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PRESTIGE CLASSES

Prestige classes offer a new form of multiclassing. Unlike the basic classes, characters must meet Requirements before they can take their first level of a prestige class. The rules for level advancement apply to this system, meaning the first step of advancement is always choosing a class. If a character does not meet the Requirements for a prestige class before that first step, that character cannot take the first level of that prestige class.

Definitions of Terms
Here are definitions of some terms used in this section.
Base Class: One of the standard eleven classes.
Caster Level: Generally equal to the number of class levels (see below) in a spellcasting class. Some prestige classes add caster levels to an existing class.
Character Level: The total level of the character, which is the sum of all class levels held by that character.
Class Level: The level of a character in a particular class. For a character with levels in only one class, class level and character level are the same.

ARCANE ARCHER
Hit Die: d8.

Requirements

To qualify to become an arcane archer, a character must fulfill all the following criteria.
Race: Elf or half-elf.
Base Attack Bonus: +6.
Feats: Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).
Spells: Ability to cast 1st-level arcane spells.

Class Skills

The arcane archer’s class skills (and the key ability for each skill) are Craft (Int), Hide (Dex). Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.

Table: The Arcane Archer

Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+2
+2
+0
Enhance arrow +1
2nd
+2
+3
+3
+0
Imbue arrow
3rd
+3
+3
+3
+1
Enhance arrow +2
4th
+4
+4
+4
+1
Seeker arrow
5th
+5
+4
+4
+1
Enhance arrow +3
6th
+6
+5
+5
+2
Phase arrow
7th
+7
+5
+5
+2
Enhance arrow +4
8th
+8
+6
+6
+2
Hail of arrows
9th
+9
+6
+6
+3
Enhance arrow +5
10th
+10
+7
+7
+3
Arrow of death

Class Features

All of the following are Class Features of the arcane archer prestige class.
Weapon and Armor Proficiency: An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Enhance Arrow (Su): At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for her. For every two levels the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level).
Imbue Arrow (Sp): At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.
Seeker Arrow (Sp): At 4th level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action).
Phase Arrow (Sp): At 6th level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally.
Using this ability is a standard action (and shooting the arrow is part of the action).
Hail of Arrows (Sp): In lieu of her regular attacks, once per day an arcane archer of 8th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow.
Arrow of Death (Sp): At 10th level, an arcane archer can create an arrow of death that forces the target, if damaged by the arrow’s attack, to make a DC 20 Fortitude save or be slain immediately. It takes one day to make an arrow of death, and the arrow only functions for the arcane archer who created it. The arrow of death lasts no longer than one year, and the archer can only have one such arrow in existence at a time.

ARCANE TRICKSTER
Hit Die: d4.
Requirements
To qualify to become an arcane trickster, a character must fulfill all of the following criteria.
Alignment: Any nonlawful.
Skills: Decipher Script 7 ranks, Disable Device 7 ranks, Escape Artist 7 ranks, Knowledge (arcana) 4 ranks.
Spells: Ability to cast mage hand and at least one arcane spell of 3rd level or higher.
Special: Sneak attack +2d6.

Class Skills

The arcane trickster’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sense Motive (Wis), Search (Int), Sleight of Hand (Dex), Speak Language (Int), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.

Table: The Arcane Trickster

Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells per Day
1st
+0
+0
+2
+2
Ranged legerdemain 1/day
+1 level of existing class
2nd
+1
+0
+3
+3
Sneak attack +1d6
+1 level of existing class
3rd
+1
+1
+3
+3
Impromptu sneak attack 1/day
+1 level of existing class
4th
+2
+1
+4
+4
Sneak attack +2d6
+1 level of existing class
5th
+2
+1
+4
+4
Ranged legerdemain 2/day
+1 level of existing class
6th
+3
+2
+5
+5
Sneak attack +3d6
+1 level of existing class
7th
+3
+2
+5
+5
Impromptu sneak attack 2/day
+1 level of existing class
8th
+4
+2
+6
+6
Sneak attack +4d6
+1 level of existing class
9th
+4
+3
+6
+6
Ranged legerdemain 3/day
+1 level of existing class
10th
+5
+3
+7
+7
Sneak attack +5d6
+1 level of existing class

Class Features
All of the following are Class Features of the arcane trickster prestige class.
Weapon and Armor Proficiency: Arcane tricksters gain no proficiency with any weapon or armor.
Spells per Day: When a new arcane trickster level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, he must decide to which class he adds the new level for purposes of determining spells per day.
Ranged Legerdemain: An arcane trickster can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.
An arcane trickster can use ranged legerdemain once per day initially, twice per day upon attaining 5th level, and three times per day at 9th level or higher. He can make only one ranged legerdemain skill check each day, and only if he has at least 1 rank in the skill being used.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an arcane trickster gets a sneak attack bonus from another source the bonuses on damage stack.
Impromptu Sneak Attack: Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
At 7th level, an arcane trickster can use this ability twice per day.

ARCHMAGE
Hit Die: d4.
Requirements
To qualify to become an archmage, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 15 ranks, Spellcraft 15 ranks.
Feats: Skill Focus (Spellcraft), Spell Focus in two schools of magic.
Spells: Ability to cast 7th-level arcane spells, knowledge of 5th-level or higher spells from at least five schools.

Class Skills

The archmage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Table: The Archmage

Level

Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special

Spells per Day

1st
+0
+0
+0
+2
High arcana
+1 level of existing arcane spellcasting class
2nd
+1
+0
+0
+3
High arcana
+1 level of existing arcane spellcasting class
3rd
+1
+1
+1
+3
High arcana
+1 level of existing arcane spellcasting class
4th
+2
+1
+1
+4
High arcana
+1 level of existing arcane spellcasting class
5th
+2
+1
+1
+4
High arcana
+1 level of existing arcane spellcasting class

Class Features
All the following are Class Features of the archmage prestige class.
Weapon and Armor Proficiency: Archmages gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: When a new archmage level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 7th-level spells before he became an archmage, he must decide to which class he adds each level of archmage for the purpose of determining spells per day.
High Arcana: An archmage gains the opportunity to select a special ability from among those described below by permanently eliminating one existing spell slot (she cannot eliminate a spell slot of higher level than the highest-level spell she can cast). Each special ability has a minimum required spell slot level, as specified in its description.
An archmage may choose to eliminate a spell slot of a higher level than that required to gain a type of high arcana.
Arcane Fire (Su): The archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of archmage) that deals 1d6 points of damage per class level of the archmage plus 1d6 points of damage per level of the spell used to create the effect. This ability costs one 9th-level spell slot.
Arcane Reach (Su): The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot.
Mastery of Counterspelling: When the archmage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. This ability costs one 7th-level spell slot.
Mastery of Elements: The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.
Mastery of Shaping: The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot.
Spell Power: This ability increases the archmage’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). This ability costs one 5th-level spell slot.
Spell-Like Ability: An archmage who selects this type of high arcana can use one of her arcane spell slots (other than a slot expended to learn this or any other type of high arcana) to permanently prepare one of her arcane spells as a spell-like ability that can be used twice per day. The archmage does not use any components when casting the spell, although a spell that costs XP to cast still does so and a spell with a costly material component instead costs her 10 times that amount in XP. This ability costs one 5th-level spell slot.
The spell-like ability normally uses a spell slot of the spell’s level, although the archmage can choose to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level.
The archmage may use an available higher-level spell slot in order to use the spell-like ability more often. Using a slot three levels higher than the chosen spell allows her to use the spell-like ability four times per day, and a slot six levels higher lets her use it six times per day.
If spell-like ability is selected more than one time as a high arcana choice, this ability can apply to the same spell chosen the first time (increasing the number of times per day it can be used) or to a different spell.

ASSASSIN
Hit Die: d6.
Requirements
To qualify to become an assassin, a character must fulfill all the following criteria.
Alignment: Any evil.
Skills: Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks.
Special: The character must kill someone for no other reason than to join the assassins.

Class Skills

The assassin’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.

Table: The Assassin






—— Spells per Day ——
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
2nd
3rd
4th
1st
+0
+0
+2
+0
Sneak attack +1d6, death attack, poison use, spells
0



2nd
+1
+0
+3
+0
+1 save against poison, uncanny dodge
1



3rd
+2
+1
+3
+1
Sneak attack +2d6
2
0


4th
+3
+1
+4
+1
+2 save against poison
3
1


5th
+3
+1
+4
+1
Improved uncanny dodge, sneak attack +3d6
3
2
0

6th
+4
+2
+5
+2
+3 save against poison
3
3
1

7th
+5
+2
+5
+2
Sneak attack +4d6
3
3
2
0
8th
+6
+2
+6
+2
+4 save against poison, hide in plain sight
3
3
3
1
9th
+6
+3
+6
+3
Sneak attack +5d6
3
3
3
2
10th
+7
+3
+7
+3
+5 save against poison
3
3
3
3

Class Features
All of the following are Class Features of the assassin prestige class.
Weapon and Armor Proficiency: Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.
Death Attack: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Spells: Beginning at 1st level, an assassin gains the ability to cast a number of arcane spells. To cast a spell, an assassin must have an Intelligence score of at least 10 + the spell’s level, so an assassin with an Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the assassin’s Intelligence bonus. When the assassin gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
The assassin’s spell list appears below. An assassin casts spells just as a bard does.
Upon reaching 6th level, at every even-numbered level after that (8th and 10th), an assassin can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level assassin spell the assassin can cast. An assassin may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

Table: Assassin Spells Known


—— Spells Known ——
Level
1st
2nd
3rd
4th
1st
21



2nd
3



3rd
3
21


4th
4
3


5th
4
3
21

6th
4
4
3

7th
4
4
3
21
8th
4
4
4
3
9th
4
4
4
3
10th
4
4
4
4
1 Provided the assassin has sufficient Intelligence to have a bonus spell of this level.

Save Bonus against Poison: The assassin gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the assassin gains.
Uncanny Dodge (Ex): Starting at 2nd level, an assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).
Improved Uncanny Dodge (Ex): At 5th level, an assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Hide in Plain Sight (Su): At 8th level, an assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind.
He cannot, however, hide in his own shadow.

Assassin Spell List

Assassins choose their spells from the following list:
1st Level: disguise self, detect poison, feather fall, ghost sound, jump, obscuring mist, sleep, true strike.
2nd Level: alter self, cat’s grace, darkness, fox’s cunning, illusory script, invisibility, pass without trace, spider climb, undetectable alignment.
3rd Level: deep slumber, deeper darkness, false life, magic circle against good, misdirection, nondetection.
4th Level: clairaudience/clairvoyance, dimension door, freedom of movement, glibness, greater invisibility, locate creature, modify memory, poison.

BLACKGUARD
Hit Die: d10.
Requirements
To qualify to become a blackguard, a character must fulfill all the following criteria.
Alignment: Any evil.
Base Attack Bonus: +6.
Skills: Hide 5 ranks, Knowledge (religion) 2 ranks.
Feats: Cleave, Improved Sunder, Power Attack.
Special: The character must have made peaceful contact with an evil outsider who was summoned by him or someone else.

Class Skills

The blackguard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex).
Skill Points at Each Level: 2 + Int modifier.

Table: The Blackguard






— Spells per Day —
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
2nd
3rd
4th
1st
+1
+2
0
0
Aura of evil, detect good, poison use
0



2nd
+2
+3
0
0
Dark blessing, smite good 1/day
1



3rd
+3
+3
+1
+1
Command undead, aura of despair
1
0


4th
+4
+4
+1
+1
Sneak attack +1d6
1
1


5th
+5
+4
+1
+1
Fiendish servant, smite good 2/day
1
1
0

6th
+6
+5
+2
+2

1
1
1

7th
+7
+5
+2
+2
Sneak attack +2d6
2
1
1
0
8th
+8
+6
+2
+2

2
1
1
1
9th
+9
+6
+3
+3

2
2
1
1
10th
+10
+7
+3
+3
Sneak attack +3d6, smite good 3/day
2
2
2
1

Class Features
All of the following are Class Features of the blackguard prestige class.
Weapon and Armor Proficiency: Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields.
Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.
Detect Good (Sp): At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.
Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Dark Blessing (Su): A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.
Spells: A blackguard has the ability to cast a small number of divine spells. To cast a blackguard spell, a blackguard must have a Wisdom score of at least 10 + the spell’s level, so a blackguard with a Wisdom of 10 or lower cannot cast these spells.
Blackguard bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the blackguard’s Wisdom modifier. When the blackguard gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The blackguard’s spell list appears below. A blackguard has access to any spell on the list and can freely choose which to prepare, just as a cleric. A blackguard prepares and casts spells just as a cleric does (though a blackguard cannot spontaneously cast cure or inflict spells).
Smite Good (Su): Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack.
He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If a blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.
At 5th level, and again at 10th level, a blackguard may smite good one additional time per day.
Aura of Despair (Su): Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.
Command Undead (Su): When a blackguard reaches 3rd level, he gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower.
Sneak Attack: This ability, gained at 4th level, is like the rogue ability of the same name. The extra damage increases by +1d6 every third level beyond 4th (7th and 10th). If a blackguard gets a sneak attack bonus from another source the bonuses on damage stack.

Blackguard Spell List

Blackguards choose their spells from the following list:
1st Level: cause fear, corrupt weapon, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*.
2nd Level: bull’s strength, cure moderate wounds, darkness, death knell, eagle’s splendor, inflict moderate wounds, shatter, summon monster II*.
3rd Level: contagion, cure serious wounds, deeper darkness, inflict serious wounds, protection from elements, summon monster III*.
4th Level: cure critical wounds, freedom of movement, inflict critical wounds, poison, summon monster IV*.
* Evil creatures only.

Corrupt Weapon

Blackguards have access to a special spell, corrupt weapon, which is the opposing counterpart of the paladin spell bless weapon. Instead of improving a weapon’s effectiveness against evil foes corrupt weapon makes a weapon more effective against good foes.

Fallen Paladins

Blackguards who have levels in the paladin class (that is to say, are now ex-paladins) gain extra abilities the more levels of paladin they have.
A fallen paladin who becomes a blackguard gains all of the following abilities that apply, according to the number of paladin levels the character has.
1–2: Smite good 1/day. (This is in addition to the ability granted to all blackguards at 2nd level.
3–4: Lay on hands. Once per day, the blackguard can use this supernatural ability to cure himself or his fiendish servant of damage equal to his Charisma bonus x his level.
5–6: Sneak attack damage increased by +1d6. Smite good 2/day.
7–8: Fiendish summoning. Once per day, the blackguard can use a summon monster I spell to call forth an evil creature. For this spell, the caster level is double the blackguard’s class level.
9–10: Undead companion. In addition to the fiendish servant, the blackguard gains (at 5th level) a Medium-size skeleton or zombie as a companion. This companion cannot be turned or rebuked and gains all special bonuses as a fiendish servant when the blackguard gains levels. Smite good 3/day.
11 or more: A fallen paladin of this stature immediately gains a blackguard level for each level of paladin he trades in.
The character level of the character does not change. With the loss of paladin levels, the character no longer gains as many extra abilities for being a fallen paladin.

The Blackguard’s Fiendish Servant

Upon or after reaching 5th level, a blackguard can call a fiendish bat, cat, dire rat, horse, pony, raven, or toad to serve him. The blackguard’s servant further gains HD and special abilities based on the blackguard’s character level (see the table below).
A blackguard may have only one fiendish servant at a time.
Should the blackguard’s servant die, he may call for another one after a year and a day. The new fiendish servant has all the accumulated abilities due a servant of the blackguard’s current level.

Character Level
Bonus
HD
Natural
Armor Adj.
Str
Adj.
Int
Special
12th or lower
+2
+1
+1
6
Empathic link, improved evasion, share saving throws, share spells
13th–15th
+4
+3
+2
7
Speak with blackguard
16th–18th
+6
+5
+3
8
Blood bond
19th–20th
+8
+7
+4
9
Spell resistance
Character Level: The character level of the blackguard (his blackguard level plus his original class level).
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the servant’s base attack and base save bonuses, as normal.
Natural Armor Adj.: This is an improvement to the servant’s existing natural armor bonus.
Str Adj.: Add this figure to the servant’s Strength score.
Int: The servant’s Intelligence score. (A fiendish servant is smarter than normal animals of its kind.)

The abilities mentioned in the “Special” column of the accompanying table are described below.
Empathic Link (Su): The blackguard has an empathic link with his servant out to a distance of up to 1 mile. The blackguard cannot see through the servant’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between the servant and the blackguard, the blackguard has the same connection to a place or an item that the servant does.
Improved Evasion (Ex): If the servant is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.
Share Saving Throws: For each of its saving throws, the servant uses either its own base save bonus or the blackguard’s, whichever is higher. The servant applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the blackguard might have.
Share Spells: At the blackguard’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his servant. The servant must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the servant if it moves farther than 5 feet away and will not affect the servant again even if the servant returns to the blackguard before the duration expires. Additionally, the blackguard may cast a spell with a target of “You” on his servant (as a touch range spell) instead of on himself. A blackguard and his servant can share spells even if the spells normally do not affect creatures of the servant’s type (magical beast).
Speak with Blackguard (Ex): If the blackguard’s character level is 13th or higher, the blackguard and servant can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Blood Bond (Ex): If the blackguard’s character level is 16th or higher, the servant gains a +2 bonus on all attack rolls, checks, and saves if it witnesses the blackguard being threatened or harmed.
This bonus lasts as long as the threat is immediate and apparent.
Spell Resistance (Ex): If the blackguard’s character level is 19th or higher, the servant gains spell resistance equal to the blackguard’s level + 5. To affect the servant with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the servant’s spell resistance.

DRAGON DISCIPLE
Hit Die: d12.
Requirements
To qualify to become a dragon disciple, a character must fulfill all the following criteria.
Race: Any nondragon (cannot already be a half-dragon).
Skills: Knowledge (arcana) 8 ranks.
Languages: Draconic.
Spellcasting: Ability to cast arcane spells without preparation.
Special: The player chooses a dragon variety when taking the first level in this prestige class.

Class Skills

The dragon disciple’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Knowledge (all skills, taken individually) (Int) Listen (Wis), Profession (Wis), Search (Int), Speak Language (Int), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.

Table: The Dragon Disciple
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Bonus Spells
1st
+0
+2
+0
+2
Natural armor increase (+1)
1
2nd
+1
+3
+0
+3
Ability boost (Str +2), claws and bite
1
3rd
+2
+3
+1
+3
Breath weapon (2d8)
0
4th
+3
+4
+1
+4
Ability boost (Str +2), natural armor increase (+2)
1
5th
+3
+4
+1
+4
Blindsense 30 ft.
1
6th
+4
+5
+2
+5
Ability boost (Con +2)
1
7th
+5
+5
+2
+5
Breath weapon (4d8), natural armor increase (+3)
0
8th
+6
+6
+2
+6
Ability boost (Int +2)
1
9th
+6
+6
+3
+6
Wings
1
10th
+7
+7
+3
+7
Blindsense 60 ft., dragon apotheosis
0

Class Features
All of the following are Class Features of the dragon disciple prestige class.
Weapon and Armor Proficiency: Dragon disciples gain no proficiency with any weapon or armor.
Bonus Spells: Dragon disciples gain bonus spells as they gain levels in this prestige class, as if from having a high ability score, as given on Table: The Dragon Disciple. A bonus spell can be added to any level of spells the disciple already has the ability to cast.
If a character has more than one spellcasting class, he must decide to which class he adds each bonus spell as it is gained. Once a bonus spell has been applied, it cannot be shifted.
Natural Armor Increase (Ex): At 1st, 4th, and 7th level, a gains an increase to the character’s existing natural armor (if any), as indicated on Table: The Dragon Disciple (the numbers represent the total increase gained to that point). As his skin thickens, a dragon disciple takes on more and more of his progenitor’s physical aspect.
Claws and Bite (Ex): At 2nd level, a dragon disciple gains claw and bite attacks if he does not already have them. Use the values below or the disciple’s base claw and bite damage values, whichever are greater.

Size

Bite Damage

Claw Damage

Small
1d4
1d3
Medium
1d6
1d4
Large
1d8
1d6

A dragon disciple is considered proficient with these attacks. When making a full attack, a dragon disciple uses his full base attack bonus with his bite attack but takes a –5 penalty on claw attacks. The Multiattack feat reduces this penalty to only –2.
Ability Boost (Ex): As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on Table: The Dragon Disciple.
These increases stack and are gained as if through level advancement.
Breath Weapon (Su): At 3rd level, a dragon disciple gains a minor breath weapon. The type and shape depend on the dragon variety whose heritage he enjoys (see below). Regardless of the ancestor, the breath weapon deals 2d8 points of damage of the appropriate energy type.
At 7th level, the damage increases to 4d8, and when a disciple attains dragon apotheosis at 10th level it reaches its full power at 6d8. Regardless of its strength, the breath weapon can be used only once per day. Use all the rules for dragon breath weapons except as specified here.
The DC of the breath weapon is 10 + class level + Con modifier.
A line-shaped breath weapon is 5 feet high, 5 feet wide, and 60 feet long. A cone-shaped breath weapon is 30 feet long.

Dragon Variety*
Breath Weapon
Black
Line of acid
Blue
Line of lightning
Green
Cone of corrosive gas (acid)
Red
Cone of fire
White
Cone of cold
Brass
Line of fire
Bronze
Line of lightning
Copper
Line of acid
Gold
Cone of fire
Silver
Cone of cold
* Other varieties of dragon disciple are possible, using other dragon varieties as ancestors.

Blindsense (Ex): At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses the dragon disciple notices things it cannot see. He usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.
Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.
Wings (Ex): At 9th level, a dragon disciple grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability.
Dragon Apotheosis: At 10th level, a dragon disciple takes on the half-dragon template. His breath weapon reaches full strength (as noted above), and he gains +4 to Strength and +2 to Charisma. His natural armor bonus increases to +4, and he acquires low-light vision, 60-foot darkvision, immunity to sleep and paralysis effects, and immunity to the energy type used by his breath weapon (see above).

DUELIST
Hit Die: d10.
Requirements
To qualify to become a duelist, a character must fulfill all the following criteria.
Base Attack Bonus: +6.
Skills: Perform 3 ranks, Tumble 5 ranks.
Feats: Dodge, Mobility, Weapon Finesse.

Class Skills

The duelist’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.

Table: The Duelist
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+0
+2
+0
Canny defense
2nd
+2
+0
+3
+0
Improved reaction +2
3rd
+3
+1
+3
+1
Enhanced mobility
4th
+4
+1
+4
+1
Grace
5th
+5
+1
+4
+1
Precise strike +1d6
6th
+6
+2
+5
+2
Acrobatic charge
7th
+7
+2
+5
+2
Elaborate parry
8th
+8
+2
+6
+2
Improved reaction +4
9th
+9
+3
+6
+3
Deflect Arrows
10th
+10
+3
+7
+3
Precise strike +2d6

Class Features
Weapon and Armor Proficiency: The duelist is proficient with all simple and martial weapons, but no type of armor or shield.
Canny Defense (Ex): When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Improved Reaction (Ex): At 2nd level, a duelist gains a +2 bonus on initiative checks.
At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.
Enhanced Mobility (Ex): When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.
Grace (Ex): At 4th level, a duelist gains an additional +2 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing no armor and not using a shield.
Precise Strike (Ex): At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll.
When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 10th level, the extra damage on a precise strike increases to +2d6.
Acrobatic Charge (Ex): At 6th level, a duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.
Elaborate Parry (Ex): At 7th level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each level of duelist she has.
Deflect Arrows: At 9th level, a duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.

DWARVEN DEFENDER
Hit Die: d12.
Requirements
To qualify to become a defender, a character must fulfill all the following criteria.
Race: Dwarf.
Alignment: Any lawful.
Base Attack Bonus: +7.
Feats: Dodge, Endurance, Toughness.

Class Skills

The defender’s class skills (and the key ability for each skill) are Craft (Int), Listen (Wis), Sense Motive (Wis), and Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.

Table: The Dwarven Defender
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
AC Bonus
Special
1st
+1
+2
+0
+2
+1
Defensive stance 1/day
2nd
+2
+3
+0
+3
+1
Uncanny dodge
3rd
+3
+3
+1
+3
+1
Defensive stance 2/day
4th
+4
+4
+1
+4
+2
Trap sense +1
5th
+5
+4
+1
+4
+2
Defensive stance 3/day
6th
+6
+5
+2
+5
+2
Damage reduction 3/–, improved uncanny dodge
7th
+7
+5
+2
+5
+3
Defensive stance 4/day
8th
+8
+6
+2
+6
+3
Mobile defense, trap sense +2
9th
+9
+6
+3
+6
+3
Defensive stance 5/day
10th
+10
+7
+3
+7
+4
Damage reduction 6/–

Class Features
All of the following are Class Features of the dwarven defender prestige class.
AC Bonus (Ex): The dwarven defender receives a dodge bonus to Armor Class that starts at +1 and improves as the defender gains levels, until it reaches +4 at 10th level.
Weapon and Armor Proficiency: A dwarven defender is proficient with all simple and martial weapons, all types of armor, and shields.
Defensive Stance: When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a –2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Dwarven Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action.
Uncanny Dodge (Ex): Starting at 2nd level, a dwarven defender retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).
Trap Sense (Ex): At 4th level, a dwarven defender gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 8th level, these bonuses rise to +2. These bonuses stack with trap sense bonuses gained from other classes.
Damage Reduction (Ex): At 6th level, a dwarven defender gains damage reduction. Subtract 3 points from the damage the dwarven defender takes each time he is dealt damage. At 10th level, this damage reduction rises to 6/–. Damage reduction can reduce damage to 0 but not below 0.
Improved Uncanny Dodge (Ex): At 6th level, a dwarven defender can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender.
The exception to this defense is that a rogue at least four levels higher than the dwarven defender can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Mobile Defense (Ex): At 8th level, a dwarven defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.

ELDRITCH KNIGHT
Hit Die: d6.
Requirements
To qualify to become an eldritch knight, a character must fulfill all the following criteria.
Weapon Proficiency: Must be proficient with all martial weapons.
Spells: Able to cast 3rd-level arcane spells.

Class Skills

The eldritch knight’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

Table: The Eldritch Knight
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+2
+0
+0
Bonus feat
2nd
+2
+3
+0
+0
+1 level of existing arcane spellcasting class
3rd
+3
+3
+1
+1
+1 level of existing arcane spellcasting class
4th
+4
+4
+1
+1
+1 level of existing arcane spellcasting class
5th
+5
+4
+1
+1
+1 level of existing arcane spellcasting class
6th
+6
+5
+2
+2
+1 level of existing arcane spellcasting class
7th
+7
+5
+2
+2
+1 level of existing arcane spellcasting class
8th
+8
+6
+2
+2
+1 level of existing arcane spellcasting class
9th
+9
+6
+3
+3
+1 level of existing arcane spellcasting class
10th
+10
+7
+3
+3
+1 level of existing arcane spellcasting class

Class Features
All of the following are features of the eldritch knight prestige class.
Weapon and Armor Proficiency: Eldritch knights gain no proficiency with any weapon or armor.
Bonus Feat: At 1st level, an eldritch knight may choose a bonus feat from the list of feats available to fighters. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats, including levels of fighter for the Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization feats.
Spells per Day: From 2nd level on, when a new eldritch knight level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of eldritch knight to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one arcane spellcasting class before she became an eldritch knight, she must decide to which class she adds each level of eldritch knight for the purpose of determining spells per day.

HIEROPHANT
Hit Die: d8.
Requirements
To qualify to become a hierophant, a character must fulfill all the following criteria.
Skills: Knowledge (religion) 15 ranks.
Feats: Any metamagic feat.
Spells: Able to cast 7th-level divine spells.

Class Skills

The hierophant’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Table: The Hierophant
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+0
+2
+0
+2
Special ability
2nd
+1
+3
+0
+3
Special ability
3rd
+1
+3
+1
+3
Special ability
4th
+2
+4
+1
+4
Special ability
5th
+2
+4
+1
+4
Special ability

Class Features
All the following are Class Features of the hierophant prestige class.
Weapon and Armor Proficiency: Hierophants gain no proficiency with any weapon or armor.
Spells and Caster Level: Levels in the hierophant prestige class, even though they do not advance spell progression in the character’s base class, still stack with the character’s base spellcasting levels to determine caster level.
Special Ability: Every level, a hierophant gains a special ability of his choice from among the following.
Blast Infidel (Su): A hierophant can use negative energy spells to their maximum effect on creatures with an alignment opposed to the hierophant. (See the table below for a list of which alignments are opposed to each alignment.) Any spell with a description that involves inflicting or channeling negative energy cast on a creature of the opposed alignment works as if under the effect of a Maximize Spell feat (without using a higher-level spell slot). Undead affected by this ability heal the maximized amount of damage.

Hierophant Alignment
Opposed Alignment
Lawful good
Chaotic evil
Neutral good
Neutral evil
Chaotic good
Lawful evil
Lawful neutral
Chaotic neutral
Neutral
Lawful good, chaotic good, lawful evil, chaotic evil*
Chaotic neutral
Lawful neutral
Lawful evil
Chaotic good
Neutral evil
Neutral good
Chaotic evil
Lawful good
* A neutral hierophant chooses one of these alignments to be the one that he opposes, for the purposes of this special ability.

Divine Reach (Su): A hierophant with this ability can use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the hierophant must make a ranged touch attack instead. Divine reach can be selected a second time as a special ability, in which case the range increases to 60 feet.
Faith Healing (Su): A hierophant can use healing spells to their maximum effect on creatures of the same alignment as the hierophant (including the hierophant himself ). Any spell with the healing descriptor cast on such creatures works as if under the effects of a Maximize Spell feat (without using a higher-level spell slot).
Gift of the Divine (Su): Available only to hierophants with cleric levels, this ability allows a hierophant to transfer one or more uses of his turn undead ability to a willing creature. (Hierophants who rebuke undead transfer uses of rebuke undead instead.) The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the number of turning attempts per day allowed to the hierophant is reduced by the number transferred. The recipient turns undead as a cleric of the hierophant’s cleric level but uses her own Charisma modifier.
Mastery of Energy (Su): Available only to hierophants with cleric levels, this ability allows a hierophant to channel positive or negative energy much more effectively, increasing his ability to affect undead. Add a +4 bonus to the hierophant’s turning checks and turning damage rolls. This ability only affects undead, even if the hierophant can turn other creatures, such as with a granted power of a domain.
Metamagic Feat: A hierophant can choose a metamagic feat in place of one of the special abilities described here if desired.
Power of Nature (Su): Available only to hierophants with druid levels, this ability allows a hierophant to temporarily transfer one or more of his druid Class Features to a willing creature. The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the hierophant cannot use the transferred power. He can transfer any of his druid powers except spellcasting and the ability to have an animal companion.
The druid’s wild shape ability can be partially or completely transferred. The heirophant choses how many uses of wild shape per day to give to transfer and retains the rest of the uses for himself. If the hierophant can assume the form of Tiny or Huge animals, the recipient can as well.
As with the imbue with spell ability spell, the hierophant remains responsible to his deity for any use to which the recipient puts the transferred abilities.
Spell Power: This special ability increases a hierophant’s effective caster level by 1 for purposes of determining level-dependent spell variables and for caster level checks. This ability can be selected more than once, and changes to effective caster level are cumulative.
Spell-Like Ability: A hierophant who selects this special ability can use one of his divine spell slots to permanently prepare one of his divine spells as a spell-like ability that can be used twice per day. The hierophant does not use any components when casting the spell, although a spell that costs XP to cast still does so, and a spell with a costly material component instead costs him 10 times that amount in XP.
The spell normally uses a spell slot of the spell’s level (or higher, if the hierophant chooses to permanently attach a metamagic feat to the spell chosen). The hierophant can use an available higher-level spell slot to use the spell-like ability more than once per day. Allocating a slot three levels higher allows him to cast the spell four times per day, and a slot six levels higher lets him cast it six times per day. If selected more than one time as a special ability, this ability can apply to the same spell (increasing the number of times per day it can be used) or to a different spell.

HORIZON WALKER
Hit Die: d8.
Requirements
To qualify to become a horizon walker, a character must fulfill all the following criteria.
Skills: Knowledge (geography) 8 ranks.
Feats: Endurance.

Class Skills

The horizon walker’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Speak Language (none), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.

Table: The Horizon Walker

Level

Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special

1st
+1
+2
+0
+0
Terrain mastery
2nd
+2
+3
+0
+0
Terrain mastery
3rd
+3
+3
+1
+1
Terrain mastery
4th
+4
+4
+1
+1
Terrain mastery
5th
+5
+4
+1
+1
Terrain mastery
6th
+6
+5
+2
+2
Planar terrain mastery
7th
+7
+5
+2
+2
Planar terrain mastery
8th
+8
+6
+2
+2
Planar terrain mastery
9th
+9
+6
+3
+3
Planar terrain mastery
10th
+10
+7
+3
+3
Planar terrain mastery

Class Features
All of the following are features of the horizon walker prestige class.
Weapon and Armor Proficiency: Horizon walkers gain no proficiency with any weapon or armor.
Terrain Mastery: At each level, the Horizon Walker adds a new terrain environment to their repertoire from those given below. Terrain mastery gives a horizon walker a bonus on checks involving a skill useful in that terrain, or some other appropriate benefit. A horizon walker also knows how to fight dangerous creatures typically found in that terrain, gaining a +1 insight bonus on attack rolls and damage rolls against creatures with that terrain mentioned in the Environment entry of their descriptions. The horizon walker only gains the bonus if the creature description specifically lists the terrain type.
Horizon walkers take their terrain mastery with them wherever they go. They retain their terrain mastery bonuses on skill checks, attack rolls, and damage rolls whether they’re actually in the relevant terrain or not.
Planar Terrain Mastery: Planar terrain mastery functions just like terrain mastery, except that the horizon walker can choose one of the planar categories at each level. The horizon walker can take a non-planar terrain type instead, if she wishes.

Terrain Mastery Benefits

Aquatic: You gain a +4 competence bonus on Swim checks, or a +10-foot bonus to your swim speed if you have one. You gain a +1 insight bonus on attack and damage rolls against aquatic creatures.
Desert: You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.
Forest: You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.
Hills: You gain a +4 competence bonus on Listen checks. You gain a +1 insight bonus on attack and damage rolls against hills creatures.
Marsh: You have a +4 competence bonus on Move Silently checks. You gain a +1 insight bonus on attack and damage rolls against marsh creatures.
Mountains: You gain a +4 competence bonus on Climb checks, or a +10- foot bonus to your climb speed if you have one. You gain a +1 insight bonus on attack and damage rolls against mountain creatures.
Plains: You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.
Underground: You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You gain a +1 insight bonus on attack and damage rolls against underground creatures.
Fiery (Planar): This kind of planar terrain mastery provides you with resistance to fire 20. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals with the fire subtype.
Weightless (Planar): You gain a +30-foot bonus to your fly speed on planes with no gravity or subjective gravity. You gain a +1 insight on attack and damage rolls against creatures native to the Astral Plane, the Elemental Plane of Air, and the Ethereal Plane.
Cold (Planar): This kind of planar terrain mastery provides you with resistance to cold 20. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals with the cold subtype.
Shifting (Planar): You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals native to a shifting plane.
Aligned (Planar): You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane, and spells and abilities that harm those of the opposite alignment don’t affect you. You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related Class Features you have are unaffected.
Cavernous (Planar): You gain tremorsense with a 30-foot range.
Other (Planar): If other planes are in use additional Planar Terrains can be created.

LOREMASTER
Hit Die: d4.
Requirements
To qualify to become a loremaster, a character must fulfill all the following criteria.
Skills: Knowledge (any two) 10 ranks in each.
Feats: Any three metamagic or item creation feats, plus Skill Focus (Knowledge [any individual Knowledge skill]).
Spells: Able to cast seven different divination spells, one of which must be 3rd level or higher.

Class Skills

The loremaster’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Handle Animals (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Perform (Cha), Profession (Wis), Speak Language, Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.

Table : The Loremaster

Level

Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special

Spells per Day

1st
+0
+0
+0
+2
Secret
+1 level of existing class
2nd
+1
+0
+0
+3
Lore
+1 level of existing class
3rd
+1
+1
+1
+3
Secret
+1 level of existing class
4th
+2
+1
+1
+4
Bonus language
+1 level of existing class
5th
+2
+1
+1
+4
Secret
+1 level of existing class
6th
+3
+2
+2
+5
Greater lore
+1 level of existing class
7th
+3
+2
+2
+5
Secret
+1 level of existing class
8th
+4
+2
+2
+6
Bonus language
+1 level of existing class
9th
+4
+3
+3
+6
Secret
+1 level of existing class
10th
+5
+3
+3
+7
True lore
+1 level of existing class

Class Features

All of the following are Class Features of the loremaster prestige class.
Weapon and Armor Proficiency: Loremasters gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: When a new loremaster level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of loremaster to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
Secret: At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the loremaster chooses one
secret from the table below. Her level plus Intelligence modifier determines the total number of secrets she can choose. She can’t choose the same secret twice.
Lore: At 2nd level, a loremaster gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.
Bonus Languages: A loremaster can choose any new language at 4th and 8th level.
Greater Lore (Ex): At 6th level, a loremaster gains the ability to understand magic items, as with the identify spell.
True Lore (Ex): At 10th level, once per day a loremaster can use her knowledge to gain the effect of a legend lore spell or an analyze dweomer spell.

Loremaster Secrets
Level +
Int Modifier
Secret
Effect
1
Instant mastery
4 ranks of a skill in which the character has no ranks
2
Secret health
+3 hit points
3
Secrets of inner strength
+2 bonus on Will saves
4
The lore of true stamina
+2 bonus on Fortitude saves
5
Secret knowledge of avoidance
+2 bonus on Reflex saves
6
Weapon trick
+1 bonus on attack rolls
7
Dodge trick
+1 dodge bonus to AC
8
Applicable knowledge
Any one feat
9
Newfound arcana
1 bonus 1st-level spell*
10
More newfound arcana
1 bonus 2nd-level spell*
* As if gained through having a high ability score.

MYSTIC THEURGE
Hit Die: d4.
Requirements
To qualify to become a mystic theurge, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 6 ranks, Knowledge (religion) 6 ranks.
Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.

Class Skills

The mystic theurge’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Table: The Mystic Theurge
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Spells per Day
1st
+0
+0
+0
+2
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
2nd
+1
+0
+0
+3
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
3rd
+1
+1
+1
+3
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
4th
+2
+1
+1
+4
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
5th
+2
+1
+1
+4
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
6th
+3
+2
+2
+5
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
7th
+3
+2
+2
+5
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
8th
+4
+2
+2
+6
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
9th
+4
+3
+3
+6
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class
10th
+5
+3
+3
+7
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class

Class Features
All of the following are features of the mystic theurge prestige class.
Weapon and Armor Proficiency: Mystic theurges gain no proficiency with any weapon or armor.
Spells per Day: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a mystic theurge, he must decide to which class he adds each level of mystic theurge for the purpose of determining spells per day.

SHADOWDANCER
Hit Die: d8.
Requirements
To qualify to become a shadowdancer, a character must fulfill all the following criteria.
Skills: Move Silently 8 ranks, Hide 10 ranks, Perform (dance) 5 ranks.
Feats: Combat Reflexes, Dodge, Mobility.

Class Skills

The shadowdancer’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.

Table: The Shadowdancer

Level

Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+0
+0
+2
+0
Hide in plain sight
2nd
+1
+0
+3
+0
Evasion, darkvision, uncanny dodge
3rd
+2
+1
+3
+1
Shadow illusion, summon shadow
4th
+3
+1
+4
+1
Shadow jump 20 ft.
5th
+3
+1
+4
+1
Defensive roll, improved uncanny dodge
6th
+4
+2
+5
+2
Shadow jump 40 ft., summon shadow
7th
+5
+2
+5
+2
Slippery mind
8th
+6
+2
+6
+2
Shadow jump 80 ft.
9th
+6
+3
+6
+3
Summon shadow
10th
+7
+3
+7
+3
Shadow jump 160 ft., improved evasion

Class Features
All of the following are features of the shadowdancer prestige class.
Weapon and Armor Proficiency: Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields.
Hide in Plain Sight (Su): A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Evasion (Ex): At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.
Darkvision (Su): At 2nd level, a shadowdancer can see in the dark as though she were permanently under the effect of a darkvision spell.
Uncanny Dodge (Ex): Starting at 2nd level, a shadowdancer retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).
Shadow Illusion (Sp): When a shadowdancer reaches 3rd level, she can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day.
Summon Shadow (Su): At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion.
If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancer’s XP total can never go below 0 as the result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.
Shadow Jump (Su): At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowdancer can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Defensive Roll (Ex): Starting at 5th level, once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can’t attempt a defensive roll.
Improved Uncanny Dodge (Ex): At 5th level, a shadowdancer can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least four levels higher than the shadowdancer can flank her (and thus sneak attack her).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Slippery Mind (Ex): At 7th level, if a shadowdancer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell’s effects occur normally.
Improved Evasion (Ex): This ability, gained at 10th level, works like evasion (see above). A shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, she takes only half damage even if she fails her saving throw.

THAUMATURGIST
Hit Die: d4.
Requirements
To qualify to become a thaumaturgist, a character must fulfill all the following criteria.
Feats: Spell Focus (conjuration).
Spells: Able to cast lesser planar ally.

Class Skills

The thaumaturgist’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (none), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Table: The Thaumaturgist
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells per Day
1st
+0
+0
+0
+2
Improved ally
+1 level of existing spellcasting class
2nd
+1
+0
+0
+3
Augment Summoning
+1 level of existing spellcasting class
3rd
+1
+1
+1
+3
Extended summoning
+1 level of existing spellcasting class
4th
+2
+1
+1
+4
Contingent conjuration
+1 level of existing spellcasting class
5th
+2
+1
+1
+4
Planar cohort
+1 level of existing spellcasting class

Class Features
All of the following are features of the thaumaturgist prestige class.
Weapon and Armor Proficiency: Thaumaturgists gain no proficiency with any weapon or armor.
Spells per Day: When a new thaumaturgist level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of thaumaturgist to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one spellcasting class before he became a thaumaturgist, he must decide to which class he adds each level of thaumaturgist for the purpose of determining spells per day.
Improved Ally: When a thaumaturgist casts a planar ally spell (including the lesser and greater versions), he makes a Diplomacy check to convince the creature to aid him for a reduced payment. If the thaumaturgist’s Diplomacy check adjusts the creature’s attitude to helpful the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature.
The thaumaturgist’s improved ally class feature only works when the planar ally shares at least one aspect of alignment with the thaumaturgist.
A thaumaturgist can have only one such ally at a time, but he may bargain for tasks from other planar allies normally.
Augment Summoning: At 2nd level, a thaumaturgist gains the Augment Summoning feat.
Extended Summoning: At 3rd level and higher, all spells from the summoning subschool that the thaumaturgist casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don’t change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell’s level.
Contingent Conjuration: A 4th-level thaumaturgist can prepare a summoning or calling spell ahead of time to be triggered by some other event. This functions as described for the contingency spell, including having the thaumaturgist cast the summoning or calling spell beforehand. The spell is cast instantly when the trigger event occurs.
The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted condition as are prescribed, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether the thaumaturgist wants it to, although most conjurations can be dismissed normally. A thaumaturgist can have only one contingent conjuration active at a time.
Planar Cohort: A 5th-level thaumaturgist can use any of the planar ally spells to call a creature to act as his cohort. The called creature serves loyally and well as long as the thaumaturgist continues to advance a cause important to the creature.
To call a planar cohort, the thaumaturgist must cast the relevant spell, paying the XP costs normally. It takes an offering of 1,000 gp x the HD of the creature to convince it to serve as a planar cohort, and the improved ally class feature can’t be used to reduce or eliminate this cost. The planar cohort can’t have more Hit Dice than the thaumaturgist has, and must have an ECL no higher than the thaumaturgist’s character level –2.
A thaumaturgist can have only one planar cohort at a time, but he can continue to make agreements with other called creatures normally. A planar cohort replaces a thaumaturgist’s existing cohort, if he has one by virtue of the Leadership feat.