This material is Open Game Content, and is licensed for public use under
the terms of the Open Game License v1.0a.
PRESTIGE CLASSES
Prestige classes offer a new form of multiclassing. Unlike the basic
classes, characters must meet Requirements before they can take their
first level of a prestige class. The rules for level advancement apply to this
system, meaning the first step of advancement is always choosing a class. If a
character does not meet the Requirements for a prestige class before that first
step, that character cannot take the first level of that prestige
class.
Definitions of Terms
Here are definitions of some terms used in
this section.
Base Class: One of the standard eleven
classes.
Caster Level: Generally equal to the number of class levels
(see below) in a spellcasting class. Some prestige classes add caster levels to
an existing class.
Character Level: The total level of the character,
which is the sum of all class levels held by that character.
Class
Level: The level of a character in a particular class. For a character with
levels in only one class, class level and character level are the
same.
ARCANE ARCHER
Hit Die: d8.
Requirements
To qualify to become an arcane archer, a character must fulfill all the
following criteria.
Race: Elf or half-elf.
Base Attack
Bonus: +6.
Feats: Point Blank Shot, Precise Shot, Weapon Focus
(longbow or shortbow).
Spells: Ability to cast 1st-level arcane
spells.
Class Skills
The arcane archer’s class skills (and the key ability for each skill)
are Craft (Int), Hide (Dex). Listen (Wis), Move Silently (Dex), Ride (Dex), Spot
(Wis), Survival (Wis), and Use Rope (Dex).
Skill Points at Each Level:
4 + Int modifier.
Table: The Arcane Archer
|
|
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
|
1st
|
+1
|
+2
|
+2
|
+0
|
Enhance arrow +1
|
|
2nd
|
+2
|
+3
|
+3
|
+0
|
Imbue arrow
|
|
3rd
|
+3
|
+3
|
+3
|
+1
|
Enhance arrow +2
|
|
4th
|
+4
|
+4
|
+4
|
+1
|
Seeker arrow
|
|
5th
|
+5
|
+4
|
+4
|
+1
|
Enhance arrow +3
|
|
6th
|
+6
|
+5
|
+5
|
+2
|
Phase arrow
|
|
7th
|
+7
|
+5
|
+5
|
+2
|
Enhance arrow +4
|
|
8th
|
+8
|
+6
|
+6
|
+2
|
Hail of arrows
|
|
9th
|
+9
|
+6
|
+6
|
+3
|
Enhance arrow +5
|
|
10th
|
+10
|
+7
|
+7
|
+3
|
Arrow of death
|
Class Features
All of the following are Class Features of the arcane archer prestige
class.
Weapon and Armor Proficiency: An arcane archer is proficient
with all simple and martial weapons, light armor, medium armor, and
shields.
Enhance Arrow (Su): At 1st level, every nonmagical arrow an
arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement
bonus. Unlike magic weapons created by normal means, the archer need not spend
experience points or gold pieces to accomplish this task. However, an
archer’s magic arrows only function for her. For every two levels the
character advances past 1st level in the prestige class, the magic arrows she
creates gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th
level, +4 at 7th level, and +5 at 9th level).
Imbue Arrow (Sp):
At 2nd level, an arcane archer gains the ability to place an area spell upon
an arrow. When the arrow is fired, the spell’s area is centered on where
the arrow lands, even if the spell could normally be centered only on the
caster. This ability allows the archer to use the bow’s range rather than
the spell’s range. It takes a standard action to cast the spell and fire
the arrow. The arrow must be fired in the round the spell is cast, or the spell
is wasted.
Seeker Arrow (Sp): At 4th level, an arcane archer
can launch an arrow once per day at a target known to her within range, and the
arrow travels to the target, even around corners. Only an unavoidable obstacle
or the limit of the arrow’s range prevents the arrow’s flight. This
ability negates cover and concealment modifiers, but otherwise the attack is
rolled normally. Using this ability is a standard action (and shooting the arrow
is part of the action).
Phase Arrow (Sp): At 6th level, an
arcane archer can launch an arrow once per day at a target known to her within
range, and the arrow travels to the target in a straight path, passing through
any nonmagical barrier or wall in its way. (Any magical barrier stops the
arrow.) This ability negates cover, concealment, and even armor modifiers, but
otherwise the attack is rolled normally.
Using this ability is a standard
action (and shooting the arrow is part of the action).
Hail of Arrows
(Sp): In lieu of her regular attacks, once per day an arcane archer of
8th level or higher can fire an arrow at each and every target within range, to
a maximum of one target for every arcane archer level she has earned. Each
attack uses the archer’s primary attack bonus, and each enemy may only be
targeted by a single arrow.
Arrow of Death (Sp): At 10th level,
an arcane archer can create an arrow of death that forces the target, if
damaged by the arrow’s attack, to make a DC 20 Fortitude save or be slain
immediately. It takes one day to make an arrow of death, and the arrow
only functions for the arcane archer who created it. The arrow of death
lasts no longer than one year, and the archer can only have one such arrow
in existence at a time.
ARCANE TRICKSTER
Hit Die:
d4.
Requirements
To qualify to become an arcane trickster, a
character must fulfill all of the following criteria.
Alignment: Any
nonlawful.
Skills: Decipher Script 7 ranks, Disable Device 7 ranks,
Escape Artist 7 ranks, Knowledge (arcana) 4 ranks.
Spells: Ability to
cast mage hand and at least one arcane spell of 3rd level or
higher.
Special: Sneak attack +2d6.
Class Skills
The arcane trickster’s class skills (and the key ability for each
skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str),
Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha),
Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information
(Cha), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently
(Dex), Open Lock (Dex), Profession (Wis), Sense Motive (Wis), Search (Int),
Sleight of Hand (Dex), Speak Language (Int), Spellcraft (Int), Spot (Wis), Swim
(Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 4
+ Int modifier.
Table: The Arcane Trickster
|
|
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
Spells per Day
|
|
1st
|
+0
|
+0
|
+2
|
+2
|
Ranged legerdemain 1/day
|
+1 level of existing class
|
|
2nd
|
+1
|
+0
|
+3
|
+3
|
Sneak attack +1d6
|
+1 level of existing class
|
|
3rd
|
+1
|
+1
|
+3
|
+3
|
Impromptu sneak attack 1/day
|
+1 level of existing class
|
|
4th
|
+2
|
+1
|
+4
|
+4
|
Sneak attack +2d6
|
+1 level of existing class
|
|
5th
|
+2
|
+1
|
+4
|
+4
|
Ranged legerdemain 2/day
|
+1 level of existing class
|
|
6th
|
+3
|
+2
|
+5
|
+5
|
Sneak attack +3d6
|
+1 level of existing class
|
|
7th
|
+3
|
+2
|
+5
|
+5
|
Impromptu sneak attack 2/day
|
+1 level of existing class
|
|
8th
|
+4
|
+2
|
+6
|
+6
|
Sneak attack +4d6
|
+1 level of existing class
|
|
9th
|
+4
|
+3
|
+6
|
+6
|
Ranged legerdemain 3/day
|
+1 level of existing class
|
|
10th
|
+5
|
+3
|
+7
|
+7
|
Sneak attack +5d6
|
+1 level of existing class
|
Class Features
All of the following are Class Features of the
arcane trickster prestige class.
Weapon and Armor Proficiency: Arcane
tricksters gain no proficiency with any weapon or armor.
Spells per
Day: When a new arcane trickster level is gained, the character gains new
spells per day as if he had also gained a level in a spellcasting class he
belonged to before adding the prestige class. He does not, however, gain any
other benefit a character of that class would have gained, except for an
increased effective level of spellcasting. If a character had more than one
spellcasting class before becoming an arcane trickster, he must decide to which
class he adds the new level for purposes of determining spells per
day.
Ranged Legerdemain: An arcane trickster can perform one of the
following class skills at a range of 30 feet: Disable Device, Open Lock, or
Sleight of Hand. Working at a distance increases the normal skill check DC by 5,
and an arcane trickster cannot take 10 on this check. Any object to be
manipulated must weigh 5 pounds or less.
An arcane trickster can use ranged
legerdemain once per day initially, twice per day upon attaining 5th level, and
three times per day at 9th level or higher. He can make only one ranged
legerdemain skill check each day, and only if he has at least 1 rank in the
skill being used.
Sneak Attack: This is exactly like the rogue ability
of the same name. The extra damage dealt increases by +1d6 every other level
(2nd, 4th, 6th, 8th, and 10th). If an arcane trickster gets a sneak attack bonus
from another source the bonuses on damage stack.
Impromptu Sneak
Attack: Beginning at 3rd level, once per day an arcane trickster can declare
one melee or ranged attack he makes to be a sneak attack (the target can be no
more than 30 feet distant if the impromptu sneak attack is a ranged attack). The
target of an impromptu sneak attack loses any Dexterity bonus to AC, but only
against that attack. The power can be used against any target, but creatures
that are not subject to critical hits take no extra damage (though they still
lose any Dexterity bonus to AC against the attack).
At 7th level, an arcane
trickster can use this ability twice per day.
ARCHMAGE
Hit Die:
d4.
Requirements
To qualify to become an archmage, a character must
fulfill all the following criteria.
Skills: Knowledge (arcana) 15
ranks, Spellcraft 15 ranks.
Feats: Skill Focus (Spellcraft), Spell
Focus in two schools of magic.
Spells: Ability to cast 7th-level
arcane spells, knowledge of 5th-level or higher spells from at least five
schools.
Class Skills
The archmage’s class skills (and the key ability for each skill) are
Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken
individually) (Int), Profession (Wis), Search (Int), and Spellcraft
(Int).
Skill Points at Each Level: 2 + Int modifier.
|
Table: The Archmage
|
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
Spells per Day
|
|
1st
|
+0
|
+0
|
+0
|
+2
|
High arcana
|
+1 level of existing arcane spellcasting class
|
|
2nd
|
+1
|
+0
|
+0
|
+3
|
High arcana
|
+1 level of existing arcane spellcasting class
|
|
3rd
|
+1
|
+1
|
+1
|
+3
|
High arcana
|
+1 level of existing arcane spellcasting class
|
|
4th
|
+2
|
+1
|
+1
|
+4
|
High arcana
|
+1 level of existing arcane spellcasting class
|
|
5th
|
+2
|
+1
|
+1
|
+4
|
High arcana
|
+1 level of existing arcane spellcasting class
|
Class Features
All the following are Class Features of
the archmage prestige class.
Weapon and Armor Proficiency: Archmages
gain no proficiency with any weapon or armor.
Spells per Day/Spells
Known: When a new archmage level is gained, the character gains new spells
per day (and spells known, if applicable) as if he had also gained a level in
whatever arcane spellcasting class in which he could cast 7th-level spells
before he added the prestige class level. He does not, however, gain any other
benefit a character of that class would have gained. If a character had more
than one arcane spellcasting class in which he could cast 7th-level spells
before he became an archmage, he must decide to which class he adds each level
of archmage for the purpose of determining spells per day.
High
Arcana: An archmage gains the opportunity to select a special ability from
among those described below by permanently eliminating one existing spell slot
(she cannot eliminate a spell slot of higher level than the highest-level spell
she can cast). Each special ability has a minimum required spell slot level, as
specified in its description.
An archmage may choose to eliminate a spell
slot of a higher level than that required to gain a type of high
arcana.
Arcane Fire (Su): The archmage gains the ability to change
arcane spell energy into arcane fire, manifesting it as a bolt of raw magical
energy. The bolt is a ranged touch attack with long range (400 feet + 40
feet/level of archmage) that deals 1d6 points of damage per class level of the
archmage plus 1d6 points of damage per level of the spell used to create the
effect. This ability costs one 9th-level spell slot.
Arcane Reach (Su):
The archmage can use spells with a range of touch on a target up to 30 feet
away. The archmage must make a ranged touch attack. Arcane reach can be selected
a second time as a special ability, in which case the range increases to 60
feet. This ability costs one 7th-level spell slot.
Mastery of
Counterspelling: When the archmage counterspells a spell, it is turned back
upon the caster as if it were fully affected by a spell turning spell. If
the spell cannot be affected by spell turning, then it is merely
counterspelled. This ability costs one 7th-level spell slot.
Mastery of
Elements: The archmage can alter an arcane spell when cast so that it
utilizes a different element from the one it normally uses. This ability can
only alter a spell with the acid, cold, fire, electricity, or sonic descriptor.
The spell’s casting time is unaffected. The caster decides whether to
alter the spell’s energy type and chooses the new energy type when he
begins casting. This ability costs one 8th-level spell slot.
Mastery of
Shaping: The archmage can alter area and effect spells that use one of the
following shapes: burst, cone, cylinder, emanation, or spread. The alteration
consists of creating spaces within the spell’s area or effect that are not
subject to the spell. The minimum dimension for these spaces is a 5-foot cube.
Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of
10 feet. This ability costs one 6th-level spell slot.
Spell Power:
This ability increases the archmage’s effective caster level by +1
(for purposes of determining level-dependent spell variables such as damage dice
or range, and caster level checks only). This ability costs one 5th-level spell
slot.
Spell-Like Ability: An archmage who selects this type of high
arcana can use one of her arcane spell slots (other than a slot expended to
learn this or any other type of high arcana) to permanently prepare one of her
arcane spells as a spell-like ability that can be used twice per day. The
archmage does not use any components when casting the spell, although a spell
that costs XP to cast still does so and a spell with a costly material component
instead costs her 10 times that amount in XP. This ability costs one 5th-level
spell slot.
The spell-like ability normally uses a spell slot of the
spell’s level, although the archmage can choose to make a spell modified
by a metamagic feat into a spell-like ability at the appropriate spell level.
The archmage may use an available higher-level spell slot in order to use
the spell-like ability more often. Using a slot three levels higher than the
chosen spell allows her to use the spell-like ability four times per day, and a
slot six levels higher lets her use it six times per day.
If spell-like
ability is selected more than one time as a high arcana choice, this ability can
apply to the same spell chosen the first time (increasing the number of times
per day it can be used) or to a different spell.
ASSASSIN
Hit
Die: d6.
Requirements
To qualify to become an assassin, a
character must fulfill all the following criteria.
Alignment: Any
evil.
Skills: Disguise 4 ranks, Hide 8 ranks, Move Silently 8
ranks.
Special: The character must kill someone for no other reason
than to join the assassins.
Class Skills
The assassin’s class skills (and the key ability for each skill) are
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int),
Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex),
Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump
(Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense
Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use
Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level:
4 + Int modifier.
|
Table: The Assassin
|
|
|
|
|
|
|
|
—— Spells per Day
——
|
|
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
1st
|
2nd
|
3rd
|
4th
|
|
1st
|
+0
|
+0
|
+2
|
+0
|
Sneak attack +1d6, death attack, poison use, spells
|
0
|
—
|
—
|
—
|
|
2nd
|
+1
|
+0
|
+3
|
+0
|
+1 save against poison, uncanny dodge
|
1
|
—
|
—
|
—
|
|
3rd
|
+2
|
+1
|
+3
|
+1
|
Sneak attack +2d6
|
2
|
0
|
—
|
—
|
|
4th
|
+3
|
+1
|
+4
|
+1
|
+2 save against poison
|
3
|
1
|
—
|
—
|
|
5th
|
+3
|
+1
|
+4
|
+1
|
Improved uncanny dodge, sneak attack +3d6
|
3
|
2
|
0
|
—
|
|
6th
|
+4
|
+2
|
+5
|
+2
|
+3 save against poison
|
3
|
3
|
1
|
—
|
|
7th
|
+5
|
+2
|
+5
|
+2
|
Sneak attack +4d6
|
3
|
3
|
2
|
0
|
|
8th
|
+6
|
+2
|
+6
|
+2
|
+4 save against poison, hide in plain sight
|
3
|
3
|
3
|
1
|
|
9th
|
+6
|
+3
|
+6
|
+3
|
Sneak attack +5d6
|
3
|
3
|
3
|
2
|
|
10th
|
+7
|
+3
|
+7
|
+3
|
+5 save against poison
|
3
|
3
|
3
|
3
|
Class Features
All of the following are Class Features of the
assassin prestige class.
Weapon and Armor Proficiency: Assassins are
proficient with the crossbow (hand, light, or heavy), dagger (any type), dart,
rapier, sap, shortbow (normal and composite), and short sword. Assassins are
proficient with light armor but not with shields.
Sneak Attack: This
is exactly like the rogue ability of the same name. The extra damage dealt
increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an
assassin gets a sneak attack bonus from another source the bonuses on damage
stack.
Death Attack: If an assassin studies his victim for 3 rounds
and then makes a sneak attack with a melee weapon that successfully deals
damage, the sneak attack has the additional effect of possibly either paralyzing
or killing the target (assassin’s choice). While studying the victim, the
assassin can undertake other actions so long as his attention stays focused on
the target and the target does not detect the assassin or recognize the assassin
as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the
assassin’s class level + the assassin’s Int modifier) against the
kill effect, she dies. If the saving throw fails against the paralysis effect,
the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round
per level of the assassin. If the victim’s saving throw succeeds, the
attack is just a normal sneak attack. Once the assassin has completed the 3
rounds of study, he must make the death attack within the next 3 rounds.
If a
death attack is attempted and fails (the victim makes her save) or if the
assassin does not launch the attack within 3 rounds of completing the study, 3
new rounds of study are required before he can attempt another death
attack.
Poison Use: Assassins are trained in the use of poison and
never risk accidentally poisoning themselves when applying poison to a
blade.
Spells: Beginning at 1st level, an assassin gains the ability
to cast a number of arcane spells. To cast a spell, an assassin must have an
Intelligence score of at least 10 + the spell’s level, so an assassin with
an Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells
are based on Intelligence, and saving throws against these spells have a DC of
10 + spell level + the assassin’s Intelligence bonus. When the assassin
gets 0 spells per day of a given spell level he gains only the bonus spells he
would be entitled to based on his Intelligence score for that spell
level.
The assassin’s spell list appears below. An assassin casts
spells just as a bard does.
Upon reaching 6th level, at every even-numbered
level after that (8th and 10th), an assassin can choose to learn a new spell in
place of one he already knows. The new spell’s level must be the same as
that of the spell being exchanged, and it must be at least two levels lower than
the highest-level assassin spell the assassin can cast. An assassin may swap
only a single spell at any given level, and must choose whether or not to swap
the spell at the same time that he gains new spells known for that
level.
Table: Assassin Spells Known
|
|
|
—— Spells Known ——
|
|
Level
|
1st
|
2nd
|
3rd
|
4th
|
|
1st
|
21
|
—
|
—
|
—
|
|
2nd
|
3
|
—
|
—
|
—
|
|
3rd
|
3
|
21
|
—
|
—
|
|
4th
|
4
|
3
|
—
|
—
|
|
5th
|
4
|
3
|
21
|
—
|
|
6th
|
4
|
4
|
3
|
—
|
|
7th
|
4
|
4
|
3
|
21
|
|
8th
|
4
|
4
|
4
|
3
|
|
9th
|
4
|
4
|
4
|
3
|
|
10th
|
4
|
4
|
4
|
4
|
|
1 Provided the assassin has sufficient Intelligence to have a bonus spell
of this level.
|
Save Bonus against Poison: The assassin gains a natural saving
throw bonus to all poisons gained at 2nd level that increases by +1 for every
two additional levels the assassin gains.
Uncanny Dodge (Ex): Starting
at 2nd level, an assassin retains his Dexterity bonus to AC (if any) regardless
of being caught flat-footed or struck by an invisible attacker. (He still loses
any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge
from a second class the character automatically gains improved uncanny dodge
(see below).
Improved Uncanny Dodge (Ex): At 5th level, an assassin
can no longer be flanked, since he can react to opponents on opposite sides of
him as easily as he can react to a single attacker. This defense denies rogues
the ability to use flank attacks to sneak attack the assassin. The exception to
this defense is that a rogue at least four levels higher than the assassin can
flank him (and thus sneak attack him).
If a character gains uncanny dodge
(see above) from a second class the character automatically gains improved
uncanny dodge, and the levels from those classes stack to determine the minimum
rogue level required to flank the character.
Hide in Plain Sight (Su):
At 8th level, an assassin can use the Hide skill even while being observed. As
long as he is within 10 feet of some sort of shadow, an assassin can hide
himself from view in the open without having anything to actually hide
behind.
He cannot, however, hide in his own shadow.
Assassin Spell List
Assassins choose their spells from the following list:
1st Level:
disguise self, detect poison, feather fall, ghost sound, jump, obscuring
mist, sleep, true strike.
2nd Level: alter self, cat’s grace,
darkness, fox’s cunning, illusory script, invisibility, pass without
trace, spider climb, undetectable alignment.
3rd Level: deep slumber,
deeper darkness, false life, magic circle against good, misdirection,
nondetection.
4th Level: clairaudience/clairvoyance, dimension door,
freedom of movement, glibness, greater invisibility, locate creature, modify
memory, poison.
BLACKGUARD
Hit Die:
d10.
Requirements
To qualify to become a blackguard, a character
must fulfill all the following criteria.
Alignment: Any
evil.
Base Attack Bonus: +6.
Skills: Hide 5 ranks,
Knowledge (religion) 2 ranks.
Feats: Cleave, Improved Sunder, Power
Attack.
Special: The character must have made peaceful contact with an
evil outsider who was summoned by him or someone else.
Class Skills
The blackguard’s class skills (and the key ability for each skill)
are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal
(Wis), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Profession
(Wis), and Ride (Dex).
Skill Points at Each Level: 2 + Int
modifier.
|
Table: The Blackguard
|
|
|
|
|
|
|
|
— Spells per Day —
|
|
Level
|
Base
Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
1st
|
2nd
|
3rd
|
4th
|
|
1st
|
+1
|
+2
|
0
|
0
|
Aura of evil, detect good, poison use
|
0
|
—
|
—
|
—
|
|
2nd
|
+2
|
+3
|
0
|
0
|
Dark blessing, smite good 1/day
|
1
|
—
|
—
|
—
|
|
3rd
|
+3
|
+3
|
+1
|
+1
|
Command undead, aura of despair
|
1
|
0
|
—
|
—
|
|
4th
|
+4
|
+4
|
+1
|
+1
|
Sneak attack +1d6
|
1
|
1
|
—
|
—
|
|
5th
|
+5
|
+4
|
+1
|
+1
|
Fiendish servant, smite good 2/day
|
1
|
1
|
0
|
—
|
|
6th
|
+6
|
+5
|
+2
|
+2
|
|
1
|
1
|
1
|
—
|
|
7th
|
+7
|
+5
|
+2
|
+2
|
Sneak attack +2d6
|
2
|
1
|
1
|
0
|
|
8th
|
+8
|
+6
|
+2
|
+2
|
|
2
|
1
|
1
|
1
|
|
9th
|
+9
|
+6
|
+3
|
+3
|
|
2
|
2
|
1
|
1
|
|
10th
|
+10
|
+7
|
+3
|
+3
|
Sneak attack +3d6, smite good 3/day
|
2
|
2
|
2
|
1
|
Class Features
All of the following are Class Features of the
blackguard prestige class.
Weapon and Armor Proficiency: Blackguards
are proficient with all simple and martial weapons, with all types of armor, and
with shields.
Aura of Evil (Ex): The power of a blackguard’s
aura of evil (see the detect evil spell) is equal to his class level plus
his cleric level, if any.
Detect Good (Sp): At will, a
blackguard can use detect good as a spell-like ability, duplicating the
effect of the detect good spell.
Poison Use: Blackguards are
skilled in the use of poison and never risk accidentally poisoning themselves
when applying poison to a blade.
Dark Blessing (Su): A blackguard
applies his Charisma modifier (if positive) as a bonus on all saving
throws.
Spells: A blackguard has the ability to cast a small number of
divine spells. To cast a blackguard spell, a blackguard must have a Wisdom score
of at least 10 + the spell’s level, so a blackguard with a Wisdom of 10 or
lower cannot cast these spells.
Blackguard bonus spells are based on Wisdom,
and saving throws against these spells have a DC of 10 + spell level + the
blackguard’s Wisdom modifier. When the blackguard gets 0 spells per day of
a given spell level he gains only the bonus spells he would be entitled to based
on his Wisdom score for that spell level. The blackguard’s spell list
appears below. A blackguard has access to any spell on the list and can freely
choose which to prepare, just as a cleric. A blackguard prepares and casts
spells just as a cleric does (though a blackguard cannot spontaneously cast
cure or inflict spells).
Smite Good (Su): Once a day, a
blackguard of 2nd level or higher may attempt to smite good with one normal
melee attack.
He adds his Charisma modifier (if positive) to his attack roll
and deals 1 extra point of damage per class level. If a blackguard accidentally
smites a creature that is not good, the smite has no effect but it is still used
up for that day.
At 5th level, and again at 10th level, a blackguard may
smite good one additional time per day.
Aura of Despair (Su):
Beginning at 3rd level, the blackguard radiates a malign aura that causes
enemies within 10 feet of him to take a –2 penalty on all saving
throws.
Command Undead (Su): When a blackguard reaches 3rd level, he
gains the supernatural ability to command and rebuke undead. He commands undead
as would a cleric of two levels lower.
Sneak Attack: This ability,
gained at 4th level, is like the rogue ability of the same name. The extra
damage increases by +1d6 every third level beyond 4th (7th and 10th). If a
blackguard gets a sneak attack bonus from another source the bonuses on damage
stack.
Blackguard Spell List
Blackguards choose their spells from the following list:
1st Level:
cause fear, corrupt weapon, cure light wounds, doom, inflict light wounds,
magic weapon, summon monster I*.
2nd Level: bull’s strength,
cure moderate wounds, darkness, death knell, eagle’s splendor, inflict
moderate wounds, shatter, summon monster II*.
3rd Level: contagion,
cure serious wounds, deeper darkness, inflict serious wounds, protection from
elements, summon monster III*.
4th Level: cure critical wounds,
freedom of movement, inflict critical wounds, poison, summon monster
IV*.
* Evil creatures only.
Corrupt Weapon
Blackguards have access to a special spell, corrupt weapon, which is
the opposing counterpart of the paladin spell bless weapon. Instead of
improving a weapon’s effectiveness against evil foes corrupt weapon
makes a weapon more effective against good foes.
Fallen Paladins
Blackguards who have levels in the paladin class (that is to say, are now
ex-paladins) gain extra abilities the more levels of paladin they have.
A
fallen paladin who becomes a blackguard gains all of the following abilities
that apply, according to the number of paladin levels the character
has.
1–2: Smite good 1/day. (This is in addition to the ability granted
to all blackguards at 2nd level.
3–4: Lay on hands. Once per day, the
blackguard can use this supernatural ability to cure himself or his fiendish
servant of damage equal to his Charisma bonus x his level.
5–6: Sneak
attack damage increased by +1d6. Smite good 2/day.
7–8: Fiendish
summoning. Once per day, the blackguard can use a summon monster I spell
to call forth an evil creature. For this spell, the caster level is double the
blackguard’s class level.
9–10: Undead companion. In addition to
the fiendish servant, the blackguard gains (at 5th level) a Medium-size skeleton
or zombie as a companion. This companion cannot be turned or rebuked and gains
all special bonuses as a fiendish servant when the blackguard gains levels.
Smite good 3/day.
11 or more: A fallen paladin of this stature immediately
gains a blackguard level for each level of paladin he trades in.
The
character level of the character does not change. With the loss of paladin
levels, the character no longer gains as many extra abilities for being a fallen
paladin.
The Blackguard’s Fiendish Servant
Upon or after reaching 5th level, a blackguard can call a fiendish bat,
cat, dire rat, horse, pony, raven, or toad to serve him. The blackguard’s
servant further gains HD and special abilities based on the blackguard’s
character level (see the table below).
A blackguard may have only one
fiendish servant at a time.
Should the blackguard’s servant die, he may
call for another one after a year and a day. The new fiendish servant has all
the accumulated abilities due a servant of the blackguard’s current
level.
|
Character Level
|
Bonus HD
|
Natural Armor Adj.
|
Str Adj.
|
Int
|
Special
|
|
12th or lower
|
+2
|
+1
|
+1
|
6
|
Empathic link, improved evasion, share saving throws, share
spells
|
|
13th–15th
|
+4
|
+3
|
+2
|
7
|
Speak with blackguard
|
|
16th–18th
|
+6
|
+5
|
+3
|
8
|
Blood bond
|
|
19th–20th
|
+8
|
+7
|
+4
|
9
|
Spell resistance
|
Character Level: The character level of the blackguard (his
blackguard level plus his original class level).
Bonus HD: Extra
eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as
normal. Extra Hit Dice improve the servant’s base attack and base save
bonuses, as normal.
Natural Armor Adj.: This is an improvement to the
servant’s existing natural armor bonus.
Str Adj.: Add this
figure to the servant’s Strength score.
Int: The servant’s
Intelligence score. (A fiendish servant is smarter than normal animals of its
kind.)
The abilities mentioned in the “Special” column of the
accompanying table are described below.
Empathic Link (Su): The
blackguard has an empathic link with his servant out to a distance of up to 1
mile. The blackguard cannot see through the servant’s eyes, but they can
communicate empathically. Because of the limited nature of the link, only
general emotional content can be communicated.
Because of the empathic link
between the servant and the blackguard, the blackguard has the same connection
to a place or an item that the servant does.
Improved Evasion (Ex): If
the servant is subjected to an attack that normally allows a Reflex saving throw
for half damage, it takes no damage on a successful saving throw and only half
damage on a failed saving throw. Improved evasion is an extraordinary
ability.
Share Saving Throws: For each of its saving throws, the
servant uses either its own base save bonus or the blackguard’s, whichever
is higher. The servant applies its own ability modifiers to saves, and it
doesn’t share any other bonuses on saves that the blackguard might
have.
Share Spells: At the blackguard’s option, he may have any
spell (but not any spell-like ability) he casts on himself also affect his
servant. The servant must be within 5 feet at the time of casting to receive the
benefit. If the spell has a duration other than instantaneous, it stops
affecting the servant if it moves farther than 5 feet away and will not affect
the servant again even if the servant returns to the blackguard before the
duration expires. Additionally, the blackguard may cast a spell with a target of
“You” on his servant (as a touch range spell) instead of on himself.
A blackguard and his servant can share spells even if the spells normally do not
affect creatures of the servant’s type (magical beast).
Speak with
Blackguard (Ex): If the blackguard’s character level is 13th or
higher, the blackguard and servant can communicate verbally as if they were
using a common language. Other creatures do not understand the communication
without magical help.
Blood Bond (Ex): If the blackguard’s
character level is 16th or higher, the servant gains a +2 bonus on all attack
rolls, checks, and saves if it witnesses the blackguard being threatened or
harmed.
This bonus lasts as long as the threat is immediate and
apparent.
Spell Resistance (Ex): If the blackguard’s character
level is 19th or higher, the servant gains spell resistance equal to the
blackguard’s level + 5. To affect the servant with a spell, another
spellcaster must get a result on a caster level check (1d20 + caster level) that
equals or exceeds the servant’s spell resistance.
DRAGON
DISCIPLE
Hit Die: d12.
Requirements
To qualify to become
a dragon disciple, a character must fulfill all the following
criteria.
Race: Any nondragon (cannot already be a
half-dragon).
Skills: Knowledge (arcana) 8 ranks.
Languages:
Draconic.
Spellcasting: Ability to cast arcane spells without
preparation.
Special: The player chooses a dragon variety when taking
the first level in this prestige class.
Class Skills
The dragon disciple’s class skills (and the key ability for each
skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist
(Dex), Gather Information (Cha), Knowledge (all skills, taken individually)
(Int) Listen (Wis), Profession (Wis), Search (Int), Speak Language (Int),
Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 2 +
Int modifier.
|
Table: The Dragon Disciple
|
|
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
Bonus Spells
|
|
1st
|
+0
|
+2
|
+0
|
+2
|
Natural armor increase (+1)
|
1
|
|
2nd
|
+1
|
+3
|
+0
|
+3
|
Ability boost (Str +2), claws and bite
|
1
|
|
3rd
|
+2
|
+3
|
+1
|
+3
|
Breath weapon (2d8)
|
0
|
|
4th
|
+3
|
+4
|
+1
|
+4
|
Ability boost (Str +2), natural armor increase (+2)
|
1
|
|
5th
|
+3
|
+4
|
+1
|
+4
|
Blindsense 30 ft.
|
1
|
|
6th
|
+4
|
+5
|
+2
|
+5
|
Ability boost (Con +2)
|
1
|
|
7th
|
+5
|
+5
|
+2
|
+5
|
Breath weapon (4d8), natural armor increase (+3)
|
0
|
|
8th
|
+6
|
+6
|
+2
|
+6
|
Ability boost (Int +2)
|
1
|
|
9th
|
+6
|
+6
|
+3
|
+6
|
Wings
|
1
|
|
10th
|
+7
|
+7
|
+3
|
+7
|
Blindsense 60 ft., dragon apotheosis
|
0
|
Class Features
All of the following are Class Features of the
dragon disciple prestige class.
Weapon and Armor Proficiency: Dragon
disciples gain no proficiency with any weapon or armor.
Bonus Spells:
Dragon disciples gain bonus spells as they gain levels in this prestige class,
as if from having a high ability score, as given on Table: The Dragon Disciple.
A bonus spell can be added to any level of spells the disciple already has the
ability to cast.
If a character has more than one spellcasting class, he must
decide to which class he adds each bonus spell as it is gained. Once a bonus
spell has been applied, it cannot be shifted.
Natural Armor Increase
(Ex): At 1st, 4th, and 7th level, a gains an increase to the
character’s existing natural armor (if any), as indicated on Table: The
Dragon Disciple (the numbers represent the total increase gained to that point).
As his skin thickens, a dragon disciple takes on more and more of his
progenitor’s physical aspect.
Claws and Bite (Ex): At 2nd level,
a dragon disciple gains claw and bite attacks if he does not already have them.
Use the values below or the disciple’s base claw and bite damage values,
whichever are greater.
Size
|
Bite Damage
|
Claw Damage
|
|
Small
|
1d4
|
1d3
|
|
Medium
|
1d6
|
1d4
|
|
Large
|
1d8
|
1d6
|
A dragon disciple is considered proficient with these attacks. When
making a full attack, a dragon disciple uses his full base attack bonus with his
bite attack but takes a –5 penalty on claw attacks. The Multiattack feat
reduces this penalty to only –2.
Ability Boost (Ex): As a dragon
disciple gains levels in this prestige class, his ability scores increase as
noted on Table: The Dragon Disciple.
These increases stack and are gained as
if through level advancement.
Breath Weapon (Su): At 3rd level, a
dragon disciple gains a minor breath weapon. The type and shape depend on the
dragon variety whose heritage he enjoys (see below). Regardless of the ancestor,
the breath weapon deals 2d8 points of damage of the appropriate energy
type.
At 7th level, the damage increases to 4d8, and when a disciple attains
dragon apotheosis at 10th level it reaches its full power at 6d8. Regardless of
its strength, the breath weapon can be used only once per day. Use all the rules
for dragon breath weapons except as specified here.
The DC of the breath
weapon is 10 + class level + Con modifier.
A line-shaped breath weapon is 5
feet high, 5 feet wide, and 60 feet long. A cone-shaped breath weapon is 30 feet
long.
|
Dragon Variety*
|
Breath Weapon
|
|
Black
|
Line of acid
|
|
Blue
|
Line of lightning
|
|
Green
|
Cone of corrosive gas (acid)
|
|
Red
|
Cone of fire
|
|
White
|
Cone of cold
|
|
Brass
|
Line of fire
|
|
Bronze
|
Line of lightning
|
|
Copper
|
Line of acid
|
|
Gold
|
Cone of fire
|
|
Silver
|
Cone of cold
|
|
* Other varieties of dragon disciple are possible, using other dragon
varieties as ancestors.
|
Blindsense (Ex): At 5th level, the dragon disciple gains
blindsense with a range of 30 feet. Using nonvisual senses the dragon disciple
notices things it cannot see. He usually does not need to make Spot or Listen
checks to notice and pinpoint the location of creatures within range of his
blindsense ability, provided that he has line of effect to that creature.
Any
opponent the dragon disciple cannot see still has total concealment against him,
and the dragon disciple still has the normal miss chance when attacking foes
that have concealment. Visibility still affects the movement of a creature with
blindsense. A creature with blindsense is still denied its Dexterity bonus to
Armor Class against attacks from creatures it cannot see. At 10th level, the
range of this ability increases to 60 feet.
Wings (Ex): At 9th level,
a dragon disciple grows a set of draconic wings. He may now fly at a speed equal
to his normal land speed, with average maneuverability.
Dragon
Apotheosis: At 10th level, a dragon disciple takes on the half-dragon
template. His breath weapon reaches full strength (as noted above), and he gains
+4 to Strength and +2 to Charisma. His natural armor bonus increases to +4, and
he acquires low-light vision, 60-foot darkvision, immunity to sleep and
paralysis effects, and immunity to the energy type used by his breath weapon
(see above).
DUELIST
Hit Die: d10.
Requirements
To
qualify to become a duelist, a character must fulfill all the following
criteria.
Base Attack Bonus: +6.
Skills: Perform 3 ranks,
Tumble 5 ranks.
Feats: Dodge, Mobility, Weapon Finesse.
Class Skills
The duelist’s class skills (and the key ability for each skill) are
Balance (Dex), Bluff (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis),
Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skill
Points at Each Level: 4 + Int modifier.
|
Table: The Duelist
|
|
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
|
1st
|
+1
|
+0
|
+2
|
+0
|
Canny defense
|
|
2nd
|
+2
|
+0
|
+3
|
+0
|
Improved reaction +2
|
|
3rd
|
+3
|
+1
|
+3
|
+1
|
Enhanced mobility
|
|
4th
|
+4
|
+1
|
+4
|
+1
|
Grace
|
|
5th
|
+5
|
+1
|
+4
|
+1
|
Precise strike +1d6
|
|
6th
|
+6
|
+2
|
+5
|
+2
|
Acrobatic charge
|
|
7th
|
+7
|
+2
|
+5
|
+2
|
Elaborate parry
|
|
8th
|
+8
|
+2
|
+6
|
+2
|
Improved reaction +4
|
|
9th
|
+9
|
+3
|
+6
|
+3
|
Deflect Arrows
|
|
10th
|
+10
|
+3
|
+7
|
+3
|
Precise strike +2d6
|
Class Features
Weapon and Armor Proficiency: The
duelist is proficient with all simple and martial weapons, but no type of armor
or shield.
Canny Defense (Ex): When not wearing armor or using a
shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class
level to her Dexterity bonus to modify Armor Class while wielding a melee
weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity
bonus, she also loses this bonus.
Improved Reaction (Ex): At 2nd
level, a duelist gains a +2 bonus on initiative checks.
At 8th level, the
bonus increases to +4. This bonus stacks with the benefit provided by the
Improved Initiative feat.
Enhanced Mobility (Ex): When wearing no
armor and not using a shield, a duelist gains an additional +4 bonus to AC
against attacks of opportunity caused when she moves out of a threatened
square.
Grace (Ex): At 4th level, a duelist gains an additional +2
competence bonus on all Reflex saving throws. This ability functions for a
duelist only when she is wearing no armor and not using a shield.
Precise
Strike (Ex): At 5th level, a duelist gains the ability to strike precisely
with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to
her normal damage roll.
When making a precise strike, a duelist cannot attack
with a weapon in her other hand or use a shield. A duelist’s precise
strike only works against living creatures with discernible anatomies. Any
creature that is immune to critical hits is not vulnerable to a precise strike,
and any item or ability that protects a creature from critical hits also
protects a creature from a precise strike. At 10th level, the extra damage on a
precise strike increases to +2d6.
Acrobatic Charge (Ex): At 6th level,
a duelist gains the ability to charge in situations where others cannot. She may
charge over difficult terrain that normally slows movement. Depending on the
circumstance, she may still need to make appropriate checks to successfully move
over the terrain.
Elaborate Parry (Ex): At 7th level and higher, if a
duelist chooses to fight defensively or use total defense in melee combat, she
gains an additional +1 dodge bonus to AC for each level of duelist she
has.
Deflect Arrows: At 9th level, a duelist gains the benefit of the Deflect
Arrows feat when using a light or one-handed piercing weapon.
DWARVEN
DEFENDER
Hit Die: d12.
Requirements
To qualify to become
a defender, a character must fulfill all the following criteria.
Race:
Dwarf.
Alignment: Any lawful.
Base Attack Bonus:
+7.
Feats: Dodge, Endurance, Toughness.
Class Skills
The defender’s class skills (and the key ability for each skill) are
Craft (Int), Listen (Wis), Sense Motive (Wis), and Spot (Wis).
Skill
Points at Each Level: 2 + Int modifier.
|
Table: The Dwarven Defender
|
|
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
AC Bonus
|
Special
|
|
1st
|
+1
|
+2
|
+0
|
+2
|
+1
|
Defensive stance 1/day
|
|
2nd
|
+2
|
+3
|
+0
|
+3
|
+1
|
Uncanny dodge
|
|
3rd
|
+3
|
+3
|
+1
|
+3
|
+1
|
Defensive stance 2/day
|
|
4th
|
+4
|
+4
|
+1
|
+4
|
+2
|
Trap sense +1
|
|
5th
|
+5
|
+4
|
+1
|
+4
|
+2
|
Defensive stance 3/day
|
|
6th
|
+6
|
+5
|
+2
|
+5
|
+2
|
Damage reduction 3/–, improved uncanny dodge
|
|
7th
|
+7
|
+5
|
+2
|
+5
|
+3
|
Defensive stance 4/day
|
|
8th
|
+8
|
+6
|
+2
|
+6
|
+3
|
Mobile defense, trap sense +2
|
|
9th
|
+9
|
+6
|
+3
|
+6
|
+3
|
Defensive stance 5/day
|
|
10th
|
+10
|
+7
|
+3
|
+7
|
+4
|
Damage reduction 6/–
|
Class Features
All of the following are Class Features of the
dwarven defender prestige class.
AC Bonus (Ex): The dwarven defender
receives a dodge bonus to Armor Class that starts at +1 and improves as the
defender gains levels, until it reaches +4 at 10th level.
Weapon and Armor
Proficiency: A dwarven defender is proficient with all simple and martial
weapons, all types of armor, and shields.
Defensive Stance: When he
adopts a defensive stance, a defender gains phenomenal strength and durability,
but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to
Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC.
The increase in Constitution increases the defender’s hit points by 2
points per level, but these hit points go away at the end of the defensive
stance when the Constitution score drops back 4 points. These extra hit points
are not lost first the way temporary hit points are. While in a defensive
stance, a defender cannot use skills or