
Use: Automatic
[/td][/tr][tr][td]Bear Warrior[/td][td]
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Bear Warrior

Many people, particularly those in the "uncivilized" regions of the world, revere bears as symbols of the warrior's strength and battle prowess.
By adopting the bear as a totem anima, warriors of these people hope to tap into some of the bear's strength.
Bear warriors, through a sepcial relationship with bear spiritis, literally adopt a bear's strength in the rage of battle, actually transforming into bears while they fight.
Only characters who can already tap into a spiriftual powr of rage can heighten that power to become bear warriors.


Requirements:
Base Attack Bonus: +7
Feats: Rage, Power Attack

Class Features:
- Hit Die: d12
- Base Attack Bonus: High.
- High Saves: Fortitude.
- Weapon Proficiencies: None.
- Armor Proficiencies: None.
- Skill Points: 4 + Int Modifier.
- Class Skills: Intimidate, Listen, Lore: Local, Lore: Nature, Survival, and Taunt.


Class Abilities:
Level 1: Knockdown, Bear shape: Black Bear
Level 2:
Level 3: Scent
Level 4: Extend Rage I
Level 5: Bear shape: Brown Bear
Level 6:
Level 7: Extend Rage II
Level 8:
Level 9:
Level 10: Bear shape: Dire Bear, Improved Knockdown.


- Bear Form: A bear warrior who goes into a rage will automatically transform into a bear. At 1st level she will become a small bear, at 5th level she changes into a full grown brown bear and at 10th level she gains a dire bear form.
While in those forms the bear warrior regains all her ability scores as well as the normal will save bonus and AC penalty from rage. This ability otherwise functions as the polymorph spell. The ability bonuses (that replace the normal rage ability bonuses) are as follows:

Black Bear: +8 strength, +4 constitution, +2 dexterity, +2 natural armor, +2 Will saves, and Fast Regen +2 . All claw and bite attacks have +2 enchantment. Base AC 20.

Brown Bear: +10 strength, +8 constitution, +2 dexterity, +5 natural armor, +2 Will saves and Fast Regen +3. All claw and bite attacks have +3 enchantment. Base AC 25.

Dire Bear: +12 strength, +8 constitution, +2 dexterity, +7 natural armor, +2 Will saves and Fast Regen +4. All claw and bite attacks have +4 enchantment. Base AC 30.

When polymorphed, items transfer in the same manner as in wildshape. Further info is found under CUSTOM CHANGES (Additional Changes section)

- Weapon Focus Unarmed, Weapon Specialization Unarmed, as well as their Greater and Epic variants will work while in bear form on all your attacks. So if you have those feats, they transfer to bear form.

Note that Bear Warrior may not multiclass with Druids, as listed under RULES.
[/td][/tr][tr][td]Blackflame Zealot[/td][td]
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Black Flame Zealot


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: Religion 8 ranks, Move Silently 8 ranks.
Feats: Iron Will, 1d6 Sneak Attack damage

<color=Gold>Class Features:</color>

- 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: Local, Lore: Religion, Move Silently, Open Lock, Search, Sleight of Hand, Spellcraft, Spot, and Tumble

Class Abilities:

Level 1: Zealous Heart, Spellcasting Progression Feat
Level 2: Poison Use
Level 3: Spellcasting+2, +1d6 Sneak Attack
Level 4:
Level 5: Spellcasting+3
Level 6: +2d6 Sneak Attack
Level 7: Spellcasting+4, Sacred Flame
Level 8:
Level 9: Spellcasting+5, +3d6 Sneak Attack
Level 10:

- Divine Spellcasting: At each odd-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.

- Sneak Attack: At 3rd level, the black flame zealot gains sneak 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..

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 2 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).
[/td][/tr]

[tr][td]Bladesinger[/td][td]
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Bladesinger

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 seem beautiful, belying their deadly martial efficiency. Bladesingers have a treasured place in elf society, balancing the joys of art and magic with the skill of masterful fighting, and so bladesingers are well-respected by other elves. They usually serve as itinerant guardians and champions of the elf community at large rather than tying themselves to one particular settlement. Multiclass fighter/wizards can become bladesingers most easily, though any elf who can wield a martial weapon and cast arcane spells can become a bladesinger.

Bladesinging ranger/wizards or rogue/wizards are not unknown.

Most bladesingers work alone, sufficient unto themselves, but in larger communities they sometimes have the opportunity to fight together in the same combat. Bladesingers are normally trained singly by another bladesinger, and the concept of anything as formalized as a bladesinger school is an absurd notion to them.

Requirements:

Feats: Combat Casting, Combat Expertise, Dodge, Weapon Focus (Longsword or Rapier)
Base Attack Bonus: +5
Race: Elf or Half-elf
Alignment: Any good.
Deity: Any god of the Seldarine.
Spellcasting: Able to cast arcane spells of 1st level (Wizard or Sorc only).
Skills: Concentration 4, Perform 4, Tumble 2

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: Concentration, Lore: Arcana, Lore: History, Lore: Local, Lore: Nobility & Royalty, Perform, Spellcraft, Tumble.

Special : a Bladesinger straying from the required alignment or deity automatically loses his abilities, those are automatically restored if the Bladesinger meets the requirements again.

Class Abilities:

Level 1: Bladesong Style, Spellcasting Progression
Level 2: Skill focus Lore : Local
Level 3:
Level 4: Bonus Feat
Level 5:
Level 6: Song of Celerity
Level 7:
Level 8: Freezing field
Level 9:
Level 10: Greater Spellsong

- Spellcasting: At every odd level and 10th 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 spellcasting class to which you belonged before adding the prestige class level. If you had more than one spellcasting class before becoming a Bladesinger, you must decide which class gains the increased casting ability.

- Bladesong Style: When wielding a longsword or rapier and having nothing in the off-hand, a bladesinger gains a dodge bonus to Armor Class equal to half her class level, up to a maximum of half her Intelligence bonus. If the bladesinger wears medium or heavy armor, she loses all benefits of the bladesong style. This bonus will not stack with the AC bonus granted by Invisible Blade or Duelist.

- Skill focus Lore : Local: A bladesinger is immersed in the traditions and the ways of his people as part of his training.

- Song of Celerity (Ex): A bladesinger can imbue his sword with any hostile spell he memorized, only one spell at a time can be imbued within the weapon. It is cast at the target on a successful melee attack.

- Freezing field: A bladesinger of 8th level is taught the spell Freezing field. Created ages ago to freeze the area around dragon wings to block and slow them so that they can't fly away this spell greatly reduces the movement speed of everyone in the area of effect and hampers both their offense and defense.

Specifics : Speed decrease : 80, AC penalty 2, AB penalty -2. Fortitude save for halving the effects (cold immunity cancels the effect completely).
DC is 10 + Bladesinger levels + spellcasting ability modifier.
Duration : 1 round per bladesinger level.

This ability can be used two times per day.

- Greater Spellsong (Ex): A bladesinger of 10th level ignores arcane spell failure chances when wearing light armor.

- Bonus Feat: At 4th level, the bladesinger gets a bonus feat. These feats must be drawn from the following list: any reserve feat, Blind-fight, Feint, One Hander, Deadly Defense Disarm, Improved Critical (Weapon), Improved Disarm, Mobility, Spring Attack, Whirlwind Attack.
[/td][/tr]


[tr][td]Bloodmagus[/td][td]
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Blood Magus

Taught in the shadow, Blood Magi practice the art of fueling spells with the essence of life, blood. A Blood Magus is a powerful individual, schooled in the profane and knowledgeable of the darkest secrets of magic. A powerful Blood Magus is capable of extending her life, sacrifice her lifeforce or the lifeforce of others to power her spells and an array of bloody rituals. In civilized areas the use of such magic is frowned upon and considered barbaric as well as dangerous because of the harm its diciples often inflict upon others to fuel their horrid spells and rituals. Students of this profane form of magic often do so in isolation for fear of discovery although the ability itself it is not innately evil. The most common forms of blood magic encountered are monstrous rituals of sacrifice practiced by Orcs and Goblins or the more benign forming of blood bonds and promises between warriors by cutting their hands and shaking it or by consuming their comrade's blood. In some backward regions it is also still custom to sign important contracts and deeds in blood or to drink the blood of slain enemies to take their strength. Blood has always been indelibly linked to the supernatural. It represents fertility, strength and life itself. The giving up of life force or life energy, whether voluntary or not, is a sacrifice of great potency.

Blood Magic can be exceptionally evil and corrupting because of the 'easy' power it offers, for this reason it is outlawed and shunned in all civilized societies regardless of alignment. Those that have attempted to regulate the practice have historically ended up with power crazed cabals of Blood Magi which (attempt to) sacrifice their patrons, apprentices, colleagues and other Mages. Another notable drawback to the practice of this profane form of magic is that it only works creatures that have blood. In light of this the position of Blood Magic in the realms has been relegated to being both exotic and dangerous in favor of the reliable traditional tenets of Arcane study. Finding a practicing Blood Magus can be considered extremely rare as they have almost always given in to the inherent malign-capriciousness their abilities promote.

Practicing any sort of visible Blood Magic means consenting to be killed on sight by other players and civilzed NPCs regardless of their heritage or alignment. It does not give licence to kill others however, the Blood Magus must still observe the PvP rules.
Exceptions to discovery are: Blood Component because it is a tiny pin-prick, Scarification and passive abilities. Use of Bloodwalk or Bloodseeking spell is almost guaranteed to end in being 'outted'.


Requirements:
Race: Any
Alignment: Any non Lawful
Skills: Concentration 4 ranks
Feats: Toughness
Spelllevel: Able to cast Arcane 3rd Circle spells or higher


Class Features:
- Hit Die: d6
- Base Attack Bonus: Low
- High Saves: Fortitiude
- Weapon Proficiencies: A blood magus gains no weapon proficiencies.
- Armor Proficiencies: A blood magus gains no armor proficiencies.
- Skill Points: 2 + Int Modifier.
- Class Skills: Bluff, Craft Alchemy, Concentration, Disguise, Heal, Lore: Arcana, Lore: Local, Lore: The Planes, Spellcraft
- Spells per Day/Spells Known: At every level except 5th the Blood Magus gains more spells per day. If a character had more than one spellcasting class before becoming a blood magus, he must decide which class he adds the new level for purposes of determining spells per day.

- Class Feats
Level 1: Blood Component, Skill Focus Concentration
Level 2: Scarification
Level 3:
Level 4: Blood Draught
Level 5:
Level 6: Blood Seeking Spell
Level 7: Thicker Than Water
Level 8: Awaken Blood
Level 9: Infusion
Level 10: Bloodwalk


Blood Component
Type of Feat: Class Ability
Prerequisites: Blood Magus 1st level
Specifics: A blood magus may use a drop of his own blood as a spell's material component. The pinprick to draw the requisite blood is a free action that becomes a normal part of casting the spell. Using this ability deals the blood magus 1 point of damage but raises spell's save CL by 1.
Use: Selected



Scarification
Type of Feat: Class Ability
Prerequisites: Blood Magus 2nd level
Specifics: The blood magus learns to inscribe spells on his own skin for future use. Effectively, he gains the Scribe Scroll feat using an alternative medium. All rules, XP costs, and expenses that apply to Brew Potion also apply to this ability, with the following exceptions. Likewise, "reading" a scar follows the same rules as reading a scroll, but only a blood magus can decipher his own scars. A blood magus may only have six active scars at any one time. Scars store the Blood Magus' full casterlevel.
Use: Selected


Blood Draught
Type of Feat: Class Ability
Prerequisites: Blood Magus 4th level
Specifics: The blood magus learns how to store spells of up to 3rd level in his own blood. Effectively, he gains the Brew Potion feat using an alternative medium. All rules, XP costs, and expenses that apply to Brew Potion also apply to this ability, with the following exceptions. Once "brewed", a blood draught remains in circulation within the magus's body. The maximum number of draughts stored at one time is equal to his levels of blood magus plus his Constitution score, but if he is slain, they are all immediately ruined.
Use: Selected


Bloodseeking Spell
Type of Feat: Class Ability
Prerequisites: Blood Magus 6th level
Specifics: The Blood Mague can imbue his spells with the ability to draw blood from their targets. To use this ability, a blood magus must inflict a wound upon himself; this is a free action that deals 3 points of damage to the blood magus and becomes a normal part of casting the spell. Damage reduction doesn't apply. A bloodseeking spell fuels itself on the blood of it's target increasing the casterlevel by 2. This ability is positively reviled throughout civlized lands because it is almost always associated with the ritual sacrifice of unwilling victims. Orcs and other monstrous races are known to practice such profane forms of magic but power crazed cabals are not unheard of in human domains either. Bloodseeking spells are an easy way to gain power but they start the Blood Magus down a path of profane corruption. Use of this ability marks the Blood Magus as having consented to be killed on sight by civilized races of any alignment.
Use: Selected


Thicker than Water
Type of Feat: Class Ability
Prerequisites: Blood Magus 7th level
Specifics: The blood magus's vital fluids are partially under his conscious control. When he is injured, his blood withdraws from the wound, preventing 1 point of damage. Effectively, the blood magus has a "hardness" of 1. (Damage reduction 1/0)
Use: Automatic


Awaken Blood
Type of Feat: Class Ability
Prerequisites: Blood Magus 8th level
Specifics: The blood magus gains the supernatural ability to bestow momentary consciousness on an opponent's blood. Once per day, he can make a melee touch attack against a living foe. If he hits, the opponent's blood attempts to get free - all at once. The hydrostatic pressure disrupts the victim's tissues, dealing 10d10 points of damage. If he misses, the blood magus can try again until he is successful against an opponent. "Conscious" blood returns to its natural state after 1 round.
Use: Selected


Infusion
Type of Feat: Class Ability
Prerequisites: Blood Magus 9th level
Specifics: The blood magus prepares a special one time distillation of his own blood. Partaking of the infusion, he permanently gains 2 points of Constitution.
Use: Automatic


Bloodwalk
Type of Feat: Class Ability
Prerequisites: Blood Magus 10th level
Specifics: The blood magus attains the supernatural ability to transport himself over great distances via the blood of living creatures. Once per day, as a standard action, he can seamlessly enter any one living creature whose size equals or exceeds his own and pass any distance to another living creature in a single round, regardless of the distance separating the two. If he desires, the blood magus may attempt to make a "bloody" exit from the destination creature. He bursts forth explosively from the creature's body, dealing 16d6 points of damage unless the target passes a fortitude save. (15 + Class Level + Blood Magus's con modifier)
This ability can be used to mark a person, to travel to this person as if by teleport or to attack a person.
Use: Selected
[/td][/tr][tr][td]Breach Gnome[/td][td]
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Breach Gnome

A breachgnome is a mighty gnome who is skilled in fighting in cramped conditions. A high-level breachgnome in the right position can hold off a superior force for as long as his strength holds out. Such gnomes are trained to fight alone, and they excel at doing so.

Most breachgnomes are fighters, rangers, paladins, or barbarians - combatants who are well-suited to the demands of the position and can benefit most from the capabilities of the class. Rogues and bards sometimes take this class, but both they and sorcerers, wizards, and druids are normally better off avoiding hand-to-hand combat, so it is rare.

NPC breachgndmes sometimes work in small units, prepared to block off a number of different passages so that their fellows can either get into a better position or even escape. They are almost exclusively found in gnome villages or towns. A PC breachgnome can sometimes be found wandering along, searching for fellow gnomes in need of his unique skills.

Requirements:
Race: Gnome
Alignment: Any non-chaotic
BAB: +4
Skills: Spot 5, Listen 5 ranks
Feats: Dodge, Improved Initiative, Lightning Reflexes


Class Features:

- Hit Die: d10
- Base Attack Bonus: High
- High Saves: Reflex
- Weapon Proficiencies: Breach Gnomes are proficient with all simple and martial weapons.
- Armor Proficiencies: Breach Gnomes are proficient with all types of armor and shields.
- Skill Points: 2 + Int Modifier.
- Class Skills: Bluff, Concentration, Craft Weapon, Hide, Listen, Lore: Local, Lore: History, Spot.
- Spells per Day/Spells Known: This class offers no spell progression.

- Class Feats
1: Seal the breach (AC)
2: Uncanny Dodge
3: Bonus Feat
4: Seal the breach (Dexterity)
5: Seal the breach (BAB)

- Bonus Feats: Two Weapon Fighting, Improved Two Weapon Fighting, Blind Fight, Combat Expertise, Improved Combat Expertise, Improved Critical, Disarm, Improved Disarm, Knockdown, Improved Knockdown.

Abilities:

Seal the Breach
Type of Feat: Class
Prerequisites: Breach Gnome 1
Specifics: When fighting with unwalkable terrain on his flank the Breach Gnome excels. At 1st level he gains a dodge AC bonus of + 2, at 4th level he gains a dexterity bonus of +2 and at 5fth level he gains a BAB bonus of +2. The bonuses apply for as long as the Breach Gnome occupies the breach. The bonuses are doubled if the Breach Gnome is fighting in a position flanked on both sides by unwalkable terrain.
Use: Automatic


Uncanny Dodge
Type of Feat: Class
Prerequisites: Breach Gnome 2
Specifics: The Breach Gnome gains uncanny dodge at level 2, irregardless of meeting the requirements.
Use: Automatic
[/td][/tr][tr][td]Cavestalker[/td][td]
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CaveStalker


The Underdarks most dangerous predators are not its horrific monstrosities, crawling and festering in the darkest of grottoes. Rather, they are the deadly cavestalkers, moving effortlessly through a jungle of living rock and none are as much at home in these caverns as the drow. Just as a surface ranger feels at peace in the heart of a virgin forest, so too is a cavestalker is at home in the wilds of the Underdark. Yet even in his most familiar environment, he is aware of the ever-present danger that surrounds him. It is in the task of surviving this endless peril that he finds peace away from so-called civilized folk.

Rangers and druids are natural candidates for the cavestalkerclass. Underdark races that choose the path of the druid or ranger find little use for the abilities of those classes that are attuned to the wilderness of the surface. The cavestalker class augments and hones those abilities, making them more suitable for use in the endless night and providing a true advantage for those that live away from the light. Rogues occasionally become cavestalkers, since their high skill point allotment allows them to achieve the requirements more easily than other classes. Other classes might enjoy the benefits of becoming a cavestalker, but would likely fi nd meeting the requirements to be prohibitive. Regardless of class, only individuals who have natural darkvision can achieve the affinity with the lightless depths necessary to become a cavestalker.



Requirements:
Race: Any
Alignment: Any
Skills: 8 survival, 4 Lore: Dungeoneering
Feats: Track, Darkvision
Base Attack Bonus: +3


Class Features:
- Hit Die: d8
- Base Attack Bonus: High
- High Saves: Fortitude, Reflex
- Weapon Proficiencies: Cavestalkers gain no weapon proficiencies.
- Armor Proficiencies: Cavestalkers gain no armor proficiencies.
- Skill Points: 4 + Int Modifier.
- Class Skills: Heal, Hide, Listen, Lore: Dungeoneering, Lore: Geography, Lore: Local, Lore: Nature, Move Silently, Search, Sense Motive, Survival, and Tumble.
- Spells per Day/Spells Known: Full caster progression only for rangers and druids (please re-log after gaining Cavestalker PrC, for progression to apply).

- Other progression:

Full Animal companion progression
Increase wildshape uses (but change the dragon shape feat to require 27 levels of Druid)
Cavestalker does not give access to druid wildshape forms
[/list]

Class Abilities:
Level 1: Advanced spelunker
Level 2: Underdark affinity and hide of stone +1
Level 3: Bonus Feat
Level 4: Cavesense
Level 5: Expert spelunker
Level 6: Gaseous form and hide of stone +2
Level 7: Bonus Feat
Level 8: Blindfight
Level 9: Void in space
Level 10: Master spelunker and hide of stone +3.

Bonus feats from the ranger feat list

Vermin Shape
Type of Feat: Class Ability
Prerequisites: Underdark Affinity and Wildshape
Specifics: You transform into a phase spider. As you grow in power you vermin shape also increases, gaining 4 strength, 3 constitution and dexterity every 4 levels.(lowest is 10,10,10) Growth progressions at level 6 and is based of both your Druid and Cavestalker levels even if no spell progression was gained at the relevant Cavestalker levels. This ability consumes one wild shape and uses the amount wildshapes you have per day.
Use: Selected

Underdark Affinity
Type of Feat: Class Ability
Prerequisites: Cavestalker 2nd level,
Specifics: Your adaptation to the Underdark allows you to use your nature-themed class abilities in natural subterranean surroundings as well. These include the druid and ranger abilities of camoufl age, hide in plain sight, trackless step, and woodland stride. If you already have wild empathy, you can now use it to affect vermin. If you have the wild shape ability, add vermin to the types of creatures you can become (subject to all the size and frequency limitations provided by that ability). If you do not already have these underlying abilities, Underdark affinity does not grant them to you; it only augments those you already have.
Use: Automatic

Advanced Spelunker
Type of Feat: Class Ability
Prerequisites: Cavestalker 1st level
Specifics: As a cavestalker, your familiarity with the environs of the Underdark allows you to move through it comfortably, even in the most difficult conditions. As a result, you gain +2 Survival and Tumble Ranks while in natural subterranean surroundings. (The skill bonus does not count against your skill bonus limit but does not stack with other spelunking feats)
Use: Automatic

Expert Spelunker
Type of Feat: Class Ability
Prerequisites: Cavestalker 5th level
Specifics: Specifics: As a cavestalker, your familiarity with the environs of the Underdark has grown to allow you to move through it easily, even in the most difficult conditions. As a result, you gain a +1 Dexterity circumstance bonus +2 Tumble and +4 Survival Ranks in natural subterranean surroundings. (The skill bonus does not count against your ability bonus limit but does not stack with other spelunking feats)
Use: Automatic

Master Spelunker
Type of Feat: Class Ability
Prerequisites: Cavestalker 10th level
Specifics: As a cavestalker, your familiarity with the environs of the Underdark has grown to allow you to move through it effortlessly, even in the most difficult conditions. As a result, you gain a +2 Dexterity circumstance bonus +2 Tumble and +7 Survival Ranks in natural subterranean surroundings. (The skill bonus does not count against your ability or skill bonus limit but does not stack with other spelunking feats)
Use: Automatic

Gaseous Form
Type of Feat: Class Ability
Prerequisites: Cavestalker 6th level
Specifics: you gain the ability to traverse the treacherous and confined terrain of the Underdark by assuming gaseous form once per day. While in this form your ability to fight is impaired but you are also very hard to hit and injure. For all intents and purposes you have polymorphed into an Incorporeal cloud of barely detectable gas.
Use: Selected

Hide of Stone
Type of Feat: Class Ability
Prerequisites: Cavestalker 2nd level
Specifics: As you gain levels in the cavestalker class, your body embraces the rigors of the Underdark and takes on something of its hue and toughness. Your skin hardens and becomes flinty, granting you a natural armor bonus in addition to a circumstance bonus on Hide checks when in natural subterranean surroundings. These bonuses increase with +1 AC and +1 Hide as you progress through the cavestalker class, at 2nd level, at 6th level and finally again at 10th level.
Use: Automatic

Cavesense
Type of Feat: Class Ability
Prerequisites: Cavestalker 3rd level
Specifics: Due to your familiarity with the acoustic qualities of the Underdark, you so gain a +2 competence bonus on Listen checks made in subterranean surroundings. Another +2 competence bonus is gained at the 8th Cavestalker level.
Use: Automatic

Void in Space
Type of Feat: Class Ability
Prerequisites: Cavestalker 9th level
Specifics: Your attunement to the particular atmosphere of the Underdark allows you to warp the shadows, sounds, scents, and vibrations you give off, rendering you difficult to hear and see. You gain Displacement 8% and a +2 bonus to hide and move silently
Use: Automatic
[/td][/tr][tr][td]Daggerspell Mage[/td][td]
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Daggerspell Mage

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.

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.
Caster level: 5th (for wizard, this means 5th level wizard as an example)
Feats: Weapon Focus (dagger), Two-Weapon Fighting
Required Base Class: Bard, Sorcerer, Warlock, or Wizard
Skills: Concentration 8.
Special: Sneak Attack 1d6 (or equivalent)


Class Features:
- Hit Die: d6
- Base Attack Bonus: Medium.
- High Saves: Ref, Will.
- Weapon Proficiencies: None.
- Armor Proficiencies: None.
- Skill Points: 6 + Int modifier.
- Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Heal, Hide, Intimidate, Listen, Lore: Arcana, Lore: Local, Lore: Nature, Move Silently, Spellcraft, Spot, Survival, Tumble, and Sense Motive.


Class Abilities:
Level 1: Daggercast, Spellcasting Progression
Level 2: [NO SPELL PROGRESSION AT LEVEL 2]
Level 3: Sneak Attack +1d6
Level 4: Arcane Throw (Right Hand)
Level 5: Double Daggercast
Level 6: Sneak Attack +2d6
Level 7: Arcane Infusion
Level 8: Arcane Throw (Right and Left Hand)
Level 9: Sneak Attack +3d6
Level 10: Improved Two-Weapon Fighting

- Spellcasting: Beginning at 1st 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.
The class does progress eldritch blast damage for warlocks if you pick warlock casting.
This class advances 9 spell levels. It does not gain spells at level 2.


- 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 4th 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.
At 8th level, a dagger spell mage adds his/her left hand dagger to ranged touch attack spell damage as well. This adds your base dagger damage plus any enhance bonus from each dagger to ranged touch attack spells.
[/td][/tr][/table]

User avatar
DM Cradh
Posts: 1008
Joined: Fri Mar 23, 2012 10:52 pm

Re: Custom and New Classes

Unread post by DM Cradh » Fri Nov 27, 2015 1:16 pm

D - H
[th]Image[/th]
[th]Image[/th][tr][td]Dervish[/td][td]
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Dervish
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:
Base Attack Bonus: +5.
Feats: Combat Expertise, Dodge, Weapon Focus (any slashing melee weapon)
Skills: Perform 3, Tumble 3.

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, LoreL Local, Lore: Nobility and Royalty, Perform, and Tumble.

Class Abilities:
Level 1: AC Bonus (+1), Dervish Dance 1/day, Skill Focus (Tumble)
Level 2: 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: Dervish Dance 4/day
Level 8: Fast Movement +10
Level 9: Tireless dance, Dervish Dance 5/day
Level 10: A Thousand Cuts (3/day), AC Bonus (+3)

- AC Bonus: Specifics: At 1st level, a dervish gains a +1 dodge bonus to AC. This bonus improves to +2 at 5th level and +3 at 10th 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 which imposes a -2 penalty to Strength and Dexterity as well as a 10% movement speed decrease (unless she is a 9th-level dervish, at which point this limitation no longer applies).

<i>The dervish dance duration caps at 2 Minute:</i>

- 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.

- Fast Movement +10: When a dervish reaches 8th level, they gain a 10% gain in movement speed. This ability does not stack with haste.

- 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 5 rounds. This ability can be used 3 times per day.
Use: Selected.
[/td][/tr][tr][td]Dissonant Chord[/td][td]
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Dissonant Chord

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:

- Hit Die: d6
- Base Attack Bonus: Medium.
- High Saves: Ref, Will.
- Weapon Proficiencies: None.
- Armor Proficiencies: None.
- Skill Points: 6 + Int modifier.
- Class Skills: Appraise, Bluff, Craft Alchemy, Craft Armor, Craft Weapon, Concentration, Diplomacy, Hide, Listen, Lore: Arcana, Lore: Architecture and Engineering, Lore: Dungeoneering, Lore: Geography, Lore: History, Lore: Local, Lore: Nature, Lore: Nobility and Royalty, Lore: Religion, Lore: The Planes, Move Silently, Perform, Spellcraft, and Tumble.

Class Abilities:

Level 1: Bardic Music, Improved Counterspell, Spellcasting Progression
Level 2: --
Level 3: Break Concentration
Level 4: Skill Focus: Perform
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.

- 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 (Dissonant Chord and Stormsinger prestige classes count toward this and AMM has a +25 max cap). This potent ability is quite exhausting to use as each time it is activated it uses four of her bardic music uses for the day.
[/td][/tr][tr][td]Divine Seeker[/td][td]
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Divine Seeker

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: Religion 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: None.
- Armor Proficiencies: None.
- Skill Points: 4 + Int modifier.
- Class Skills: Craft Alchemy, Craft Armor, Craft Traps, Craft Weapon, Diplomacy, Disable Device, Hide, Listen, Lore: Arcana Lore: Dungeoneering, Lore: Local, Lore: Religion, Move Silently, Search, Spot, and Survival



Class Abilities:

Level 1: Sacred Stealth (1/day), Skill Focus (Disable Device), Skill Focus (Search)
Level 2: Sacred Defense +1, Sneak Attack 1d6
Level 3: Sacred Stealth (2/day), Trapfinding, Trapsense +1
Level 4: Sacred Defense +2, Divine Perserverance
Level 5: Sacred Stealth (3/day), 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 (+1 per divine seeker level) sacred bonus on Hide and Move Silently checks. This bonus caps at +5 for a level 5 divine seeker. This benefit lasts for a number of minutes equal to twice 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.
[/td][/tr][tr][td]Dragon Warrior[/td][td]
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Dragon Warrior
Dragon warriors are dedicated warriors, members of special, self-selected class who revere dragon-kind and emulate dragons' ferocious martial abilities to the point of taking on some draconic traits.

Each dragon warrior is bound to a single dragon clan, of which there are ten. Five good dragon clans are each devoted to a kind of metallic dragon, and five evil dragon clans are each devoted to a kind of chromatic dragon. In time the fires of the clan dragon awakens within her.

Martial classes of all types can apply for membership in dragon clans. If the dragon's roar is as a song to one's ears, she should consider becoming a dragon warrior.


Requirements:
Base Attack Bonus: +5.
Skills: Lore: Arcana 2.
Special: May not have levels in the Dragon Disciple prestige class.


Class Features:
- Hit Die: d10
- Base Attack Bonus: HIGH ((note, is MED on Kaedrins site
- High Saves: Fort, Will.
- Weapon Proficiencies: None.
- Armor Proficiencies: None.
- Skill Points: 2 + Int modifier.


- Class Skills: Craft Armor, Craft Weapon, Diplomacy, Intimidate, Lore: Arcana, Lore: Architecture and Engineering, Lore: Dungeoneering, Lore: Geography, Lore: History, Lore: Local, Lore: Nature, Lore: Nobility and Royalty, Lore: Religion, Lore: The Planes, Parry, and Tumble.


Class Abilities:
Level 1: Dragon Disciple, Dragon Breath, Resistance to Energy 5
Level 2: Dragon Breath 2/day
Level 3: Immune to Fear
Level 4: Elemental weapon +1
Level 5: Resistance to Energy 10
Level 6: Dragon Breath 3/day
Level 7: Resistance to Energy 15
Level 8: Blind-Fight
Level 9: Elemental weapon +1d4
Level 10: Resistance to Energy 20

- Dragon Breath: A dragon warrior can use a breath weapon once per day as a standard action. The type of breath weapon depends on the chosen dragon type. The breath weapon deals 1d12 points of damage per class level + 1d3 points per hd in a 30' cone. The Reflex save DC for the breath weapon is 12 + the dragon warrior's class level + the dragon warrior's Con modifier. This can be used once per day at 1st level, twice a day at 2nd level, and three times per day at 6th level.

- Resistance to Energy: A dragon warrior gains resistance 5 against attacks involving the same energy types as the character's breath weapon (for example, acid for a green dragon warrior). At 5th level, the resistance improves to 10. At 7th level it improves to 15, and at 10th level it becomes 20.

- Elemental Weaponry: Starting at 4th level, a dragon warrior can endow her weapons with elemental energy while she wields them in battle. This energy is of the same type as her breath weapon. At 4th level, this bonus deals an extra 1 point of energy damage, and this extra damage
increases to 1d4 at 9th level. This ability lasts for one hour per class level at a time (no limit on uses).
NOTE: This works on all ranged weapons, as well as both melee weapons if dual wielding.
[/td][/tr][tr][td]Dragonslayer[/td][td]
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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.
Spellcasting progression also works for blackguards and assassins.


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: Arcana, Lore: Local, 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 and level 10 (1, 3, 5, 7, 9 and 10), 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.

- 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.
[/td][/tr][tr][td]Dread Pirate[/td][td]
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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: Geography 8.

Class Features:
- Hit Die: d8
- Base Attack Bonus: High.
- High Saves: Ref.
- Weapon Proficiencies: All simplel and martial.
- Armor Proficiencies: Light armor.
- Skill Points: 6 + Int modifier.
- Class Skills: Appraise, Bluff, Craft Armor, Craft Weapon, Intimidate, Listen, Lore: Geography, Lore: Local, 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, Improved Two Weapon Fighting
Level 7: Rally the Crew +2
Level 8: Skill Focus (Tumble)
Level 9: Fight to the Death
Level 10: Fearsome Reputation +6, Rally the Crew +3

- 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. At 10th level, a dread pirate can use this ability three times per day, and the bonus increases to +3. Rally the Crew can not be used while Inspire Courage is active.

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: Specifics: Fight to the Death: At 9th level and higher, a dread pirate can inspire his allies to carry on against tremendous odds. Each ally within range gains temporary hit points equal to 10 + the dread pirate's Cha bonus (minimum 10) and gains a dodge bonus to Armor Class equal to the dread pirate's Cha bonus (minimum +1, caps at +5). These bonuses last for 1 round per dread pirate level.
Use: Automatic
[/td][/tr][tr][td]Elemental Archer[/td][td]
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Elemental Archer

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
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: Local, Lore: The Planes, Spot, Survival, Tumble

Class Abilities:
Level 1: Path of Elements, Elemental Shot+1
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), Elemental Shot+2

- 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 (acid, fire, cold or electricity). All class abilities require that a ranged or thrown weapon be equipped for the ability to work.

- Elemental Shot: At first level, the elemental archer channels their chosen plane through their hands, causing their shots to strike with elemental damage. At level 1 this adds +1 elemental damage, and at level 5 this adds +2 elemental damage.

- 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. 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.

- Elemental Storm: Specifics: 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 2d8 of piercing damage + 5d6 of your chosen element if you succeed with a ranged touch attack. You can affect up to 5 targets. This can be improved with the improved elemental storm feat
[/td][/tr][tr][td]Fist of the Forest[/td][td]
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Fist of the Forest

"To be one with the wild, you must become wild yourself. It's only natural."
Though the two classes seem to have little in common, the paths of the monk and the barbarian often converge in the fist of the forest. Monks and other disciplined characters seek heightened connections with nature through a primal devotion to its defense. Barbarians and other wild characters seem to simply end up on this path if they are fated for it.

Fists of the Forest are trained and introduced to this Prestige Class through association with militant pro-wilderness groups, often labeled as eco terrorists by their victims, and make up a group of enforcers that channel raw primal power through their bodies to fight with animalistic prowess in defense of nature's sacred places. To these terrorist groups "nature's sacred places" comprises nearly everywhere and they hate to see the encroachment of settlements into untamed lands.

Fists of the Forest and other specialist members of these green terrorist groups often work illegally and violently to achieve their goals, using sabotage, coercion, and diplomacy where open conflict is not a possibility. Being largely self-reliant and under equipped, these solitary agents of nature's wrath find their natural lifestyles aid them in surviving the rigors of guerrilla warfare against the larger and better supplied societies they oppose.

While membership in these violent organizations is a given right to the Fists of the Forest, as long as they continue to keep their secrets to themselves, a Fist may turn their backs on the movement and continue on in their lives to more peaceful endeavors - but unless they wish to abandon the primal power of the class they must still maintain their connections with animal life.

A Fist of the Forest must only sleep in natural environments, never inside of buildings, unless forced to by their circumstances (such as imprisonment). A Fist of the Forest must also never purchase food - they need to obtain it by hunting, gathering, begging, or stealing. While some Fists of the Forest also chose to give up speech and the use of fire, tools, and all of their mortal possessions, these sacrifices are not a requirement of maintaining their primal lifestyle.

So strong is their required devotion to nature that in any month where a Fist of the Forest violates their primal living requirements as much three times, by purchasing food or willingly sleeping in a non-natural setting, they break the connection to the Prestige Class and cease to find their primal power. Only by returning to the wilds and reestablishing that connection for an unbroken consecutive month, or receiving an Atonement from the organization that initiated them into the ways of the Fist of the Forest, will they restore this connection - it is as critical as the oaths of a Paladin and a Druid.

A character can achieve a maximum of 3 levels in the Fist of the Forest prestige class.

Requirements:
Base Attack Bonus +4
Feats: Great Fortitude, Improved Unarmed Strike, Power Attack.
Skills: Survival 4.

Class Features:
- Hit Die: d10
- Base Attack Bonus: High.
- High Saves: Fort, Ref.
- Weapon Proficiencies: None.
- Armor Proficiencies: None.
- Skill Points: 2 + Int modifier.
- Class Skills: Craft Armor, Craft Weapon, Diplomacy, Heal, Intimidate, Listen, Lore: Local, Lore: Nature, Parry, Move Silently, Spot, Survival, and Tumble.

Class Abilities:
Level 1: AC Bonus, Bonus Feat: Dash, Feral Stance 1/day, Unarmed Damage Increase
Level 2: Uncanny Dodge, Ki Strike (Magic)
Level 3: Feral Stance 2/day, Blind-Fight

- AC Bonus: While unarmored, you gain a bonus to your dodge Armor Class equal to your Constitution bonus (if any). Only your base Constitution is used for this bonus (spell/item enhancements are not used). This bonus will not work while wildshaped.

- Ki Strike (Magic): At 2nd level, a Fist of the Forest's unarmed attacks are empowered with ki as a Monk of 4th level or higher. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.

- Feral Trance: Once per day, you can enter a feral battle trance. While you are in this state, the raw power of the beast flows through you. For the duration of the trance, you gain a +4 bonus to Dexterity and a +2 bonus on attack rolls. A feral trance lasts for a number of rounds equal to 3 + your Con modifier. At 3rd level, you can use this ability twice per day. The Extend Rage feat increases the duration by 5 rounds.

- Unarmed Damage Increase: Your unarmed attacks deal more damage than usual. You deal +1d4 blunt damage when not wielding any weapons.
[/td][/tr][tr][td]Frostmage[/td][td]
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Frost Mage
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: Arcana 8
Spellcasting: 1st level Arcane magic.[/b]

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: Arcana, Lore: Architecture and Engineering, Lore: Dungeoneering, Lore: Geography, Lore: History, Lore: Local, Lore: Nature, Lore: Nobility and Royalty, Lore: Religion, Lore: The Planes, 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: One with the Cold
Level 7: Armor of Frost (Natural Armor +3)
Level 8:
Level 9:
Level 10: Armor of Frost (Natural Armor +4),Piercing 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.

- One with the Cold: At 6th 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.

- Piercing Cold: At 10th 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, Frost Breath
[/td][/tr][tr][td]Ghost-faced Killer[/td][td]
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Ghost-Faced Killer


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: Arcana, Lore: Dungeoneering, Lore: Local, 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, Bonus Feat: Cleave
Level 7: Ghost Step 3/day
Level 8: Sneak Attack +3d6
Level 9: Frightful Attack 3/day
Level 10: Ghost Step 4/day, Ghost Sight 3/day (True Seeing for 10 minutes, 3/day)

- 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 10 + ghost-faced killer's class level + Cha modifier) negates this effect.
[/td][/tr][tr][td]Hierophant[/td][td]
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Hierophant

A divine spellcaster who rises high in the service of his deity gains access to spells and abilities of which lesser faithful can only dream.

The hierophant is a prestige class of clerics and druids. Hierophants are higher members of clergy and druidic circles who decide to temporarily forgo gaining the highest levels of divine magic in order to concentrate on the mastery of what they already possess. This has the chief consequence of having spells that are much more potent than normal, allowing hierophants to heal and damage much more efficiently and powerfully through understanding rather than calling on more involved prayers.

Requirements:
Race: Any
Alignment: Any
Skills: Lore: Religion 15 ranks or Lore: Nature 15 ranks
Feats: Any metamagic feat
Spell Level: Able to cast 7th Circle Divine spells or higher
Class: Cleric, Druid, Spirit Shaman (Please note that Spirit Shaman does not have access to Lore: Religion and must multi-class in order to qualify for Hierophant).

Class Features:
- Hit Die: d8
- Base Attack Bonus: Medium
- High Saves: Fortitude, Will
- Weapon Proficiencies: A hierophant gains no weapon proficiencies.
- Armor Proficiencies: a hierophant gains no armor proficiencies.
- Skill Points: 2 + Int Modifier.
- Class Skills: Concentration, Craft Armor, Craft Weapon, Craft Alchemy, Heal, Spellcraft, Lore: Arcana, Lore: History, Lore: Local, Lore: Religion
- Spells per Day/Spells Known: At every level except the Hierophant gains more spells per day. If a character had more than one spellcasting class before becoming a hierophant, he must decide which class he adds the new level for purposes of determining spells per day

- Class Feats:
1:
2: Special Ability
3:
4: Special Ability
5:
6: Special Ability
7:
8: Special Ability
9:
10: Special Ability

No bonus feats.

Abilities
Blast Infidel
Type of Feat: Class Ability
Prerequisites: Hierophant 1
Specifics: The Hierophant now deals double the damage for any negative energy spells that he casts (inflict wounds series, death knell, harm, slay living and negative energy ray). This does not apply to Vampiric Feast or Spell-like abilities.
Use: Automatic


Faith Healing
Type of Feat: Class Ability
Prerequisites: Hierophant 1
Specifics: The Hierophant now heals for double the amount when casting any of the cure wounds spells (applies to all cure wounds or mass cure wounds spells).
Use: Automatic


Mastery of Energy
Type of Feat: Class Ability
Prerequisites: Hierophant 1
Specifics: Available only to hierophants with cleric levels, this ability allows a hierophant to channel positive or negative energy much more effectively, increasing his ability to affect undead. Add a +4 bonus to the hierophant’s turning checks and turning damage rolls. This ability affects other creatures than undead if the hierophant can turn other creatures, such as with a domain power.
Use: Automatic


Advanced Divine Spell Power
Type of Feat: Class Ability
Prerequisites: Hierophant 1, Divine Spellpower
Specifics: Available only to hierophants with the feat Divine Spell Power, the feat now uses your full turning roll to complement casterlevel and progress DC's (You can go beyond +4). You no longer suffer negative effects from rolling poorly.
Use: Automatic


Metamagic Feat
Type of Feat: Class Ability
Prerequisites: Hierophant 1
Specifics: A hierophant can choose a metamagic feat in place of one of the special abilities described here if desired. This does not include improved metamagic feats.
Use: Automatic


Gift of the Deity
Type of Feat: Class Ability
Prerequisites: Hierophant 9
Specifics: Your visage of the deity line of spells are now automatically empowered by your deity.
Use: Automatic


Inscribe Rune
Type of Feat: Class Ability
Prerequisites: Hierophant 6 or Dwarven Runesmith
Specifics: A 6th level Hierophant can learn to channel his power into runes, storing the spell for later use. He may store one spell per spell level, creating and imbuing the rune at modest expense compared to scribing a scroll of similar level.
Use: Automatic


Spellpower
Type of Feat: Class Ability
Prerequisites: Hierophant 1
Specifics: This special ability increases a hierophant’s effective caster level by 1 for purposes of determining dependent spell variables (such as damage and DC calculation). This ability can be selected more than once up to a maximum of 3 times, for a total casterlevel bonus of +3.
Use: Automatic


Toll of Nature
Type of Feat: Class Ability
Prerequisites: Hierophant 1
Specifics: The Hierophant excels with spells that attack the nerve system of living creatures, being able to alter their lethality further. The following spells recieve a +2 DC bonus; Contagion, Infestation of Maggots, Poison, Quillfire (the DC is set right now), Mass Contagion, Swamp Lung, Blood to Water, Dehydrate and Hypothermia.
Use: Automatic


Oak Friend
Type of Feat: Class Ability
Prerequisites: Hierophant 1, Oaken Resilience
Specifics: A druid who has the feat oaken resilience may learn to grant the benefits of that feat to a friendly creature. This creature becomes immune to poison, sleep, paralysis, stunning and critical hits for ten minutes. Using Oak Friend costs one wildshape use.
Use: Selected
[/td][/tr][tr][td]Hospitaler[/td][td]
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Hospitaler

Hospitalers are a fighting force of necessity, sworn to poverty, obedience, and the defense of those in their care. It is the duty of knights hospitaler to protect people traveling on religious pilgrimages. Over the years, this single duty has expanded to include the construction and administration of hospitals and refugee facilities.

Requirements:
Alignment: Any nonchaotic.
Base Attack Bonus: +5
Spellcasting: Able to cast 1st level divine spells.
Skills: Diplomacy 5 ranks


Class Features:
- Hit Die: d8
- Base Attack Bonus: High.
- High Saves: Fortitude.
- Weapon Proficiencies: Simple and martial weapons.
- Armor Proficiencies: All armors (light, medium, and heavy) as well as shields (excluding tower shields).
- Skill Points: 2 + Int modifier.
- Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Heal, Lore: History, Lore: Local, Lore: Religion, and Parry


Class Abilities:

Level 1: Lay on Hands, Bonus Feat, Spellcasting Progression
Level 2: Spellcasting+1
Level 3: Remove Disease 1/day
Level 4: Spellcasting+2
Level 5: Bonus Feat
Level 6: Spellcasting+3
Level 7: Remove Disease 2/day
Level 8: Spellcasting+4
Level 9: Spellcasting+5, Bonus Feat,
Level 10: Spellcasting+6

- Divine Spellcasting: Divine Spellcasting: Hospitalers gain new spells per day and an added level of effective spellcasting in any divine casting class. This spellcasting ability increase is gained at the levels 2, 4, 6, 8, 9, and 10.


- Bonus Feats: Hospitalers gain bonus feats as a fighter at levels 1, 5, and 9. The bonus feats are drawn from the following list: Armor Specialization (any), Blind Fight, Cleave, Combat Mastery (any), Deflect Arrow, Disarm, Dodge, Elemental Archer's Improved Elemental Storm, Epic Toughness, Epic Weapon Focus (any), Exotic Weapon Proficiency, Expertise, Great Attribute increase line, Great Cleave, Greater Weapon Focus (any), Improved Critical (any), Improved Disarm, Improved Expertise, Improved Initiative, Improved Knockdown, Improved Parry, Improved Power Attack, Improved Unarmed Strike, Improved Whirlwind Attack, Knockdown, Manyshot, Mobility, Oversized Two-Weapon Fighting, Point Blank Shot, Power Attack, Rapid Reload, Rapid Shot, Spring Attack, Stunning Fist, Toughness, Two-Weapon Defense line, Weapon Focus (any), Weapon Finesse, and Whirlwind Attack.

- Remove Disease: Starting at 3rd level a hospitaler can remove disease with a touch once per day. This increase to two uses per day at 7th level.

- Lay on Hands: Beginning at 1st level, a Hospitaler with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Hospitaler level times her Charisma bonus. For example, a 7th-level hospitaler with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. Hospitaler levels stack with Paladin and Divine Champion for determining the effects of the heal. Lay on hands may also be used to target undead for damage.
[/td][/tr][/table]

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DM Cradh
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Re: Custom and New Classes

Unread post by DM Cradh » Fri Nov 27, 2015 1:17 pm

M - T
[th]Image[/th]
[th]Image[/th][tr][td]Man-at-Arms[/td][td]
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Man-at-Arms


A Man-at-Arms is a skilled melee combatant who fights in the name of his Lord, Cause, Honor, Chivalry or even himself. A man-at-arms relies on more than a sharp sword and a stout suit of armor to defeat his foes. His drive, determination, and fighting spirit allow him to control the battlefield in ways that others cannot match. A man-at-arms can challenge an opponent to a duel, calling upon the foe's pride and ego to force his hand. The man-at-arms's talent with heavy armor, shields, and defensive tactics grant him the ability to disrupt his foe's plans. Only the most talented rogues and monks can slip past a man-at-arms's defenses to strike at his allies. An adventuring group with wizards, sorcerers, and other lightly armored members thrives with the assistance of a man-at-arms. While the man-at-arms keeps enemies occupied, his allies can use their talents and abilities without fear of attack or harassment.

This is a base Class

Requirements:
Race: Any
Alignment: Any Lawful


Class Features:
- Hit Die: d12
- Base Attack Bonus: High
- High Saves: Will
- Weapon Proficiencies: Simple and Martial
- Armor Proficiencies: All armor and shields (excluding tower shields)
- Skill Points: 2 + Int Modifier.
- Class Skills: Craft Armor, Craft Weapon, Intimidate, Lore: History, Lore: Local, Lore: Nobility and Royalty, Parry, Taunt, and Tumble.
- Spells per Day/Spells Known: The man-at-arms does not have spell progresision and does not have a spell book.

Class Abilities:
Level 1: Challenge + 1, Demoralize Opponent
Level 2: Shield Block +1
Level 3:
Level 4: Heavy Armor Optimization, Mocking Challenge
Level 5: Bonus Feat
Level 6: Guarding the Lord
Level 7: Challenge +2
Level 8: Call to Battle
Level 9: Greater Heavy Armor Optimization
Level 10: Bonus Feat
Level 11: Shield Block +2
Level 12: Daunting Challenge
Level 13: Challenge +3
Level 14: Rescue
Level 15: Bonus Feat
Level 16: Indomitable Soul
Level 17:
Level 18:
Level 19: Challenge +4
Level 20: Bonus Feat
Level 21: Shield Block +3
Level 22:
Level 23: Epic Bonus Feat
Level 24:
Level 25: Challenge +5
Level 26: Epic Bonus Feat
Level 27:
Level 28:
Level 29: Epic Bonus Feat
Level 30: Challenge +6, Shield Block +4 Epic Bonus Feat

- Bonus Feats: From the fighter list
Bonus Feat: The Man at Arms gains an additional bonus feat at levels 5, 10, 15, 20, 23, 26, 29, and 30. A Man At Arms must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
The bonus feats are drawn from the fighter feat list and include the following feats: Armor Skin, Deflect Arrows, Cleave, Great Cleave, Blind Fight, Improved Charge, Furious Charge, Shield Bash, Shield Charge, Shield Slam, Disarm, Improved Disarm, Dodge, Knockdown, Improved Knockdown, Improved Parry, Mobility, Power Attack, Improved Power Attack, Combat Expertise, Improved Combat Expertise, Exotic Weapon Proficiency, Improved Critical, Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Devastating Critical, Epic Weapon Focus, Epic Weapon Specialization, and Overwhelming Critical, Melee Weapon Mastery: Crushing, Melee Weapon Mastery: Slashing, Melee Weapon Mastery: Piercing, Weapon Supremacy, Powerful Charge, Dire Charge, Brutal Throw, Weapon Finesse, Epic DR series, Epic Toughness series.
Note: Weapon oriented feats can only be taken for the following weapons; bastard sword, battleaxe, dwarven waraxe, flail, greatsword, greataxe, halberd, handaxe, katana, light hammer, light mace, longsword, morningstar, quarterstaff, rapier, shortspear, shortsword, scimitar, scythe, throwing axe, and warhammer.


Challenge
Type of Feat: Class Ability
Prerequisites: Man-at-Arms 1st level,
Specifics: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies' ego, you can manipulate your foes.
You can issue a challenge to an enemy, gaining a +1 bonus on Will saves, attack rolls, and damage rolls. The effect lasts for a number of rounds equal to 5 + your Charisma modifier (if any). At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4. At 25th level, it increases to +5. At 30th level, it increases to +6. You can't issue any another such challenge until designated the opponent has been defeated or fled. (affecting this ability only)
Use: Selected


Demoralize Opponent
Type of Feat: Class Ability
Prerequisites: Man-at-Arms 1st level,
Specifics: You bellow a striking taunt that demoralizes the target. The target must succeed a will saving throw or become demoralized. (DC is: 16 + half man-at-arms levels + Charisma modifier) Already shaken creatures can also become demoralized, suffering both effects induces panic.
Use: Selected


Shield Block
Type of Feat: Class Ability
Prerequisites: Man-at-Arms 2nd level
Specifics: Your expertise with shields allows you to position it in such a way that a normally dangerous blow is deflected harmlessly. As you gain experience your competence with shield blocking increases and you gain additional shield AC while a shield is equipped. +1 at second level, +2 at 11th level, +3 at 21st level and +4 at 30th Man-at-Arms level. This bonus Shield AC stacks with any permanent enchantment present on your shield.
Use: Automatic


Mocking Challenge
Type of Feat: Class Ability
Prerequisites: Man-at-Arms 4th level
Range: 100 feet
Specifics: Starting at 4th level, you can shout a challenge to all enemies, calling out for them to face you in combat. As a swift action, you can expend one use of your Man-at-Arms Challenge ability to cause all your enemies within 100' to make Will saves (DC 15 + 1/2 your Man-at-Arms level + your Cha modifier). Creatures that fail this save are goaded to attack you.
Use: Selected
Special: You can enter your own text for taunts and challenges. This ability works on mobs with greater than 5 intelligence. It cannot be negated with mind-spell immunity. This ability will only cause an enemy to attack you if he has an attack action queued. It interrupts spellcasting.


Call to Battle
Type of Feat: Class Ability
Prerequisites: Man-at-Arms 8th level
Specifics: Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a man-at-arms still battles on in its name. You become immune to fear. As a swift action, you can expend one use of your Challenge ability to grant an ally a bonus against fear effects equal to your Charisma modifier as well as a number of temporary hit points equal to your man-at-arms level. If the ally's current hit point total is less than half his 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 man-at-arms level.
Use: Selected
Special: You can enter your own text for taunts and challenges.


Daunting Challenge
Type of Feat: Class Ability
Prerequisites: Man-at-Arms 12th level
Specifics: Starting at 12th level, a knight can issue a daunting challenge as a swift action. Like a test of mettle, this is a general challenge to all foes within 100 feet. Affected creatures must make Will saves (DC 15 + 1/2 man-at-arms level + Cha modifier). Creatures that fail this save are shaken. Already demoralized creatures can also become shaken, suffering both effects causes panic.
Use: Selected
Special: You can enter your own text for taunts and challenges.
[/td][/tr][tr][td]Master Alchemist[/td][td]
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Master Alchemist

Description:
The master alchemist is a spellcaster who specializes in producing potions and elixirs that reproduce the effects of spells of 4th level or higher. Even spellcasters who dabble in alchemy gain the ability to improve the rate at which they can produce potions, which for adventuring spellcasters can reduce the amount of time they must spend preparing for their next quest. At its highest levels , the alchemist prestige class allows spellcasters to create potions that reproduce some of the most powerful magical effects available.

Requirements:
Race: Any
Alignment: Any
Skills: Craft Alchemy 10 ranks, Spellcraft 10 ranks
Feats: Brew Potion, Skill Focus Craft Alchemy

Class Features:
- Hit Die: d4
- Base Attack Bonus: Low
- High Saves: Will
- Weapon Proficiencies: A Master Alchemist gains no weapon proficiencies.
- Armor Proficiencies: A Master Alchemist gains no armor proficiencies.
- Skill Points: 2 + Int Modifier.
- Class Skills: Craft Alchemy, Craft Armor, Craft Weapon, Concentration, Lore: Arcana, Lore: Local, Spellcraft
- Spells per Day/Spells Known: When a new master alchemist level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class before he became a master alchemist, he must decide to which class to add the levels of master alchemist to for the purpose of determining spells per day.

- Class Feats
1: Master Brewer, Alchemist Brew
2: Advanced Brewing
3: Alchemical Fire Mastery
4:
5: Unrivalled Brewer

-No bonus feats.

Abilities:
Master Brewer
Type of Feat: Class
Prerequisites: Master Alchemist 1
Specifics: When using the Alchemists elixir brewing or brew potion ability you are able to brew potions / elixirs at 85% of the normal ingredient cost.
Use: Automatic


Alchemist Brew
Type of Feat: Class
Prerequisites: Master Alchemist 1
Specifics: When on the next spell cast will be brewed into a potion, provided there is an empty vessel to store it in. The Master Alchemist class gains access to a second brewing ability, alchemist brewing, through which he can brew elixirs. Elixirs scale to the alchemist's casterlevel, except for a select few spells which are capped on grounds of server policy. The maximum casterlevel supported is 30. Minimum casterlevel available for any craftable spell is 10. A Master Alchemist may choose at which casterlevel to brew his elixirs. But not his regular potions. His cost reduction feats apply for both elixirs and potions. When imbibing elixirs toxic effects may occur. These vary depending on the level of toxicity and previous potions imbibed. The more toxic, the harsher the effect. If this occurs in combat it may severely incapacitate you, leading to death. In most cases you will be able to safely imbibe two elixirs. You will however need to consult with your local master alchemist if this is safe or will likely lead to trouble. Some elixirs don't combine well with others...
Use: Selected


Advanced Brewing
Type of Feat: Class
Prerequisites: Master Alchemist 2
Specifics: The Master Alchemist may ignore the level 3 limit for elixir brewing, extending it with his class level, up to +4.
Use: Automatic


Alchemical Fire Mastery
Type of Feat: Class
Prerequisites: Master Alchemist 3
Specifics: Once per day the Master Alchemist may create a number of perfected alchemical fire grenades equal to half of his master alchemist levels. These cost 135 gp per grenade.
Use: Selected


Unrivalled Brewer
Type of Feat: Class
Prerequisites: Master Alchemist 5
Specifics: When using the Alchemists elixir brewing or brew potion ability you are now able to brew potions / elixirs at 70% of the normal ingredient cost. You also become immune to the toxins present in elixirs.
Use: Automatic
[/td][/tr][tr][td]Master of Disguises[/td][td]
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Master of Disguises

Master spies rarely work with others unless they are under cover. The special skills that serve them so well in the field ironically make them exceptional leaders, but a master spy's natural inclination toward secrecy pushes her away from limelight. Note that a master spy among adventurers may not intend to betray them; armed heroes provide excellent cover for a master spy's true mission, whether or not they know the spy's intent. They are skilled at infiltration, theft and assassination, and thus often must go undercover to avoid their identity being revealed. The spy can contribute utility, scouting, and/or fighting prowess to a party. They are extremely versatile and trained to expect the unexpected.

Class Requirements:

- BAB: +5
- Skills: Bluff 5, Disguise 5, Sense Motive 5.


Class Features:
- Hit Die: 6
- Base Attack Bonus: Medium.
- High Saves: Reflex, Will.
- Weapon Proficiencies: Masters of Disguises are proficient with simple weapons.
- Armor Proficiencies: Masters of Disguises are proficient with light armor.
- Skill Points: 6 + Int Modifier.
- Class Skills: Appraise, Bluff, Craft (alchemy, trap, weapon), Diplomacy, Disable Device, Hide, Intimidate, Listen, Lore: Arcana, Lore: Dungeoneering, Lore: Local, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spot, Taunt, Tumble, and Use Magic Device.
- Spells per Day/Spells Known: Masters of Disguises do not cast spells or grant spell progression for other classes.

- Class Feats
1: Expert Disguiser
2:
3: Second Impression
4: Slippery Mind
5: Disguise Self (at will)

Abilities:

Expert Disguiser
Type of Feat: General
Prerequisites: Bluff 15, Second Impression
Specifics: You gain a +3 bonus on checks to detect or avoid detection of a disguise on account of your expertise.
Use: Automatic


Second Impression
Type of Feat: General
Prerequisites: Bluff 5
Specifics: If an observer sees through your disguise with a successful Spot check, you can (as an immediate action) attempt a Bluff check at a -5 penalty to convince him that he's mistaken. Use the observer's Spot check result as the DC for your Bluff check; if you succeed, the observer ignores the evidence of his own senses in favor of what your disguise attempts to show.
Use: Automatic


Slippery Mind
Type of feat: Class
Prerequisite:
Required for: None
Specifics: A character with this feature can wriggle free from magical effects that would otherwise control or compel her. If the character is affected by an enchantment and fails her saving throw, she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell’s effects occur normally.
Use: Automatic


Disguise Self
Type of feat: Class
Prerequisite:
Required for: None
Specifics: You magically alter your appearance. The caster decides what to disguise and may at any time remove the disguise. Unlike regular disguises the Disguise Other spell creates an illusion which can be detected and dispelled. The detection DC for the disguise is the spell's save DC - 10, raised up to your total DC depending on the target's disguise skill.
Use: Selected
[/td][/tr][tr][td]Order of the Bow Initiate[/td][td]
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Order of the bow Initiate

Description:
When asked "What is Truth?," an initiate of the Order of the Bow picks up his bow, fires an arrow and, without saying a word, lets his mastery of the weapon serve as the gauge of the archer's progress along the way. By learning the meditative art of the Way of the Bow, the archer improves his discipline, precision, and spirituality. Order of the Bow initiates see their weapons as extensions of their being, and the use of a bow as a spiritual experience. Everything comes down to that one shot in the world of the Initiate hence a common saying is: "One shot, one kill".

Fighters are the most common initiates of the Order of the Bow. Rangers, paladins, and even barbarians utilize these skills and philosophies well. Some rogues and bards have been known to enter the order, but they are rare indeed.

The Way of the Bow is not a religious creed, nor is the Order of the Bow an actual organization. Instead it refers to a discipline: that of mastering the bow. Initiates literally dedicate themselves to mastering the order that is the bow. The order thus represents the bow as a microcosm, its every aspect a study pursued by the initiate.


Requirements:
Race: Any
Alignment: Any
Base Attack Bonust: +5
Skills: Lore: Religion 2, Craft Weapon 5
Feats: Point Blank Shot, Rapid Shot, Weapon Focus Short Bow or Longbow


Class Features:
- Hit Die: d8
- Base Attack Bonus: High
- High Saves: Fortitiude, Reflex
- Weapon Proficiencies: An Order of the Bow Initiate gains no weapon proficiencies.
- Armor Proficiencies: An Order of the Bow Initiate gains no armor proficiencies.
- Skill Points: 2 + Int Modifier.
- Class Skills: Concentration, Craft Weapon, Lore: History, Lore: History, Lore: Local, Lore: Religion, Hide, Spot, Survival, Sense Motive


Class Abilities:
1: Ranged Precision +2
2: Dead Eye Shot
3: Ranged Precision +4
4: Greater Weapon Focus
5: Ranged Precision +6
6: Sharp-Shooting
7: Ranged Precision +8
8: None
9: Ranged Precision +10
10: Extended Sharpshooting

Ranged Precision I to V (each adding 2 damage)
Type of Feat: Class Ability
Prerequisites: Order of the Bow Initiate
Specifics: As a standard action, an initiate may make a single precisely aimed attack with a ranged weapon, dealing an extra 2 points of damage if the attack hits. When making a ranged precision attack, an initiate must be within 120 feet of their target. An initiate’s ranged precision attack only works against living creatures with discernible anatomies. Any creature that is immune to critical hits (either naturally or through a class, item or ability benefit) is not vulnerable to a ranged precision attack. Unlike with a rogue’s sneak attack, the initiate’s target does not have to be flat-footed or denied its Dexterity bonus, but if it is, the initiate’s extra precision damage stacks with sneak attack damage. Treat the initiate’s ranged precision attack as a sneak attack in all other ways. The initiate’s bonus to damage on ranged precision attacks increases by +2 every two levels.
Use: Automatic



Sharp Shooting
Type of Feat: Class Ability
Prerequisites: Order of the Bow Initiate level 6
Specifics: You mark your target and take a concentration check every round before your attack, but you limit yourself to half of your normal attacks. If successful you gain an extra +2 precision damage and an additional +2 attack bonus vs the target. The Sharpshooting DC starts at 10 + 29% of the distance to the target. Your ranged Precision feats apply as well as any sneak attack damage you can do if, this attack is executed as a sneak attack. At Order of the Bow Initiate Level 10 you no longer limit yourself to half your attacks, you now use all your regular attacks.
Use: Selected as a Mode



Frontline Archer
Type of Feat: General
Prerequisites: Dexterity 15, Weapon Focus (longbow), Lightning Reflexes
Specifics: You may use your Longbow to do a Melee Trip attack. If successful, you follow up on the trip attempt with a melee Longbow attack, which does damage equal to a Club of the same size. If the bow is magical, it is treated as a magic weapon for overcoming Damage Reduction. You gain a +4 bonus on your trip attempt as if you have Improved Knockdown. (but not another +4 if you actually have it). Using this feat starts the cooldown on Knockdown.
Use: Selected



Dead Eye Shot
Type of Feat: General
Prerequisites: Point Blank Shot, Base Attack Bonus + 4
Specifics: By firing just as your ally connects with a blow, you take advantage of the distraction to strike the same enemy when his guard is ruined. If you ready a ranged attack to occur when an ally strikes a particular target, and your ally succeeds, that target loses his Dexterity bonus to AC against your attack.
Use: Selected
[/td][/tr]

[tr][td]Phantom[/td][td]
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Phantom


Phantoms move through the shadows, striking down the unwary and vanishing again with ease. Phantoms walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. Although phantoms in battle lack the staying power of martial characters such as fighters or barbarians, they excel at making combat occur on their terms: appearing and disappearing seemingly at a whim. 

Phantoms are trained in the secretive and shadowy techniques originating from the Konishi ninja clan of Kozakura--a family which has served many of the opposing factions in that far eastern land for untold years. One former and storied high ranking ninja of this clan, fleeing to Shou Town in Telflamm after an assassination job in Shou Lung ended in disaster, ended up disseminating her knowledge of the ninja art for hire in that city. Eventually, as pupils from all over the world came to learn the art of the ninja in Telflamm, the path of the ninjas taught there began to spread slowly westward with a Faerunian twist. 

Rebranded as phantoms and abandoning the eastern mythic of "ninja," those pursuing this path in the west instead took up a more obvious and terrifyingly descriptive name of their stealth and surprise in combat. Still, phantoms retain much of their eastern ninja origin and in many respects are the same type of profession in all but name, and their arts are essentially the same as those of the ninjas that passed them down. Phantoms continue to act as highly trained spies, and often are experts in matters of intrusion, sabotage, and elimination. The phantom also is generally still part of a tight-knit clan whose profession and goals he or she shares. Some phantoms remain generalists, equally at home in matters of stealth and combat. Some are specialists, becoming adept at social skills, magic, or interaction with nature. 

Even under their new moniker, phantoms remain as exotic, secretive, and dangerous as their eastern cousins.

(( Phantom is a BG-customized version of the Ninja PRC by Kaedrin. All credit for the class concept, its mechanics, and its function goes to Kaedrin. The BGTSCC staff would like to thank him for his contribution to not only our server but the NWN2 community as a whole, and you can see more of his custom content at http://nwn2customcontent.wikidot.com ))

This is a base Class

Requirements:
Race: Any
Alignment: Non-chaotic, non-good only


Class Features:
-Hit Die: d6
-Base Attack Bonus: Medium.
-High Saves: Reflex.
-Weapon Proficiencies: Simple, Monk, and Rogue Weapons.
-Armor Proficiencies: None.
-Skill Points: 6 + Int modifier.
-Class Skills: Bluff, Concentration, Craft Alchemy, Craft Traps, Craft Weapon, Craft Armor, Disable Device, Disguise, Diplomacy, Escape Artist, Hide, Listen, Lore: Arcana, Move Silently, Open Lock, Search, Sleight of Hand, Spot, and Tumble.

Class Abilities:

Level 1: AC Bonus, Ki Power, Sneak Attack +1d6
Level 2: Ghost Step (Invisible)
Level 3: Sneak Attack +2d6, Poison Use
Level 4:
Level 5: Sneak Attack +3d6
Level 6: Acrobatics +2, Ki Dodge
Level 7: Sneak Attack +4d6
Level 8: Ghost Strike, Trapfinding
Level 9: Sneak Attack +5d6
Level 10: Ghost Step (Ethereal), AC Bonus +1
Level 11: Sneak Attack +6d6
Level 12: Acrobatics +4, Evasion
Level 13: Sneak Attack +7d6
Level 14:
Level 15: Sneak Attack +8d6
Level 16: Ghost Sight, Crippling Strike
Level 17: Sneak Attack +9d6
Level 18: Acrobatics +6, Greater Ki Dodge
Level 19: Sneak Attack +10d6
Level 20: Ghost Walk, AC Bonus +2
Level 21: Sneak Attack +11d6
Level 22:
Level 23: Bonus Epic Feat, Sneak Attack +12d6
Level 24: Acrobatics +8, Improved Evasion
Level 25: Sneak Attack +13d6
Level 26: Bonus Epic Feat
Level 27: Sneak Attack +14d6
Level 28:
Level 29: Bonus Epic Feat, Sneak Attack +15d6
Level 30: AC Bonus +3, Acrobatics +10

Phantom sneak attack dice do not stack with rogue! You will only receive the higher of the two.

Phantoms gain bonus epic feats at 23rd, 26th, and 29th level



AC Bonus
A phantom is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, a phantom adds her Wisdom bonus (if any) to her Armor Class. This ability does not stack with the monk's AC bonus ability. In addition, a phantom gains a +1 bonus (Dodge) to AC every ten levels.

Ki Power
A phantom can channel her ki to manifest special powers of stealth and mobility. She can use her ki powers a number of times per day equal to her class level (up to 30 uses/day). Ki powers can be used only if a phantom is wearing no armor and is unencumbered.

Ghost Step
Starting at 2nd level, a phantom can spend one daily use of her ki power to become invisible for 3 rounds. At 10th level, a phantom can become ethereal when using ghost step instead of becoming invisible. This is an instantly activated ability.

Acrobatics
Starting at 6th level, a phantom gains a +2 bonus to Tumble checks. This bonus increases to +4 at 12th level, +6 at 18th level, +8 at 24th level, and +10 at 30th level.

Ki Dodge
At 6th level and higher, a phantom can spend one daily use of her ki power to cause an attack against her to miss when it might otherwise hit. When a phantom activates this ability, her outline shifts and wavers, granting her concealment (20% miss chance) against all attacks for 3 rounds. This is an instantly activated ability.

Ghost Strike
At 8th level and higher, a phantom can spend one daily use of her ki power to strike spirits as if they were corporeal (this ignores their concealment bonus like the Spirit Shaman's Ghost Warrior ability) for three rounds. This is an instantly activated ability.

Ghost Sight
At 16th level and higher, a phantom can see invisible and ethereal creatures as easily as she sees material creatures and objects.

Crippling Strike

A phantom with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. Phantoms are granted this feat at 16th level.

Greater Ki Dodge
Starting at 18th level, a phantom's ki dodge ability grants total concealment (50% miss chance).

Ghost Walk
A 20th-level phantom can spend two daily uses of her ki power to enter the Ethereal Plane for an extended period of time. This ability functions as the ethereal jaunt spell with a caster level equal to the phantom's class level. This is an instantly activated ability.
[/td][/tr]


[tr][td]Shadow Adept[/td][td]
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Shadow Adept


This class requires DM approval.



Some spellcasters who discover the existence of the Shadow Weave are cautious, altering their magic slowly. Others are more reckless, and hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to the casual student and discovering secrets unavailable to all but the most dedicated. These spellcasters are the shadow adepts, who make great sacrifices in some aspects of the Art in order to reap greater benefits elsewhere.

Most shadow adepts are sorcerers or wizards, and they gain the greatest power from this path. However, any spellcaster can tap the Shadow Weave, and a few bards, druids, and rangers have been known to make this choice. Among clerics, only the followers of Shar are common in the ranks of the shadow adepts.


Requirements:
Race: Any
Alignment: Any non-good
Skills: Lore: Arcana 8, Spellcraft 8 ranks
Feats: Any one Metamagic Feat, True Believer
Spellcasting: Ability to cast 3rd-level arcane or divine spells.
Deity: Shar


Class Features:
- Hit Die: d4
- Base Attack Bonus: Low
- High Saves: Will
- Weapon Proficiencies: A Shadow Adept gains no weapon proficiencies.
- Armor Proficiencies: A Shadow Adept gains no armor proficiencies.
- Skill Points: 2 + Int Modifier.
- Class Skills: Bluff, Concentration, Disguise, Hide, Lore: Arcana, Lore: Architecture and Engineering, Lore: Dungeoneering, Lore: Geography, Lore: History, Lore: Local, Lore: Nature, Lore: Nobility and Royalty, Lore: Religion, Lore: The Planes, Spellcraft
- Spells per Day/Spells Known: A shadow adept’s training focuses on magic. Thus, when a new shadow adept level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class he belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class before she became a shadow adept, she must decide to which class to add the levels of shadow adept to for the purpose of determining spells per day.

Class Abilities:
1: Shadow Weave User
2: Shadow Defense +1
3: Spellpower + 1
4: Shield of Shadows
5: Shadow Defense + 2
6: Darkvision
7: Spellpower + 2
8: Shadow Defense + 3
9: Shadow Walk
10: Spellpower + 3


Shadow Weave User
Type of Feat: Spellcasting
Prerequisites: Magical Discovery or Shadow Adept 1
Specifics: From now on, your spells tap the Shadow Weave instead of the Weave. You can also activate magic items that use the Shadow Weave without taking damage. Add a +2 bonus to the DC for all saving throws of spells you cast from the schools of Enchantment, Illusion, and Necromancy, and spells with the darkness descriptor. You also get a +4 bonus on caster level checks for spells from these schools. The Shadow Weave proves less than optimal for effects involving energy or matter. Your effective caster level for spells you cast from the schools of Evocation or Transmutation (except spells with the darkness descriptor) is reduced by four. The reduced caster level affects the spell's range, duration, damage, and any other level-dependent variables the spell might have, including dispel checks against you. The DC's for spells from the negatively affected schools are reduced by two but the casterlevel decrease does not affect the DC of these spells just as the casterlevel increase from other schools does not boost the DC. You can no longer cast spells with the light descriptor, no matter what your level is although you can still use items that produce this effect. Spells with the Light descriptor automatically fail and from now on, any magic item you create is a Shadow Magic item. You are not affected by Wild or Dead Magic zones.
Use: Automatic


Shadow Defense
Type of Feat: Class
Prerequisites: Shadow Adept 2
Specifics: The shadow adept’s saving throws against spells from the schools of Enchantment, Illusion, and Necromancy, as well spells with the darkness descriptor are increased. At level 2 the bonus is +1, at level 5 its + 2 and at level 8 it is + 3.
Use: Automatic


Spell Power
Type of Feat: Class
Prerequisites: Shadow Adept 3
Specifics: Shadow Weave spells from the schools of Enchantment, Illusion, and Necromancy are empowered by + 1 at level 3, + 2 at level 6 and + 3 at level 10. Casterlevels gained in this manner can also increase the spell save DC and stack with casterlevel bonuses from other feats or classes.
Use: Automatic


Shield of Shadows
Type of Feat: Class
Prerequisites: Shadow Adept 4
Specifics: A shadow adept can surround herself with mobile disk of purple-black force as a standard action. The shield of shadows has the effects of a shield spell and also provides three-quarters concealment (30% miss chance). The shield of shadows lasts 1 round per caster level and may be used twice per day. At 8th level, the shield also grants spell resistance of 12 + the character’s shadow adept level, as if the shadow adept were under the effect of a spell resistance spell.
Use: Selected


Shadow Walk
Type of Feat: Class
Prerequisites: Shadow Adept 7
Specifics: The Shadow Adept is able to Shadow Walk as per the spell. She still needs to have linked a rune to the desired destination. The shadow realm is less dangerous to a Shadow adept, though it is certainly not safe by any measure.
Use: Selected
[/td][/tr][tr][td]Silverstar of Selune[/td][td]
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Silverstar of Selûne

Silverstars are dedicated advocates of freedom and tolerance, wanderers on the path of truth and absolute foes of Shar. They seek to build harmony among lycanthropes and non-shapechangers and protect the weak and oppressed everywhere. They cannot abide slavery and they hate most undead. They rarely settle in one place for long, instead moving along when seized by wanderlust or enticed by a new cause or mission. Sometimes they receive visions and are seen as somewhat "touched" with prophecy by their closeness to the Moonmaiden. They deal with lunar energies and phenomena and are, to a limited degree, able to wield the power of the moon, bringing its fierce, pure white light to Toril to advance the goddess's wishes.

Clerics most often become Silverstars, Rangers are a less common choice. Selûne demands an individualistic outlook on life that is incompatible with the lawful nature of Paladins and Monks and her passionately good and chaotic nature leaves little room for the balance a Druid requires.

Silverstars are often found in large coastal cities dependent on the sea for trade and sustenance. Others prefer the outlying reaches of civilized realms, where lycanthropes are most common. Wherever they are found, Silverstars actively oppose the activities and misdeeds of Shar's followers, whether singularly or in groups.


Requirements:
Race: Any
Alignment: Chaotic Good, Chaotic Neutral, Neutral Good
Base Attack Bonus: +4
Skills: Sense Motive 4 ranks
Feats: Blind-fight, True Believer, Combat Casting
Spellcasting: Must be able to cast 2nd level Divine Spells
Deity: Selûne


Class Features:
- Hit Die: d8
- Base Attack Bonus: Medium
- High Saves: Fortitude & Will
- Weapon Proficiencies: A Silverstar gains no weapon proficiencies.
- Armor Proficiencies: A Silverstar gains no armor proficiencies.
- Skill Points: 2 + Int Modifier.
- Class Skills: Concentration, Craft Weapon, Craft Armor, Diplomacy, Lore: Arcana, Lore: Geography, Lore: Local, Lore: Nature, Lore: Religion, Lore: The Planes, Sense Motive, Spellcraft, Survival
- Spells per Day/Spells Known: At every level the Silverstar gains more spells per day. If a character has more than one spellcasting class before becoming a Silverstar, he must decide which class he adds the new level for purposes of determining spells per day.


Class Abilities:
1:
2: Lowlight Vision
3: Moon's Hand + 1
4: Tears of Selune
5: Prophet's Sight I
6: Moon's Hand + 2
7: Moon's Shield
8: Prophet's Sight II
9: Moon's Hand + 2 Burst
10: Moonfire 1x per day


Moon's Hand
Type of Feat: Class
Prerequisites: Silverstar 3
Specifics: Any mace wielded by a level three silverstar is treated as if it were a +1 heavy shock mace. It loses these abilities if it leaves the hand of the silverstar. At sixth level the weapon is treated as a +2 shock heavy mace. These abilities do not replace or stack with already existing enchantments. on reaching level nine a Silverstar using her moon's hand ability treats her weapon as if it were a +2 shocking burst weapon.
Use: Automatic


Tears of Selûne
Type of Feat: Class
Prerequisites: Silverstar 4
Specifics: At level 4 a Silverstar can project small balls of luminescent lunar energy from her eyes as a dancing lights spell, at will - as if cast by a sorcerer of her casterlevel.
Use: Selected

Gameplay notes: The dancing lights spell makes it harder for people to hide around you, but also decreases your own hide skill. It will also dazzle and stun any creatures sensitive to light unless they have the feat for being adapted to daylight. This affects Grey Orcs, Drow, Duergar and Deep Gnomes.


Prophet's Sight
Type of Feat: Class
Prerequisites: Silverstar 5
Specifics: Starting at 5th level, once per day a Silverstar is able to see as if under the effect of a true seeing spell cast by a cleric of her level. At 8th level this ability can be used 2x a day.
Use: Selected


Moon's Shield
Type of Feat: Class
Prerequisites: Silverstar 7
Specifics: At 7th level, a Silverstar learns how to better resist magic of the Shadow Weave. She gains a +2 bonus on saves versus enchantment, illusion, and necromancy spells and effects with the darkness descriptor. This bonus applies whether or not the source is from the Shadow Weave.
Use: Automatic


Moonfire
Type of Feat: Class
Prerequisites: Silverstar 10
Specifics: A cone of fiery white moonlight springs from your hand. Living creatures in the area feel an unnatural chill and take 1d8 points of damage per two caster levels, to a maximum of 10d8. Undead and shapechangers take double damage. This application of the spell allows a Reflex save for half damage. Disguised, shapechanged, or polymorphed creatures and objects in the spell's area at the time the spell is cast must make Will saves or immediately return to their normal forms.
Use: Selected
[/td][/tr][tr][td]Stormsinger[/td][td]
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Stormsinger


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:
Feats: Bard Song.
Skills: Concentration 8, Lore: Arcana 8, Lore: Geography 4, Lore: Nature 4, Perform 8, Spellcraft 4.


Class Features:
- Hit Die: d6
- Base Attack Bonus: MEDIUM.
- High Saves: Ref, Will.
- Weapon Proficiencies: None.
- Armor Proficiencies: None.
- Skill Points: 4 + Int modifier.
- Class Skills: Craft Weapon, Craft Armor, Concentration, Diplomacy, Listen, Lore: Arcana, Lore: Geography, Lore: Local, Lore: Nature, Perform, Spellcraft, Spot, Survival.


Class Abilities:
Level 1: Stormsong (gust of wind), Spellcaster 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: 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 a 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. 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. A stormsinger's level only stacks with the effects of all bardic music if the stormsinger choose bardic spell casting. If for example, a stormsinger chooses to progress in wizard spell casting, they will not advance the effects of their existing bardic music. They will still advance the songs per day in this case so the number of times the stormsingers songs can be used will increase

- 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 (DC13 + 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 d6(storm singer levels) 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.
[/td][/tr]



[tr][td]Techsmith of Gond[/td][td]
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Techsmith of Gond

Faerun resounds with the measured cadence of blacksmiths hammering out their newest creation, the clitter-clack of tinkerers cobbling together the contents of a bin of junk to create something truly usefu, and the fizzling pops of chemicals as alchemists labor to create some heretofore unseen form of arteficial life. At the head of this orchestra of technological progress can be found the techsmiths of Gond, men and women devoted to the development of new inventions and the progression of achievement in the name of the Wonderbringer.
Though based in the lantanese City io Illul, techsmiths can be found throughout the continent as advisors to rulers, as merchants selling fantastic wares, and as builders and operations of small golems tasked with taking care of unsightly municipal duties such as caring for large sewer systems or interring the dead. Theirs is a primarily cosmopolitan pursuit, making techsmiths far more common in cities than in pastoral regions. Most travel widely, howver, both to share their own creations and the monitor the creations of folk from all corners of the known world. Because of their skill in building constructs, techsmiths are sometimes called into service to destroy dangerous things of that type before they cause too much harm. Techsmiths tend toward extreme excentricity, often concerning themselves with the solution of some mathematical forumula far more than personal interaction with their companions. Slow to make friends with those who do not share their obsession with mechanics and explosives (in that order), it has often been said that a techsmith's only true confidante is the golemlike construct known as a gondsman, who serves as the techsmiths servant, assistant and friend.

The techsmitsh draw their ranks almost exclusively from the clergy of Gond, since the High Holy Crafthouse of Inspiration, where the secret of the Techsmiths are imparted to would-be members of the order does not accept applications from followers of other deities. Clerics of other gods who bestow the craft domain upon their followers (such as gnomish or dwarven gods) occasionally convert to Gond worship in order to gain the secrets of the Techsmiths. It is said that this troubles the Wonderbringer but little, as the end result promises interesting creations from headstrong inventors.

Those techsmiths who do not adventure often attempt to profit from their proprietary knowledge by creating smokepowder weapons and bombs and selling them to the highest bidder. Unscrupulous techsmiths seek out conflict that they might profit from both sides. Such individuals are a good source of explosives, firearms and new inventions, and do lucrative business selling their goods to members of the adventuring class. In large cities with a strong Gondian presence, they may form a Guild, but most work alone.

Requirements:
Race: Any
Alignment: Any
Class: Cleric
Skills: Craft Armor 6, Craft Weapon 6, Craft Alchemy 6 ranks
Feats: Craft wondrous Item, Skill Focus Craft Armor or Skill focus Craft Weapon or Skill Focus Craft Alchemy
Spellcasting: Ability to cast 4th level divine spells
Deity: Gond

Class Features:
-Hit Die: d6
-Base Attack Bonus: Low
-High Saves: Will and Fortitude
-Weapon Proficiencies: A Techsmith gains no weapon proficiencies.
-Armor Proficiencies: A Techsmith gains no armor proficiencies.
-Skill Points: 4 + Int Modifier.
-Class Skills: Craft Alchemy, Craft Armor, Craft Weapon, Concentration, Appraise, Disable Device, Lore: Arcana, Lore: Architecture and Engineering, Lore: Local, Lore: Religion, Open Lock, Spellcraft
-Spells per Day/Spells Known: When a new Techsmith level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class he belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class before she became a Techsmith, he must decide to which class to add the levels of Techsmith to for the purpose of determining spells per day.

-Class Feats
1: Gondsman
2: Technical Knack +2
3:
4: Smoke Powder Bombs
5: Technical Knack +4
6:
7: Improved Critical
8: Technical Knack +6
9: Explosive Obsession
10: Smite Construct

-Bonus Feats: No bonus feats.

Abilities:
Gondsman
Type of Feat: Class
Prerequisites: Techsmith 1
Specifics: Upon becoming a techsmith the character may construct a gondsman - a loyal mechanical warrior, assistant, bodyguard and friend. This gondsman costs the techsmith nothing, for it is assumed that in the time before becoming a techsmith he has been researching and working on parts of the gondsman in his spare time.
A gondsman is a construct, is made of metal and wood. The Techsmith can create a gondsman in one of two sizes: Small (Str 13, Dex 14, Con 14, Int 4, Wis 13, Cha 6) Or medium: (Str 15, Dex 12, Con 14, Int 4, Wis 13, Cha 6). The gondsman has +5 natural armor, neutral alignment, d10 for hitdice and is equal in level to the techsmith's classlevel + 3 + the techsmith's hit dice divided by 3. It has a basic attack which deals 1d8 base damage. It can use any equipment appropriate for it's size.
As the techsmith gains a level, the gondsman also increases in ability by gaining a hit die. The gondsman gains the normal improvements for a construct that adds a hit die. d10 hitpoints, attack bonus as a cleric, poor base save bonus improvement. In addition, each time the techsmith gains a level, he may add an upgrade to the Gondsman, selecting the following options: +1 Str, +1 Dex, +1 BAB, +1 to one save, +1 natural armor bonus
If a gondsman is reduced 0 hitpoints, it is destroyed. The Gondsman is commanded by the techsmith through a supernatural ability, it does not take initiatve to do anything other than follow it's creator and must be commanded to do differently.
Use: Selected


Technical Knack
Type of Feat: Class
Prerequisites: Techsmith 2
Specifics: Techsmiths of 2nd, 5fth and 8th level pick up a technical knack, an intimate familiarity with the working of mechanical gadgetry and science that allows them a +2 competence bonus on all Alchemy, Appraise, Craft, Disable Device, Lore and Open lock checks .
Use: Automatic


Smoke Powder Bomb
Type of Feat: Class
Prerequisites: Techsmith 4
Specifics: At 4th level the Techsmith is inducted into the art of crafting smoke powder weaponry, specifically bomb making. He can now create one Smoke powder bomb per day. The bombs do 13d6 blasting damage in a 15 foot radius and cost 350 gp. At ninth level due to familiarity with the intricacies of smokepowder, techsmiths may create enhanced bombs. These powerful explosives deal 20d6 points of damage and have a blast radius of 15 feet. Crafting such a bomb now costs 500 gp.
Use: Selected


Techsmith Improved Critical
Type of Feat: Class
Prerequisites: Techsmith 7
Specifics: At 7th level the Techsmith's study of metals and other crafting materials, means he knows how to best utilize any weapon and find the weakspots of any armor. He aquires the Improved Critical feat for any weapon he uses.
Use: Automatic


Explosive Obsession
Type of Feat: Class
Prerequisites: Techsmith 9
Specifics: At nineth level due to familiarity with the intricacies of smokepowder, techsmiths may create enhanced bombs. These powerful explosives deal 20d6 points of damage and have a blast radius of 15 feet. Crafting such a bomb now costs 500 gp.
Use: Automatic


Smite Construct
Type of Feat: Class
Prerequisites: Techsmith 10
Specifics: Techsmith is a lethal foe to any opposing constructs. As a declared attack once per round he can smite an opposing construct. If he rolls 17 or higher and hits the construct it immediately destroyed.
Use: Selected
[/td][/tr][/table]

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DM Golem
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Joined: Mon Apr 07, 2014 6:00 pm

Re: Custom and New Classes

Unread post by DM Golem » Tue Mar 22, 2016 9:59 am

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[th]Image[/th]
[th]Image[/th][tr][td]Tempest[/td][td]
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Tempest

A tempest is the point of calm within a whirling barrier of deadly blades. Poets use colorful terms such as "dancing" to describe the movement of a tempest and her two blades, but mastery of this fighting style is not about dancing, nor is it about impressing anyone - least of all poets. A tempest focuses on learning the secrets of two-weapon fighting for a single purpose: the destruction of her enemies.

Requirements:

Base Attack Bonus: +6

Feats: Dodge, Mobility, Spring Attack, Improved Two-Weapon Fighting

Class Features:

- Hit Die: d10

- 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 Weapon, Lore: History, Lore: Local, Parry, Sleight of Hand, Taunt, and Tumble.

Class Abilities:

Level 1: Tempest Defense (+1 AC)
Level 2: Tempest Defense (+1 AC, +1 AB)
Level 3: Tempest Defense (+1 AC, +1 AB), Greater Two-Weapon Fighting
Level 4: Tempest Defense (+2 AC, +1 AB)
Level 5: Tempest Defense (+2 AC, +2 AB), Whirlwind Attack, Tempest Whirlwind

- Tempest Defense: When wielding two weapons and wearing light or no armor, the Tempest gains the ability to defend herself with more skill and to seek out the gaps in an opponents defense. At level 1, the tempest gains a +1 Dodge AC bonus. At level 2, the tempest gains a +1 Attack Bonuss. At level 4 the Dodge bonus improves to +2. At level 5, the Attack Bonues improves to +2.

- Tempest Whirlwind: The Tempest's skill with two weapons has improved to the point her whirlwind attack is a deadly dance of blades. This is an improved Whirlwind Attack that deals an additional 2d6 slashing damage on each attack made.

- Special: If the Tempest was a Ranger, the normal Two-Weapon and Improved Two-Weapon feats are granted at level 1.
[/td][/tr][tr][td]Thaumaturgist[/td][td]
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Thaumaturgist

The Thaumaturgist is a prestige class for clerics and cleric/mages who are interested in pacts with beings from other planes of existence. Depending on the alignment and intent of the Thaumaturgist, the beings which the Thaumaturgist summons may be demons, devils, angels, or eladrin. The nature of the relationship between Thaumaturgist and planar creature may also vary depending on the duties the Thaumaturgist wishes the planar creature to perform which may range between a long term quest down to assisting in a particularly difficult fight.

Of particular interest about the Thaumaturgist is the fact that they oftentimes form a long term relationship with a specific summoned fiend or celestial, which is called a "planar cohort." This relationship is chiefly dependent on the Thaumaturgist and his planar cohort sharing the same basic goals and motivations. Should this situation change, the planar cohort isn't obliged to remain on the Prime Material Plane.


Requirements:
Race: Any
Alignment: Any
Skills: Lore: The Planes 8, Diplomacy 6
Feats: Greater Spell Focus Conjuration


Class Features:
- Hit Die: d4
- Base Attack Bonus: Low
- High Saves: Will
- Weapon Proficiencies: Thaumaturgists gain no weapon proficiencies.
- Armor Proficiencies: Thaumaturgists gain no armour proficiencies.
- Skill Points: 2 + Int Modifier.
- Class Skills: Concentration, Craft Weapon, Craft Alchemy, Craft Armor, Diplomacy, Lore: Arcana, Lore: Local, Lore: Religion, Lore: The Planes, Sense Motive, Spellcraft.
- Spells per Day/Spells Known: This class offers full spell progression in the chosen spellcasting class.


Class Abilities:
1:
2: Augment Summoning
3: Extended Summoning
4: Contingent Summoning
5: Planar Cohort


Extended Summoning
Type of Feat: Class
Prerequisites: Thaumaturgist 3
Specifics: At 3rd level and higher, all spells from the summoning subschool that the Thaumaturgist casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don’t change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell’s level.
Use: Automatic


Contingent Summoning
Type of Feat: Class
Prerequisites: Thaumaturgist 4
Specifics: A 4th-level Thaumaturgist can prepare a summoning or calling spell ahead of time. He gains the spell like ability to use the highest known summoning spell once per day as a spell like ability. If no summoning spell is known the ability doesn't work. The gate spell series is not affected.
Use: Automatic


Planar Cohort
Type of Feat: Class
Prerequisites: Thaumaturgist 5
Specifics: A 5th-level any creature called for through a planar calling or binding spell will serve the caster permanently. The creature is still unsummoned whenever the caster rests and may also be banished or dispelled. The gate spell series is not affected.
Use: Automatic
[/td][/tr][tr][td]Thayan Knight[/td][td]
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This class can only be granted by a DM as it is a guild class.

Thayan Knight
While the Red Wizards are not opposed to blasting their opponents with deadly spells or shredding the minds of their enemies with dark magic, there are times when they need protectors who have mastered the art of swordplay. These protectors are the Thayan Knights, familiar with magic and loyal to none but the tattooed mages. The Thayan Knights act as bodyguards and enforcers for the Red Wizards and as an extension of their reach. They lead common Thayan troops into battle and help guard the wizard enclaves. Although they are referred to as knights, they have no code of conduct, and the only rule that binds them is that their lives are worth nothing compared to the safety of the Red Wizards. Almost all Thayan knights are fighters, although monks and rangers have been known to pursue this career. Barbarians are typically too reckless to concentrate on defense, and the Red Wizards consider other individuals too weak for the duties of a Thayan knight.

Requirements:
Alignment: Any nongood.

Race: Human.

Base Attack Bonus: +6

Skills: Lore: Arcana 2 ranks, Lore: Local 2 ranks, Intimidate 2 ranks, Spellcraft 2 ranks.

Feats: Iron Will, Weapon Focus (Longsword) (This was changed to any melee weapon).

Class Features:
- Hit Die: d10

- Base Attack Bonus: High.

- High Saves: Fortitude.

- Weapon Proficiencies: Simple and Martial.

- Armor Proficiencies: Light, Medium, Heavy, and Shield (not Tower Shield).

- Skill Points: 2 + Int modifier.

- Class Skills: Craft Armor, Craft Weapon, Intimidate, Listen, Lore: Arcana, Lore: Local, Lore: Nobility and Royalty, Parry, Spellcraft, Taunt.

Class Abilities:
Level 1: Horrors of Thay, Zulkir's Favor
Level 2: Zulkir's Defender
Level 3: Bonus Feat
Level 4: Bonus Feat
Level 5: Zulkir's Champion, Epic Skill focus: Intimidate

- Horrors of Thay: Because of long exposure to the cruelty of her homeland, Thayan knights gain a +2 morale bonus on saving throws against fear effects.

- Zulkir's Favor: At 1st level a knight undergoes a long and painful tattooing ritual. This magic tattoo grants the Lightning Reflexes and Skill Focus (Intimidate) feats for free. The tattoo also marks the knight as someone loyal the Red Wizards.

- Zulkir's Defender: A 2nd level Thayan Knight gains the Guarding the Lord feat. This protection acts as the shield other spell cast at the Knight’s character level. The only difference with the spell is that the target only takes 30% damage (instead of 50%), and the caster takes half the initial damage rounded down (instead of the remaining). This ability can be used three times per day.

- Bonus Feat: At 3rd and 4th level, a Thayan knight may choose any one feat (except Weapon Specializations feats) from the fighter bonus feat list.

- Zulkir's Champion: At 5th level, the knight receives a large magic tattoo across her face signifying her devotion to the Red Wizards. This tattoo grants a +1 Luck bonus on all saving throws.
[/td][/tr][tr][td]Warrior of Darkness[/td][td]
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Warrior of Darkness

The warrior of darkness, sometimes called the dark knight, is a practitioner of black magic. He studies the dark arts and learns the terrible secrets involved with evil rituals and spells. However, he does not cast spells himself. Instead, he uses his arcane knowledge to make himself a more formidable combatant.

Evil fighters, often those with a few levels of wizard or sorcerer, sometimes become warriors of darkness. Less frequently, warriors of darkness come from the ranks of single-classed wizards or sorcerers, or bards, rangers, and even clerics.

A warrior of darkness is not usually subtle, nor is he barbaric. Instead, he is a chilling compromise of physical might and intelligent sophistication.

Requirements:

Feats: Iron will.

Base Attack Bonus: +5

Alignment: Any evil.

Skills: Craft Alchemy 3, Lore: Arcana 3, Spellcraft 1.

Class Features:

- Hit Die: d10

- Base Attack Bonus: High.

- High Saves: Fort, Will.

- Weapon Proficiencies: All simple and martial weapons.

- Armor Proficiencies: All types of armor and all types of shields.

- Skill Points: 4 + Int modifier.

- Class Skills: Bluff, Craft Weapon, Craft Armor, Craft Alchemy, Concentration, Hide, Lore: Arcana, Lore: History, Lore: Local, Lore: The Planes, Move Silently, Parry, Spellcraft.

Class Abilities:

Level 1: Black magic oil (Dweller in Darkness)
Level 2: --
Level 3: Darkling weapon +1
Level 4: Black magic oil (Demonic Celerity)
Level 5: --
Level 6: Black magic oil (Rapid Step)
Level 7: Scarred Flesh
Level 8: --
Level 9: Bonus Feat
Level 10: Bonus Feat, Darkling weapon +1d4

- Black Magic Oil: A warrior of darkness can use his forbidden arcane arts to create a magic oil that he anoints himself with. Once the oil is applied, the warrior of darkness permanently gains a new supernatural ability listed below.

Level 1: Dweller in Darkness (Bonus Feat: Blind-Fight)
Level 4: Demonic Celerity (Bonus Feat: Toughness)
Level 6: Rapid Step (Bonus Feat: Dash)

- Darkling Weapon: A warrior of darkness concocts a magic oil with which to coat his favorite weapon. When applied, the oil grants a new supernatural ability chosen from the list below and it lasts 2 hours per warrior of darkness level.

List of Choices, Level 3-9:
Flaming (1 Fire)
Frost (1 Cold)
Shock (1 Electricity)
Massive Criticals (1d6)

List of Choices, Level 10:
Flaming (1d4 Fire)
Frost (1d4Cold)
Shock (1d4 Electricity)
Massive Criticals (1d8)


- Scarred Flesh: Through ritual scarification, a 7th level warrior of darkness gains damage reduction 3/-. Note: Only Greater Resiliency and the Epic Damage Reduction feats stack with this DR.

- Bonus Feat: At 9th and 10th level, the warrior of darkness gains a bonus feat. This feat must be drawn from the following feats and the warrior of darkness must meet all the prerequisites for it: Armor Specialization (Heavy), Armor Specialization (Medium), Cleave, Combat Expertise, Deflect Arrows, Dodge, Elemental Archer's Improved Elemental Storm, Epic Ability increases, Epic Toughness, Exotic Weapon Proficiency, Fiery Fist, Fiery Ki Defense, Great Cleave, Greater Two-Weapon Defense, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Knockdown, Improved Two-Weapon Fighting, Improved Unarmed Strike, Indomitable Soul, Knockdown, Mobility, Oversized Two-Weapon Fighting, Penetrating Shot, Point Blank Shot, Power Attack, Rapid Shot, Spring Attack, Steadfast Determination, Stunning Fist, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Mastery (Ranged), Weapon Mastery (Unarmed), Weapon Specialization, Whirlwind Attack.
[/td][/tr][tr][td]Warsling Sniper[/td][td]
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Warsling Sniper

The Warsling sniper is an expert in the use of the weapon commonly associated with the halfling race. Among the hin, these individuals are known by their proper name, and are often accorded great respect. To nearly everyone else, however, these sharpshooters are known as "those damned sling assassins!" or by even more colorful epithets. While some warsling snipers do actually sell their talents to those wishing to dispose of their enemies, most are not professional assassins but rather highly skilled specialists who use their skills to help protect their communities or improve their chances of adventuring succesfully. A number of warsling snipers remain with their family most of their lives, imparting their superlative skills to the young.
Fighters, monks and rogues are the most common practicioners of warsling snipery. Some barbarians and rangers, particularly those fighting for a partisan cause or engaged in the protracted defense of the homeland; find the warsling sniper's talents highly useful in their work. The occasional druid or cleric may adopt this path of study if it seems to support or compliment her religous beliefs and practices. Wizards seldom sacrifice the benefits of additional spells to take up this path.

The art of warsling expertise is often passed from generation to generation, particularly among the lightfoot hin. This strong familial association is perhaps the reason that warsling snipers are found more frequently among the lightfoot haflings than the ghostwise or stronghearts. Warsling snipers are not unknown among the ghostwise or strongheart hin, but generally these subraces prefer different sorts of ranged weapons. A small gathering of warsling snipers sometimes cooperates to undertake a joint mission, and at least a few wandering lightfoot communities boast small military units of warsling snipers.

Requirements:
Race: Halfling
BAB: 5+
Skills: Craft Weapon 3, Hide 4, Spot 6 ranks
Feat: Pointblank Shot, Weapon Focus Sling

Class Features:
- Hit Die: d6
- Base Attack Bonus: High
- High Saves: Reflex
- Weapon Proficiencies: A Halfling Warslinger gains no weapon proficiencies.
- Armor Proficiencies: A Halfling Warslinger gains no armor proficiencies.
- Skill Points: 2 + Int Modifier.
- Class Skills: Craft Armor, Craft Weapon, Hide, Listen, Lore: History, Lore: Local, Move silently, Sense Motive, Spot.
- Spells per Day/Spells Known: This class offers no spell progression.

- Class Feats
1: Sniper's Vision
2:
3: Ricochet Shot
4:
5: Improved Critical: Sling
6: Improved Ricochet

-No bonus feats.

Abilities:
Sniper's Vision
Type of Feat: Class
Prerequisites: Warslinger 1
Specifics: When using a sling, you gain a +1 Attack bonus beyond any enhancement or attack bonus the sling itself already offers. At Warslinger level 6 the bonus increases to +2.
Use: Automatic


Ricochet Shot
Type of Feat: Class
Prerequisites: Warslinger 3
Specifics: Once per round as a mode at you may use your expertise with the sling to deliver a ricochetting bullet. The ricochet hits one additional targets beyond the initial target. The ricochette counts as a free attack originating from the previously hit target at a nearby new target, and occurs at a -4 Attack bonus penalty.
Use: Selected

Improved Critical: Sling
Type of Feat: Class
Prerequisites: Warslinger 5
Specifics: The Warslinger gains the feat Improved Critical: Sling at 5th level, irregardless of qualifying for the feat.
Use: Automatic

Improved Ricochet Shot
Type of Feat: Class
Prerequisites: Warslinger 6
Specifics: Ricochetted bullets may now hit three additional targets instead of one. You still need to hit each target to get a subsequent ricochette. You also do 1d6 more damage bludgeoning damage on a ricochette shot.
Use: Automatic
[/td][/tr][tr][td]Whirling Dervish[/td][td]
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Whirling Dervish


Some rogues and monks, especially those that belong to the Ciphers, choose to concentrate on their movement and speed rather than on raw damage. For those interested in following this school of thought, the Whirling Dervishes are an excellent choice.

Requirements:

Base Attack Bonus: +5
Feats: Dodge, Mobility
Skills: Hide 8, Move Silently 8, Tumble 8


Class Features:

- Hit Die: d6
- Base Attack Bonus: Medium.
- High Saves: Reflex.
- Weapon Proficiencies: None.
- Armor Proficiencies: None.
- Skill Points: 6 + Int modifier.
- Class Skills: Appraise, Bluff, Concentration, Craft Armor, Craft Trap, Craft Weapon, Disable Device, Hide, Lore: Local, Lore: Nobility and Royalty, Move Silently, Open Locks, Perform, Search, Spot, Tumble, and Use Magical Device.


Class Abilities:

Level 1: Dash
Level 2: Evasion, Bonus Feat x3
Level 3: Spring Attack, Sneak Attack +1d6
Level 4: Critical Sense (+1 attack bonus)
Level 5: Expert Tumbling
Level 6: Whirlwind Attack, Sneak Attack +2d6
Level 7: Bonus Feat x3
Level 8: Defensive Roll
Level 9: Sneak Attack +3d6
Level 10: Minor Teleportation, Critical Sense (+2 attack bonus)

- Bonus Feat: The Whirling Dervish may choose any Skill Focus feat as a bonus feat.

- Critical Sense: At 4th level the Whirling Dervish improves her understanding of how best to attack to her foe. She gains a +1 bonus to attack rolls which improves to +2 at 10th.

- Expert Tumbling: At 5th level the Whirling Dervish gains the ability to use her tumbling skills to better avoid being hit in combat. She gains a +1 Dodge AC bonus.

- Minor Teleportation: At tenth level, the Whirling Dervish gains the supernatural ability to disappear from sight and travel a short distance without the enemy finding her (equal to the ethereal jaunt spell for 10 rounds). The Whirling Dervish may do this two times per day.
[/td][/tr][tr][td]Wilderness Stalker[/td][td]
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Wilderness Stalker
The wilderness is unforgiving, and the ability to find food often means the difference between survival and starvation. The best hunters, wilderness stalkers, are consummate trackers with an instinctive knowledge of their wilderness territories.

Scouts are the most likely candidates to become wilderness stalkers, but rogues are well represented, and the prestige class attracts a fair number of multiclass barbarians and rangers who qualify.

Requirements:
Base Attack Bonus: +5.
Feats: Track, Sneak Attack 1d6.
Skills: Listen 8, Spot 8, Survival 8.

Class Features:
- Hit Die: d8
- Base Attack Bonus: High.
- High Saves: Fort.
- Weapon Proficiencies: None.
- Armor Proficiencies: Light armor.
- Skill Points: 4 + Int modifier.
- Class Skills: Craft Armor, Craft Weapon, Intimidate, Heal, Hide, Listen, Lore: Dungeoneering, Lore: Geography, Lore: Local, Lore: Nature, Move Silently, Search, Spot, Survival, and Tumble.

Class Abilities:
Level 1:
Level 2: Sneak Attack +1d6
Level 3: Swift Tracker
Level 4: Dodge +1 AC
Level 5:
Level 6: Sneak Attack +2d6
Level 7: Camouflage
Level 8: Dodge +2 AC
Level 9:
Level 10: Sneak Attack +3d6

- Dodge AC: At 4th level, a wilderness stalker gains a +1 dodge bonus to AC. This bonus improves to +2 at 8th level. This bonus stacks with everything. A wilderness stalker loses this bonus when wearing medium or heavy armor or when encumbered.

- Sneak Attack Wilderness Stalkers sneak attack has synergy with a Rogue's sneak attack. If you have 1d6 sneak attack damage from being a rogue and get 1d6 sneak attack damage from wilderness stalker, you will get 2d6 sneak attack damage.
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