Rules- Prestige Classes in Aertrea | World Anvil
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Rules- Prestige Classes

Prestige Classes V 3

 

Prestige Class Reference Sheet:

Arcane (Primarily)


Prestige Class:
  • Requirements:
  • Benefit Highlights:
Archmage:
  • Arcana 15, spellcraft 15, Skill focus spellcraft, Spell focus any 2, 7th level spells.
  • 5/5 spellcasting, special ability each level
Argent Savant
  • arcana 6, spellcraft 12, 5 force spells (one at least 5)
  • 4/5 spellcasting, force related abilities.
Dread Witch
  • will save 4, arcana 3, cause fear and scare
  • 5/5 spellcasting, fear related abilities
Fatespinner
  • Arcana 10, gambler 4, 4th arcane, 1 divination
  • 5/5 spellcasting, luck & reroll abilities
Fiend Blooded
  • non-good, concentration 8, arcana 8, planes 8, cast 2nd, fiendish heritage feat
  • 10/10 spellcasting, fiendish abilities, Increased ability scores, resist, smiting spell
Incantatrix
  • Concentration 4, arcana 8, spellcraft 8, iron will, 1 metamagic, 3rd arcane, able to cast abjuration
  • 9/10 spellcasting, metamagic abilitie,
Initiate of the 7th Veil
  • arcana 12, nature 4, spellcraft 12, greater spell focus, Skill focus spellcraft, 5 abjurations 2 of which are 4th +
  • 7/7 spellcasting, prismatic abilities
  Master Specialist
  • arcane 5, spellcraft 5, spell focus, 2nd spells, specialist
  • 10/10 spellcasting, abilities by school.
Mindbender
  • Skill focus spellcraft, 5 abjurations 2 of which are 4th +non-good, bluff 4, diplomacy 4, intimidate 4, sense Motive 4, charm person, arcane caster 5,
  • 7/10 spellcasting, charm & similar effects,
  Paragnostic Apostle
  • arcana 5, religion 5, knowledge 5, 3rd spells/sla
  • 5/5 spellcasting, bardic knowledge, channel Energy, special abilities.
Shadowcraft Adept
  • bluff 4, hide 4, spell focus illusion, 2 illusions 4+
  • 5/5 spellcasting, illusion and shadow magic
Spellwarp Sniper
  • Concentration 8, spellcraft 7, point blank shot, 3rd level arcane spells, SA or SS 1d6
  • 5/5 spellcasting, ray abilities
  Stormcaster
  • non-lawful, arcane 4, nature 4, 3rd elect/sonic spell
  • Full casting casting, sonic, electrical abilities,
Ultimate Magus
  • arcana 4, spellcraft 8, metamagic feat, 1st spontaneous 1 Arcane, 2nd prepared arcane level casting, other abilities.
  • 0/10 lower level casting, 7/10 higher
  Walking in the Waste
  • Non-good, heat endurance, 3rd arcane spells, desert
  • 8/10 spellcasting, desert abilities,
War Weaver
  • Craft weaver 6, arcana 6 , enlarge spell, 3rd level spells
  • 4/5 spellcasting, cast through weave,
Wild Mage
  • Chaotic, planes 4, spellcraft 8, UMD 4, metamagic, 1st level arcane spells
  • 10/10 arcane, random magic effects.
   

Arcane- Bard


Blade Singer   Glorious Knight/Centurion   Cloak Dancer
  • hide 5, dance 10, sleight of hand
  • 5 5/5 arcane casting, surprise strike, dance,
Dragonsong Lyrist
  • concentration 5, diplomacy 5, arcana 8, spellcraft 5,
  • 2/5 arcane spellcasting, Bardic music uses, Speak draconic Songs-strength, suggestion, fear, flight, heal,
Lyrical Thaumaturge
  • Arcane 6, perform 9, spellcraft 6, melodic casting, 5 bardic music,
  • 10/10 bard casting, bardic music uses, extra spell slots and known, extra sonic dam.
Stormsinger
  • concentration 8, arcana 8, geography 4, nature 4, Perform sing 8, spellcraft 4
  • 10/10 spellcasting, bardic music uses, storm magic, BM Electrical and wind attacks, resistances,
Sublime Chord
  • Arcana 13, listen 13, perform 10, astrologer 6, 3rd level arcane spells, bardic music,
  • 10/10 spellcasting, gain wizard spells, bardic knowledge & ½ uses,
War Chanter
  • Non-lawful, BA 4, perform 6, combat expertise , Weapon focus, inspire courage courage
  • 2/5 spellcasting, bardic music, inspire, fighting enhancing songs.
 

Arcane- Invocations


Eldritch Disciple
  • Religion 8, planes 2, 2nd divine, least invocations, Channel energy
  • 10/10 invocations, 9/10 divine casting, Channel energy Channel energy progression, others
Eldritch Theurge
  • arcana 8, planes 8, 2nd arcane, eldritch blast 2d6
  • 10/10 invocations & arcane casting, DR,
Enlightened Spirit
  • Good, Planes 8, Eldritch blast 3d6
  • 10/10 Eldritch blast, good invocations,
Hellfire Warlock
  • Intimidate 6, planes 12, spellcraft 6, infernal, Brimstone blast or hellrime blast
  • 3/3 invoking class, hellfire blasts (con dam) fire resistance, fire shield

Arcane- Martial (Mix)

Abjurant Champion
  • BA 5, combat cast, 1st level arcane, 1 martial weapon
  • 5/5 spellcasting, Full BA, abjuration boosts
Eldritch Knight
  • All martial weapons, 3rd level arcane spells
  • 9/10 spellcasting, Full BA, bonus feats,

Arcane- Rogue Mix

Cloak Dancer
  • hide 5, dance 10, sleight of hand 5
  • 5/5 arcane casting, surprise strike, dance,
Arcane Assassin
  • evil, hide 8, move silently 8, 3rd level arcane, arcana 8, spellcraft 5,
  • 7/10 arcane casting, 3d6 SA, HIPS, poison, Spells, SA/SS 2d6,

Spellcasting- Monk Mix

Spell Fist
  • Concentration 8, martial lore 5, spellcraft 5, combat casting, IUS, stunning gist, caster level 3,
  • 8/10 casting, 10/10 monk,
  Divine Prestige Classes- General
Combat Medic
  • non-evil, concentration 4, heal 8, combat casting, Dodge, able to cast cure light wounds
  • 5/5 casting, evasion, spont. Heal
  Fatespinner
  • Arcana 10, gambler 4, 4th arcane, 1 divination
  • 5/5 spellcasting, luck & reroll abilities
Hierophant
  • religion 13, spellcraft 12, metamagic, 7th spells
  • 5/5 divine spellcasting, special abilities
Ordained Divine Champion
  • religion 7, weapon focus, magic weapon
  • 3/5 divine casting, Full BA channel energy, Spont. War domain, not cure, smite,
Paragnostic Apostle
  • arcana 5, religion 5, knowledge 5, 3rd spells/sla
  • 5/5 spellcasting, bardic knowledge, channel energy abilities
  Walking in the Waste
  • Non-good, heat endurance, 3rd arcane spells, desert
  • asting, desert abilities,
War Priest
  • BA 5, diplomacy 8, sense motive 5, combat casting
  • 8/10 spellcasting, Full BA
 

Divine Prestige Classes- Druid

Blightlord
  • evil, great fortitude, 4th divine spells
  • 8/10 spellcasting, disease, cold, confusion
Stormcaster
  • non-lawfyl, arcane 4, nature 4, 3rd elect/sonic spell
  • Full casting casting, sonic, electrical abilities,

Divine Prestige Classes- Asmodeus

Tyrant of Asmodeus
  • LE, BA 6, intimidate 5, religion 5, Lv 3 spells
  • 10/10 Spells, intimidate,

Divine Prestige Classes- Azuth

Divine Oracle/Soothsayer
  • religion 8, Skill focus religion, 2nd divination
  • 10/10 casting, divination bonuses, uncanny,

Divine Prestige Classes- Bahamut

Golden Wing of Bahamut
  • BA 3, speak draconic, 3rd divine, channel positive
  • 8/10 casting, wings, DR, resistances, breath
  Platinum Blade of Bahamut
  • Good, religion 8, arcana 4, martial weapon prof.
  • Full BA, smite dragon, NA+,+ evil
  Platinum Blade of Bahamut
  • BA 3, speak draconic, 3rd divine, channel positive
  • 8/10 casting, wings, DR, resistances, breath

Divine Prestige Classes- The Beast

Scourge
  • BA 4, heal 4, intimidate 8, use rope 4, scourge
  • 5/5 spell casting, melee attacks, Full BA

Divine Prestige Classes- Celestian

Wanderer of the Way
  • BA 4, religion 8, geography 8, planes 4, history 4, 2nd level divine spells
  • 5/5 spell casting, +2 channel energy, fast move, find the path,

Divine Prestige Classes- Corelleon

Champion of Corelleon
  • BA 4, nature 4, religion 8, survival 4, 2nd lv spells
  • 5/5 spells, +2 channel energy, spell arrow,

Divine Prestige Classes- Gruumsh

Ravager of Gruumsh
  • Evil, BA 6, rage, religion 2, cleave, imp. Sunder
  • Aura, spells, rage, smite, sneak attack,

Divine Prestige Classes- Istus

Divine Oracle/Soothsayer
  • religion 8, Skill focus religion, 2nd divination
  • 10/10 casting, divination bonuses, uncanny,
Instrument of Destiny
  • BA 3, religion 8, history 8, 3rd spells, channel
  • 5/5 spells & channel, rerolls, death ability,

Divine Prestige Classes- Lolth

Mistess of the Web
  • evil, BA 6, hide 3, dungeoneering 3, religion 2, dodge,
  • Channel energy, smite, sneak attack, spells
Night’s Masked Deathbringer
  • evil, hide 8, move silently 8, great fortitude, climb 8 Darkvision,
  • Stealth abilities, ghost step, sneak attack,Evasion, uncanny dodge,

Divine Prestige Classes- Madriel

Singer of Mercy
  • 3rd divine, religion 8,
  • 5/5 casting, defensive and healing abilities.
Sword of Madriel
  • 2nd divine, improved toughness, BA 6,
  • 5/5 casting, channel energy, defensive,

Divine Prestige Classes- Mare

Stormcaster
  • non-lawful, arcane 4, nature 4, 3rd elect/sonic spell
  • Full casting casting, sonic, electrical abilities,
Wave Keeper of Mare
  • Neutral, BA 4, survival 8, swim 5, 1st divine,
  • 9/10 casting, water and lightning abilities,

Divine Prestige Classes- Mask

Black Flame Zealot of Mask
  • non-good, hide 8, religion 8, move silently 8 Iron will, 2nd divine, 1d6 sneak
  • 9/10 spellcasting, sneak attack, poison, attack flaming weapons, see in darkness,

Divine Prestige Classes- Moradin

Shield of Moradin
  • shield focus, history 4, martial lore 4, religion 4,
  • BA 5 5/5 spellcasting, defensive bonuses
The Reforged
  • BA 4, religion 5, returned to life
  • 5/5 spellcasting, immune to fear,

Divine Prestige Classes- Nerull

Night Vindicator of Nerull
  • hide 4, intimidate 4, religion 8, 1 devoted spirit man. Channel energy
  • 8/10 casting, favored enemy undead, limited maneuver progression, 2/5 channel energy,

Divine Prestige Classes- Pelor

Morning Lord of Pelor
  • good, diplomacy 7, religion 8, perform 2, 3rd spells
  • 10/10 casting, channel energy, vision, light effects.

Divine Prestige Classes- Orcus

Horned Lord of Orcus
  • evil, BA 5, planes 3, religion 3, power att, tomb tainted
  • full casting, channel neg,

Divine Prestige Classes- Tharzidun

Nihilist of Tharzidun
  • CE, BA 6, bluff 3, planes 2, religion 2, cleave
  • full BA, smite, neg energy, sneak attack

Divine Prestige Classes- Thyrm

Winterhaunt of Thyrm
  • concentration 8, arcana 5, religion 8, piercing cold Feat, 1st level divine spells,
  • 10/10 casting, cold resist, cold magic, craft wondrous item, cold strike,

Divine Prestige Classes- Tiamat

Knight of the Five Fold Queen
  • evil, BA 6, appraise 3, arcana 2, religion 2, blind fight, Power attack
  • Full BA, smite, poison, spells, aura, draconic breath weapon, wings
Talon of Tiamat
  • BA 3, draconic, 3rd spells,
  • 9/10 spell casting, wings, breath weapon,

Divine Prestige Classes- Tyr

Hand of Tyr
  • Lawful, diplomacy 8, heal 8, religion 8, 1st spells
  • 4/5 spellcasting, smite, tongues, lay on Hands, detect lies,
Justicar of Tyr
  • LG, BA 7, diplomacy 7, nobility 6, religion 6, 2nd divine spells channel energy.
  • 10/10 casting, detect chaos, lies
 

Divine Prestige Classes- Vecna

Whisperer of the Hidden Lord
  • evil, BA 6, hide 3, religion 2, diplomacy 3, bluff 3,Improved feint, channel energy, sneak attack,
  • full BA, poison, spells, dispelling strike
 

Martial Prestige Classes (General)


Cavalier
  • Lawful, BA 8, handle animal 4, nobility 4, ride 6, Spirited charge, ride-by attack, WF lance
  • full BA, mounted combat & charge abilities,
Dervish
  • BA 5, dance 3, tumble 2, mobility, CE, WF slashing
  • Fighting dance, dodge, movement,
Duelist
  • BA 6, perform 3, tumble 5, mobility, weapon finesse
  • INT to AC, DEX to damage, mobility,
Frenzied Berserker
  • BA 6, cleave, intimidating rage, power attack, die hard, Endurance,
  • Frenzy, improved cleave,
  Gladiator
  • Perform fight 8, geography 3, history 1, nobility 1 BA 4,
  • combat effects audience, resist maneuvers gain bonuses and influence crowd
Glorious Knight/Centurion
  • perform oratory 4, martial lore 8, BA 5,
  • aura ability Stacks w/marshal, inspire courage,
Iaijutsu Master
  • lawful, BA 6, improved initiative, quick draw, WF
  • INT to AC, CHA to initiative, first strike +,
Kensai
  • lawful, BA 5, concentration 5, diplomacy 5, ride 5, Combat expertise, weapon focus, needs concentration checks.
  • Ancestral weapon, surge of strength,
  Master Thrower
  • BA 5, sleight of hand 4, point blank shot, precise shot quick draw, Weapon focus thrown weapon,
  • thrown weapon tricks,
    Occult Slayer
  • BA 5, arcana 4, spellcraft 3, improved initiative, SA 1d6, mage slayer,
  • + saves, + vs. spellcasters, death attack,
  Order of the Bow Initiative
  • BA 5, craft bow 5, religion 2, point blank shot, Shot, rapid shot,
  • precise precision damage, free weapon focus, No AoO w/ ranged.
Primeval
  • Non-lawful, BA 8, handle animal 5, nature 5, survival 5 Endurance, self sufficient, toughness,
  • Change shape into primeval form gain physical stats, lose mental,
Ronin
  • Non-lawful, BA 6, power attack,
  • Sneak attack, charge, bonus feats
Scarlet Corsair
  • Non-lawful, BA 5, bluff 8, intimidate 8, sailor 4, improved feint, sneak attack, sailor
  • Sneak attack 1d6 bonuses

Martial Prestige Classes with maneuvers


Bloodclaw Master
  • Jump 9, TWF, 3 tiger claw man.
  • Gain claws, limited maneuvers,
Bloodstorm Blade
  • Balance 8, point blank shot, 1 ironheart strike/stance
  • Thrown weapon abilities, feats, full BA
Crossbowman
  • BA 5, 2 eye of arrow maneuvers, 1 EoS stance
  • crossbow abilities, maneuvers
Deepstone Sentinel
  • Dwarf, BA 10, balance 13, power attack, 2 stone Dragon maneuvercs,
  • terrain around you becomes difficult limited maneuvers
Element Incarnate
  • BA 4, 2 elemental man, 1 stance, nature 5, planes 5
  • Maneuvers, elemental abilities
Enlightened Warrior
  • BA 4, climb 2, jump 2, tumble 2, swim 2, sense Motive 2, nature 2, IUS, mysticism 2, 2 BMS disc.
  • Mans. Ki strike transmute, stunning fist
  Eternal Blade
  • Elf, BA 10, WF, 2 devoted spirit or diamond mind Maneuvers
  • full BA, limited maneuvers, INT to attacks, armored evasion,
Harbringers of Ill Omen
  • BA 4, mysticism 5, martial lore, 2 evil eye mans.
  • Maneuvers, intimidating, spell reflect,
Master of All
  • 10 in 4 key skills, adaptive style, dodge, blind fight,Improved initiative, IUS, 1 maneuver from 6 disciplines
  • rapid maneuvers gain, DCs +1, 2 stances,
  Night Vindicator of Nerull
  • hide 4, intimidate 4, religion 8, 1 devoted spirit man. Channel energy
  • 8/10 casting, favored enemy undead limited maneuver progression.
Savage Avatar
  • BA 6, power attack, rage, 2 nature’s fury maneuvers,
  • Full BA, Maneuvers, rage, pouncing rage,
Ruby Phoenix Mage/Blade of
  • Concentration 9, arcana 2, history 2, religion 2,
  • 8/10 arcane spells, Full BA, maneuvers,
The Cleansing Fire
  • 2 strikes, 1 stance, 2nd level arcane or shugenja spells
  • arcane wrath, metamagic strikes,
Shadow of the Raven
  • BA 4, hide 8, move silently 8, 1 black raven man.
  • Maneuvers, shadow jump, dimension door,
Shadow Sun Ninja
  • Hide 8, good, BA 3, IUS, 1 setting sun or shadow hand
  • limited maneuvers,
Shield Vanguard
  • MA 5, 2 unyielding shield mans, combat shield focus
  • Shield other, fortress stance,

Mixed Prestige Classes (Casters/manifesters)


Arcane Hierophant
  • Non-lawful, BA 4, arcana 8, nature 8, 2nd level arcane 2nd level druid,
  • 10/10 dual casting and wildshape,
  Cerebremancer
  • Arcana 6, mysticism 6, 2nd arcane, 2nd powers
  • 10/10 dual casting & manifesting,
Eldritch Disciple
  • Religion 8, planes 2, 2nd divine, least invocations, Channel energy
  • 10/10 invocations, 9/10 divine casting Channel energy progression, others
Eldritch Theurge
  • arcana 8, planes 8, 2nd arcane, eldritch blast 2d6
  • 10/10 invocations & arcane casting, DR,
Fochlucan Lyrist
  • Decipher script 7, diplomacy 7, gather information 7, Nature 7, perform 13, sleight of hand 7, druidic, Level divine, 1st level arcane, evasion, bard knowledge
  • 10/10 arcane and divine spells, bardic know. bardic music progression, light metal armor,
  Mystic Theurge
  • arcana 6, religion 6, 2nd level arcane, 2nd divine
  • 10/10 arcane & divine spells, 2 bonus feats,

Monk Flavored Prestige Classes


Drunken Master
  • Tumble 8, great fortitude, IUS, flurry of blows, evasion 5/5 monk, improvised weapons, healing
  • Spell Fist Concentration 8, martial lore 5, spellcraft 5, combat casting, 8/10 casting, 10/10 monk,
  • IUS, stunning fist, caster level 3,
Fist of the Forest
  • BA 4, handle animal 4, survival 4, great fortitude, IUS, power attack
  • CON to AC, feral trance, fast move,
  • scent, 2 upgrades unarmed. .
  Sacred Fist
  • BA 4, religion 8, combat casting, combat reflexes
  • 8/10 divine casting, 10/10 monk, Full BA
Shadow Sun Ninja
  • Hide 8, good, BA 3, IUS, 1 setting sun or shadow hand
  • limited maneuvers,
Tattooed Monk
  • lawful, ba 3, religion 8, endurance, IUS, imp grapple
  • 10/10 monk, ki strike, tattoo abilities

Psionic Prestige Class (Primary)


Akaru/Haritri
  • Good, Balance 5, jump8, tumble 5, IUS , IUS, Speed of thought, 1st psionic power
  • 7/10 manifesting, Monk-like abilities
  Soul Bow
  • mysticism 8, point blank shot, throw mind blade
  • enhance mind arrows, bonus feats, full BA
War Mind
  • Non-chaotic, history 2, mysticism 8, martial lore 6, Power points,
  • psychic warrior powers, DR, Full BA.

Racial Prestige Class


Elf, High


Blade Singer
  • Elf or half elf, BA 4, balance 4, concentration 4, Dance 8, sing 8, tumble 5, combat casting, dodge
  • 9/10 arcane spells, bard music, inspirecourage, bardic music, INT to damage.spellsong, celerity,Weapon focus,
Eternal Blade
  • Elf, BA 10, WF, 2 devoted spirit or diamond mind
  • full BA, limited maneuvers, INT to attacks, Maneuvers armored evasion,

Elf, High, Dark Wood Green


Ruby Phoenix Mage/Blade of
  • Concentration 9, arcana 2, history 2, religion 2,
  • 8/10 arcane spells, Full BA, maneuvers,
The Cleansing Fire
  • 2 strikes, 1 stance, 2nd level arcane or shugenja
  • spells arcane wrath, metamagic strikes,

Dwarf


Deepstone Sentinel
  • Dwarf, BA 10, balance 13, power attack, Dragon maneuvers, Dungeoneering 5,
  • 2 stone terrain around you becomes difficult, limited maneuvers
Deepwarden
  • dwarf, BA 5, climb 5, heal 5, jump 5, endurance Trap sense, stone warden,
  • Full BA, Track, Uncanny dodge,

Halfling


Whisper Knife
  • Halfling, BA 4, balance 3, climb 3, hide 6, jump 3 PBS, quickdraw, TWF, weapon finesse, SA 1d6,
  • Full BA, Sneak attack, rapid shot, defensive throw, poison use, vengeful strike,

Half Elf


Blade Singer
  • Elf or half elf, BA 4, balance 4, concentration 4, Dance 8, sing 8, tumble 5, combat casting, dodge, Weapon focus, bardic music,
  • 9/10 arcane spells, bard music, inspire courage, spellsong, celetrity,
     

Half Orc


    Avenging Executioner
  • Half Orc, non-good, BA 5, hide 4, intimidate 6, Move silently 4
  • Full BA, SA, intimidation abilities,
 

Regional Prestige Class


Arcadian Prestige Classes


Arcadian Legionnaire
  • BA 5, sense motive 2, cleave, combat reflexes
  • Full BA, defensive, shield abilities,

Ashalan Prestige Classes


Akaru/Haritri
  • Good, Balance 5, jump8, tumble 5, IUS, IUS, Speed of thought, 1st psionic power
  • 7/10 manifesting, Monk-like abilities
  Ashalan Mystic
  • Lawful, BA 7, arcana 6, religion 13, purity of body
  • 5/5 monk, perception, detect thoughts,
Void Disciple
  • neutral, spellcraft 10, heighten spell, spell pen.
  • 5/5 casting, sense void, alter course,
   

Haragadrim Prestige Classes


Blood Magi of Haragadri
  • Evil, concentration 4, toughness, Caster level 5
  • 10/10 casting, blood component, DR

Senpat Prestige Classes


Senpat Slaver
  • evil, appraise 10, intimidate 10, use rope 5, heal 4, Sneak attack 2d6
  • Full BA, paralyzing, stunning, SA
  Serpent Dancer of Senpat
  • BA 4, balance 4, bluff 4, dance 5, dodge, CE
  • Poison, dodge, feint, spring attack, full BA
 

Shai River Valley Prestige Classes


Akaru/Haritri
  • Good, Balance 5, jump8, tumble 5, IUS, Speed of thought 1st psionic power
  • 7/10 manifesting, Monk-like abilities
  Scion of the Shai
  • River Lawful, BA 5, diplomacy 8, swim 4, religion 4, History 8, geography 4, nature 4,
  • 5/5 casting, river bonuses, healing,
 

TranquilityPrestige Classes


High Defender of Tranquility
  • BA 6, PBS, precise shot, WF, 1st arcane,
  • Full BA, 6/10 arcane spells, enhance arrows,
   

Rogue Prestige Class


Arcane Assassin
  • evil, hide 8, move silently 8, 3rd level arcane Spells, SA/SS 2d6, arcana 8, spellcraft 5,
  • 7/10 arcane casting, 3d6 SA, HIPS, poison
  Assassin
  • Evil, hide 8, disguise 4, move silently 8, SA 1d6,
  • SA, spells- INT, poison, HiPS,
Cold Blooded Killer
  • Hide 8, move silently 8, bluff 8, SA 2d6, BA 4
  • death attack, poison, SA,
Shadowdancer
  • Move silently 8, hide 10, dance 5, combat reflexes, Dodge, mobility,
  • Shadow jump, darkvision, HIPS
    Thief Acrobat  

Prestige Class Descriptions Alphabetical

 

Abjurant Champion (CM)


The Abjurant Champion is a martial caster makes good use of force spells. The Wamages of Marble have a tradition of Abjurant Champions, making use of the armor and protection spells of the abjuration school.
HD: d10,
Requirements: BA +5, Combat Casting, 1st level arcane spells with at least one abjuration, proficient with at least one martial weapon.
Role Playing Requirement: Explain the mix of martial and arcane strategies by background or experience. Training Required.
Class Skills: (2+INT): Climb, concentration, craft, handle animal, intimidate, martial lore, jump, arcane, ride, spellcraft, swim.
LV BA Frt REF WLL Feature
1 1 0 0 2 arcane spellcasting, Abjurant armor, extended abjuration
2 2 0 0 3 arcane spellcasting, Swift Abjuration
3 3 1 1 3 arcane spellcasting,
4 4 1 1 4 arcane spellcasting, Arcane Boost,
5 5 1 1 4 arcane spellcasting, Martial Arcanist,
Abjurant armor: any time you cast an abjuration or conjuration spell that gives you an armor or shield bonus it’s increased by class level.
Extended Abjuration: All of your abjuration spells are extended for free.
Swift Abjuration: Abjuration spells of level = to or less then ½ class level are quickened for free.
Arcane Boost: As swift action spend a spell or slot to give yourself an insight bonus for one round of one of the following types; spell level to attack rolls, 2x spell level to damage, spell level to AC, spell level to saving throws, resistance to acid, cold, electricity, fire and sonic = 5x spell level.
Martial Arcanist: Your Caster level is = to your base attack if it is higher.
Background: The Abjurant Champion is not a class likely to be pursued in isolation. Almost every practitioner is, or was, trained in some sort of military tradition that combined martial and arcane techniques. The most likely traditions to spawn Abjurant Champion include Marble, Arcadia, Tranquility, and certain drow and dark elf holdings.
 

Arcane Assassin (DMG 180, House)

The Arcane Assassin is a most specialized profession, those who combine arcane magic and murder. Many are regular cutthroats for hire but some prefer a far more dangerous road, those wizards who specialize in killing other wizards.
HD: d6 Requirements: evil, hide 8, move silently 8, 3rd level arcane spells, Sneak Attack/sudden strike 2d6, arcana 8, spellcraft 5,
Role Playing Requirement: An Arcane assassin may or may not be part of a professional guild or organization. What drives you to be a killer? Why the connection to arcane magic?
Class Skills (6+Int): balance, bluff, climb, craft, decipher script, diplomacy, disable device, disguise, escape artist, forgery, gather information, hide, intimidate, jump, listen, move silently, open lock, search, sense motive, sleight of hand, spot, swim, tumble, use magic device, use rope.
LV BA Fort Refl Will Special
LV BA Frt REF WLL Feature
1 0 0 2 0 death attack, poison use,
2 1 0 3 0 +1 existing arcane spellcasting, Sneak attack 1d6
3 2 1 3 1 +1 existing arcane spellcasting,
4 3 1 4 1 +1 existing arcane spellcasting,
5 3 1 4 1 Quick Kill, sneak attack 2d6
6 4 2 5 2 +1 existing arcane spellcasting,
7 5 2 5 2 +1 existing arcane spellcasting,
8 6 2 6 2 +1 existing arcane spellcasting,
9 6 3 6 3 +1 existing arcane spellcasting,
10 7 3 7 3 Hide in plain sight, Sneak attack 3d6
Death attack: must study foe for 3 rounds then hit with sneak attack, deal damage normally plus make fort save DC 10 + Class level + INT) or either die or be helpless for 1d6 rounds + 1 per class level.
Quick Kill: You may perform a coup de grace with a melee weapon as a standard action.
Hide in Plain Sight: may hide while observed without cover or concealment if within 10 of shadows.
Background: many organizations, including assassin guilds and thieves guilds make use of the particular skills of the arcane assassin. They are also found in some military organizations. They are particularly valuable when the target is another spell caster. Some Arcane Assassins operate independently, either furthering their own goals or working for other individuals for pay.
 

Archmage (DMG 178)

The spellcaster’ s spellcaster is popular among human and high elf mages.
HD: d4
Role Playing Requirement: What drives you to not be just a powerful magic-user but to become a scholar and student of arcane magic?
Requirements: arcana 15, spellcraft 15, skill focus spellcraft, spell focus in two schools of magic, 7th level arcane spells,
Class Skills: (4+INT): concentration, craft, knowledge all, profession, search, spellcraft.
LV BA Fort Refl Will
LV BA Frt Ref Wll Features
1 0 0 0 2 +1 arcane casting, High arcana
2 1 0 0 3 +1 arcane casting, High arcana
3 1 1 1 3 +1 arcane casting, High arcana
4 2 1 1 4 +1 arcane casting, High arcana
5 2 1 1 4 +1 arcane casting, High arcana
High Arcana: at each level you may choose one of these abilities, each permanently costs a spell slot:
Arcane Fire: lose a spell/slot to fire bolt or raw magic energy, ranged touch with long rand that deals 1d6 damage per class level + 1d6 per level of the spell used to creature it. Lose a 8th level spell slot.
Arcane Reach: gives your touch spells a range of 30, lose a 7th level spell slot. Can be taken a 2nd time to increase touch spell ranges to 60’.
Master of Counterspells: when you counterspell a spell it’s turned back on the caster like spell turning. Requires a 7th level spell slot.
Master of Elements: at will you may change a spell that deals fire, acid, cold, electricity or sonic damage to deal a different one of those types of damage. Give up an 8th level spellslot.
Master of Shaping: when you cast a spell that is a burst, cone, cylinder, emanation or spread you may create areas within the spell that are not affected, the minimum size is 5’. Costs a 6th level spot.
Spell Power: increase caster level by + 1, costs a 5th level spell slot.
Spell-like Ability: use an arcane spell slot to permanently prepare an arcane spell to use twice a day. You lose the original spell slot and a 5th level slot. If you lose a spell 3 levels higher you can use it 4 times a day and if 6 levels higher 6 times a day. You may also pay more slots to attach a metamagic feat to the SLA Each time you choose this ability you can pick the same or a different spell but you must pay the costs again. Background: archmages have a long and storied history, there is no organization that bestows the title, it usually refers to ‘mages who scare other mages with their abilities’.  

Argent Savant (Car 25)

This caster specializes with force spells.
HD: d4
Requirements: arcana 6, spellcraft 12, able to cast 5 force spells one of which is 5th level or higher.
Class Skills (2+Int): concentration, craft, knowledge all, profession, spellcraft,
LV BA Fort Refl Will
LV BA FRT REF WLL Feature
1 0 0 0 2 +1 arcane Casting, Force specialization,
2 1 0 0 3 +1 arcane casting, force armor
3 1 1 1 3 +1 arcane casting,
4 2 1 1 4 +1 arcane casting, Immune to Magic Missiles,
5 2 1 1 4 +1 arcane casting, unbind force,
Force specialization: +2 competency bonus to hit with force spells, +1 damage per damage die with force spells.
Immune to Magic Missiles: you are immune to the spell magic missile, force missile, and greater magic missile,
Force Armor: force spells that provide an armor or shield bonus provide one of +2 higher.
Unbind Force: as a standard action with a range of 30’ attempt to dispel a force effect with a caster level check, if successful deals 1d6 per level of the dispelled affect to anyone within 10 feet of the spell other than you.
Background: The militaristic arcanists of Marble and Arcadia are the most likely to specialize in force. Both have specific orders and schools which teach these secrets, although individuals around the world often achieve them on their own with dedicated study and practice.    

Black Flame Zealot of Mask (CD 21)

The followers of Mask hold the black flame as a potent symbol of Mask, for it combines the powers of flame without giving off light. The Black Flame zealot, likewise combines two powerful forces, stealth with divine casting.
HD: d6
Requirements: non-good, hide 8, religion 8, move silently 8, , iron will, 2nd level divine spells, Sneak attack 1d6,
Role Playing Requirements: worships Mask,
Class Skills (6+Int): balance, climb, concentration, craft, escape artist, hide, jump, religion, listen, move silently, open lock, profession, search, sleight of hand, spellcraft, spot, swim, tumble, use rope.
LV BA Frt Ref Wll Feature
1 0 0 2 2 Death attack, Zealous heart,
2 1 0 3 3 +1 divine Casting, poison use
3 2 1 3 3 +1 divine Casting, Sneak attack 1d6
4 3 1 4 4 +1 divine Casting,
5 3 1 4 4 +1 divine Casting, Fateful Stride
6 4 2 5 5 +1 divine Casting, sneak attack 2d6
7 5 2 5 5 +1 divine Casting ,Sacred Flame- flaming burst,
8 6 2 6 6 +1 divine Casting, See in Darkness,
9 6 3 6 6 +1 divine Casting, Sneak attack 3d6
10 7 3 7 7 +1 divine Casting, unholy immolation
Death Attack; after 3 rounds of study against an opponent in sight, deliver death attack, if the foe is flat footed they must make a fortitude check or instantly die, DC 10 + ½ class level + CHA.
Zealous Heart: immune to fear.
Poison Use: you can apply poisons without chance of poisoning yourself.
Sneak Attack 1d6 when you damage a flanked or foe denied DEX to AC, deal additional damage. Works on ranged attacks if within 30. Precision damage.
Fateful stride: 1/day dimension door, caster level = ½ character level.
Sacred Flame: at will as a swift action a single melee weapon you are wielding gains the flaming, this ability ends when the weapon is sheathed, leave’s your hand, or you give it to another weapon. This ability lasts for 1 round per class level, at 7th level, this becomes the flaming burst ability.
See in Darkness: You see normally in normal and magical darkness.
Unholy immolation: anyone killed by your sneak attack or death attack is consumed in unholy fire, needing true resurrection or wish to be returned to life.
Background: The worshippers of Mask tend to congregate in either remote settings such as the mountains of Ashalan or the jungles of Shai or in large urban areas such as Kingsford, the Jeweled Cities, or Marble. Most cabals are small and some may be part of a larger thieves’ guild.  

Blightlord

Corrupted druids, the Blightlords embrace both evil and nature. Some Blightlords also worship Tharzidun, God of Madness and Corruption.
Hit Die: d8
Requirements: evil, great fortitude, 4th level divine spells,
Role Playing Requirements: Worship Tharzidun or be corrupted in some way
Skill Points at Each Level: 4+int; concentration, craft, handle animal, heal, hide, knowledge nature, listen, profession, spellcraft, spot, survival,
LV BA Frt Ref Wll Feature
1 0 2 0 2 +1 Spells per day, Animal Companion, Wild Shape, Blightblood,
2 1 3 0 3 +1 Spells per day, illmaster
3 2 3 1 3 +1 Spells per day, blight touch 1/day
4 3 4 1 4 +1 Spells per day, blightmind
5 3 4 1 4 +1 Spells per day, blight touch 2/day
6 4 5 2 5 +1 Spells per day,
7 5 5 2 5 +1 Spells per day, blight touch 3/day
8 6 6 2 6 +1 Spells per day,
9 6 6 3 6 +1 Spells per day, blight touch 4/day
10 7 7 3 7 +1 Spells per day, Winter heart.
Animal Companion, Wildshape: Prestige class levels stack with other classes that progress wildshape and animal companion.
Blightblood: immune to all disease including magical disease.
Illmaster: any animal companion gains the blighted template (HD change to D8s, gain blight touch: any natural attack fort save DC 10 + ½ HD + CON, incubation 1d6 days, take 1d4 temp con and cha. Effects continue until dead or becomes blightspawn (when CHA is 0), gains plant traits- immune to poison, sleep, paralysis, stunning, polymorph, critical hits, and mind affecting spells, has low light vision,
Blight Touch: melee touch attack to infect blight, DC 10 + Class level + WIS) incubation 1d6 days, damage 1d4 con and CHA that continues until dead or blighted.
Blightmind: 1/encounter as standard action target a living creature within 30’, make will save DC 10+ ½ class level + CHA or be confused for 1 round per class level.
Winter heart: skin blackens and splits and type changes to plant making immune to poison, sleep, paralysis, stunning, polymorph, critical hits, and mind affecting spells
       

Bow Initiate

Some of the Most deadly bowmen in the world are Order of the Bow Initiates. This class is most popular among High Elves and Marblian archers.
HD: d8
Requirements: BA +5, craft bowmaking 5, religion 2, point blank shot, precise shot, rapid shot
Class Skills (4+Int): climb, craft, religion, ride, profession, spot, swim, martial lore.
LV BA Frt Ref Wll Feature
1 1 0 2 2 Ranged precision +1d8,
2 2 0 3 3 Weapon focus
3 3 1 3 3 Ranged precision +2d8
4 4 1 4 4 Greater weapon focus
5 5 1 4 4 Ranged precision +3d8, Extended precision, Close combat shot
Ranged Precision: bonus precision based damage when making a single ranged attack as standard action. Most be within 30 and susceptible to critical hits.
Weapon focus and Greater weapon focus: bonus feat for ranged weapon.
Extended Precision: make ranged precision attacks with a range of 60’, not 30’.
Close combat shot: ranged attacks do not provoke AoO.  

Cavalier

This is a common prestige class for mounted warrior especially of those born to nobles.
HD: d10
Requirements: lawful, BA +8, handle animal 4, nobility and royalty 4, ride 6, spirited charge, weapon focus lance, mounted combat, ride-by-attack.
Class Skills (4+Int): diplomacy, handle animal, intimidate, nobility and royalty, profession, ride, martial lore.
LV BA Frt Ref Wll Feature
1 1 2 0 2 Special mount, mounted weapon bonus lance +1, ride bonus +2, courtly knowledge
2 2 3 0 3 Deadly Charge 1/day, mounted weapon bonus sword +1,
3 3 3 1 3 Burst of speed
4 4 4 1 4 Deadly Charge 2/day, ride bonus +4
5 5 4 1 4 Mounted weapon bonus lance +2,
6 6 5 2 5 Deadly charge 3/day, full mounted attack, mounted weapon bonus sword +2
7 7 5 2 5 Ride bonus +6
8 8 6 2 6 Deadly Charge 4/day,
9 9 6 3 6 Mounted weapon bonus lance +3, ride bonus +8
10 10 7 3 7 Unstoppable charge 5/day, mounted weapon bonus sword +3
Special mount: stacks with paladin for determining special mount if any.
Mounted Weapon bonus: bonus to hit with either lance or sword (any) when mounted.
Ride Bonus: competence bonus to ride.
Courtly Knowledge: + class level to knowledge nobility and royalty checks.
Deadly Charge: if this charge attack hits, deals triple damage with a melee weapon (x4 with lance) does not stack with spirited charge feat.
Burst of Speed: doubles distance mount can make with a charge, 1/day per mount, each additional check requires DC 20 will save for mount after the charge or take 2d6 damage.
Full Mounted Attack: if mount moves more then 5’ but no more then a single move, rider may still make a full attack.
Unstoppable Charge: as deadly charge but deals x4 with melee (x5 with lance).
Multiclass note: can free multiclass with a paladin.
Background: Both the Knights of Timbal and the Unicorn make excellent use of heavily armored cavalry and those candidates for cavaliers.  

Champion of Corelleon (House)

HD: d8
Requirements: BA +4, knowledge nature 4, knowledge religion 8, survival 4, second level divine spells,
Role Playing Requirement: Corelleon as patron deity.
Class Skills (4+Int): Balance, climb, handle animal, heal, swim, ride, knowledge religion, geography, planes, arcana, nature, survival, spellcraft,
LV BA Frt Ref Wll Feature
1 0 2 2 0 +1 divine spellcasting, Ancient Enemies
2 1 3 3 0 +1 divine spellcasting, +1 level channel energy progression,
3 2 3 3 1 +1 divine spellcasting, Woodland stride,
4 3 4 4 1 +1 divine spellcasting, +1 level channel energy progression,
5 3 4 4 1 +1 divine spellcasting, Spell Arrow,
Ancient Enemies: You gain +1 bonus on attack rolls and spell DCs against dwarves and orcs,
Channel Energy Progression: 2nd and 4th level count towards any channel energy abilities you may have,
Woodland stride (ex): you can move through underbrush and similar natural terrain as if it were not difficult terrain, with no penalties to speed or skill checks.
Spell Arrow: As part of the action to cast a spell, you may also make a single ranged weapon attack at your highest base attack. You may deliver the spell as part of this attack. The spell must be a ranged touch spell, a touch spell, or an area spells (in which case its center where the arrow strikes). You may provoke attacks of opportunity from both the casting of the spell and the use of the ranged attack as normal.  

Cloaked Dancer

This rare class features stealth, arcane casting, and a deadly dance that belies sudden violence.
HD: d6
Requirements: Hide 5, perform dance 10, sleight of hand 5.
Role Playing Requirement: have been trained by a Cloak Dancer.
Class Skills: ( 6+INT): bluff, balance, hide, move silently, sleight of hand, perform, craft, concentration, arcana, , search, tumble, listen, spot,
LV BA Frt Ref Wll Feature
1 0 0 2 0 +1 arcane spellcasting Enchanting dance (Beguiling dance), Bardic Ability
2 1 0 3 0 +1 arcane spellcasting , Surprise strike +1d6,
3 2 1 3 1 +1 arcane spellcasting , Enchanting Dance (wearying dance)
4 3 1 4 1 +1 arcane spellcasting , Surprise strike +2d6,
5 3 1 4 1 +1 arcane spellcasting , Enchanting dance (frightful dance), Dance of Death,
Bardic Ability: These levels stack with bard levels for determining bard song abilities.
Enchanting dance: 1/day per class level use dance to produce supernatural ability. As a move action, you must move at least 20’ while make a perform dance check DC 15 check. If successful you can use one of the dance abilities. You may continue to dance each round as a move action, moving at least 20’ and making perform checks at DC 15 + 1 round dance has continued to produce additional effects. Whether saved or not creatures can’t be effected by your enchanting dance again for 24 hours.
Beguiling Dance: All enemies within 30’ save or are dazed for one round. Those not hostile save or have attitude improved one spot while you continue to dance (they do not know they were affected by this ability regardless).
Wearying dance: All enemies within 30 save or are exhausted for 1 round and then fatigued while you continue dance.
Frightful Dance: All enemies within 30 save or be shaken, those with less HD then your character level are instead frightened while the dance continues. The effect ends once out of range after an additional 1d4 rounds.
Surprise Strike: As full round action you can maintain your dance and make a melee attack with light weapon and deal the extra damage. A target under the effects of your enchanting dance are considered flat footed against you.
Dance of Death: as the death attack ability of an assassin. You may study your opponent while using enchanting dance and deliver the attack with a surprise strike, the opponent must make a fortitude save: DC 10+ class level + CHA or be instantly killed.
Background: There are said to be certain assassin guilds in the Jeweled Cities who make use of enchanting dancers and entertainers  

Combat Medic

  The Combat Medic fills a common need for soldiers who are capable of healing and surviving on the battle field.
Hit Die: d6
Requirements: non-evil, concentration 4, heal 8, combat casting, dodge, able to cast cure light wounds,
Skill Points at Each Level: 4+int; concentration, craft, diplomacy, heal, history, religion, profession, ride, spellcraft, spot.
LV BA Frt Ref Wll Feature
1 0 0 2 2 +1 spells per level, Healer Kicker- Santuary
2 1 0 3 3 +1 spells per level, defensive casting, field healer,
3 1 1 3 3 +1 spells per level, Healer kicker save bonus, mobility
4 2 1 4 4 +1 spells per level, evasion,
5 2 1 4 4 +1 spells per level, healer kicker aid, spontaneous heal,
Healer kicker: wis+class level /day can add effect to conjuration (heal) spell to ally but not self. 1st level add sanctuary effect for one round, DC 15 + wis + class level. 3rd level add divine save (all) bonus = class level for one round, at 5th level add maximized aid effect lasting one minute or until extra hp (8+ class level) are gone.
Defensive Casting: bonus to cast defensively = to class level.
Field Healer: Can provide first aid as move action and can always take 10 on heal checks.
Mobility: as feat.
Evasion: if in light armor or less, when a reflex save is made that would cause the combat medic to take only half damage, no damage is taken instead.
Spontaneous heal: can lose any spell slot of 6th level or higher to cast heal spell.
Background: Combat Medics are most common among the organized military units of Marble and the Arcadian Empire. They are also common among mercenary bands and can be found in units from the Senpat armies to the terrible forces of Arafel.  

Dragonsong Lyrist

Its not surprising that creatures as powerful and majestic would inspire musicians from around the world to tap into them for inspiration. Those that truly come to know the dragon through song can tap into their primal energy and infuse themselves and allies with it.
HD: D6
Requirements: concentration 5, diplomacy 5, arcana 8, spellcraft 5, perform (oratory or sing) 10, bardic music,
Role Playing Requirements speak draconic.
Class Skills (4+Int): bluff, concentration, craft, diplomacy, arcana, listen, perform, sense motive.
LV BA Frt Ref Wll Feature
1 0 0 2 2 Greater dragonsong, song of strength, Bardic Music
2 1 0 3 3 +1 existing spell casting, song of compulsion,
3 2 1 3 3 Song of flight
4 3 1 4 4 +1 existing spell casting, song of fear,
5 3 1 4 4 Song of healing.
Bardic Music class levels stack with bard for number of bardic music uses but not progression of abilities.
Greater dragonsong: 1/day per class level use song or poetics to invoke power of dragonsong, save DC = 10 + class level + CHA. This uses a bardic music ability and follows all rules of that ability.
Song of strength: +4 morale bonus to strength to self and all allies in 30’ and for 5 rounds after song.
Song of compulsions: as suggestion on target in 30’ will save negates.
Song of Flight: grant self and allies (1 per CHA) with fly as spell for 1 minute per class level.
Song of Fear: all enemies in a radius of 30’ x class level with fewer HD then lyrist must make will save or be affected by a fear spell.
Song of Healing: self and allies within 30 gain hps as if they had rested a full day, can’t benefit from this more then once per hour.  

Dervish

The highly mobile swordsman who fights with such grace and agility as to appear to be dancing is found most often amongst the Dartar Tribes but there are other such styles amongst the Shai, Ashalan, and Haradrim.
HD: d10
Requirements: BA +5, perform dance 3, tumble 3, combat expertise, dodge, mobility, weapon focus any slashing.
Class Skills (6+Int): balance, craft, escape artist, jump, listen, perform, profession, swim, tumble, knowledge mysticism, knowledge martial lore.
Lv BA Frt Ref Wll Feature
1 1 0 2 2 AC bonus +1, dervish dance 1/day, movement mastery, slashing blades.
2 2 0 3 3 Fast movement +5
3 3 1 3 3 Spring attack, dervish dance 2/day
4 4 1 4 4 Dance of Death
5 5 1 4 4 Fast movement +10, dervish dance 3/day, AC bonus +2
6 6 2 5 5 Improved reaction
7 7 2 5 5 Elaborate parry, dervish dance 4/day
8 8 2 6 6 Fast movement 15
9 9 3 6 6 Tireless dance, dervish dance 5/day, AC bonus +3
10 10 3 7 7 A thousands cuts
AC bonus: this bonus to AC only when in light or no armor and doesn’t carry a shield, applies to touch and flat footed ac as well.
Dervish Dance: can take full attack option and still move up to speed, must move a minimum of 5’ between attacks and can not reenter a square just left, subject to AoO but may tumble, if wielding a slashing weapon gets a +1 to hit and damage and additional +1 every odd number level after 1st. May only be used once per encounter, lasts 1 round per 2 ranks in perform dance. At the end of the dervish dance you are fatigued until the end of the encounter or until the effect is removed.
Movement Mastery: unaffected by adverse conditions when moving, may take 10 on all jump, perform dance, or tumble checks.
Slashing Blades: considers scimitar as light weapon.
Fast Movement: this is an enhancement bonus to speed.
Spring attack: gain as bonus feat even if doesn’t meet requirements.
Dance of Death: benefit of cleave while in dance, doesn’t have to move more then 5 before extra attack from cleave.
Improved Reaction: +2 on initiative.
Elaborate Parry: +4 bonus to ac if fighting defensively or total defense.
Tireless dance: not fatigued after dervish dance.
A thousand Cuts: 1/day make double the number of attacks with a full attack. If part of dervish dance make 2 attacks before having to move. Each extra attack corresponds to an existing attack with the same BA. These extra attacks do not stack with other abilities or effects that give extra attacks.  

Dread Witch

The tradition of the Witch is found in many cultures. Some are seen has helpful members of the community who ward off curses and heal the sick. The Dread Witch is a female caster who has harnessed the power of fear itself. Unlikely to be adored, such casters may still be a powerful and intimidating member of the tribe or group. Today, the are most likely found in human and orc tribes of the north.
HD: d4
Requirements: base will save +4, arcane 3, cast cause fear or scare, failed at least one save to fear affect.
Role Playing Requirements: primitive culture
Class Skills: (4 +INT): bluff, concentration, craft, intimidate, arcane, planes, profession, spellcraft, knowledge mysticism,
LV BA Frt Ref Wll Feature
1 0 0 0 2 +1 existing casting, Master of Fear
2 1 0 0 3 +1 existing casting, Fell Frighten
3 2 1 1 3 +1 existing casting,
4 3 1 1 4 +1 existing casting, Improved Fell Frighten
5 3 1 1 4 +1 existing casting, greater master of terror
Master of Terror: all fear DCs are +1, add bane and doom to spell list, +2/class level to intimidate,
Fell Frighten- gain as a bonus feat.
Improved Fell Frighten- applying fell frighten to a spontaneous cast spell does not increase its casting time.
Greater Master of Terror: fear DCs are now +2, effects even those immune to fear unless they are +4HD above your caster level, add fear and phantasmal killer to spell list when, and if, character has access to those spell levels.  

Duelist

There is a long tradition found in both some noble lines and some maritime cultures of the lightly armed fighter who fights (to 1st blood or to death) another single foe as a matter of honor, performance, or politics. Such is the duelist. They are rare outside of the coastal North, Meckros, and the Jeweled Cities.
HD: d10
Requirements: BA +6, perform 3, tumble 5, dodge, mobility, weapon finesse.
Class Skills (6+Int): balance, bluff, escape artist, jump, listen, perform, sense motive, spot, tumble, knowledge martial lore, swim, profession, craft.
LV BA Frt Ref Wll Feature
1 1 0 2 0 Canny Defense, Grace,
2 2 0 3 0 Improved Reaction +2, Deflect Arrows,
3 3 1 3 1 Enhanced Mobility
4 4 1 4 1 Acrobatic Charge, Precision Strike
5 5 1 4 1 Improved Reaction +4, Parry
All abilities only function when in no armor and without a shield or weapon in off hand.
Canny Defense: adds INT to AC if wearing light armor and using a buckler or no shield with a maximum of class level.
Grace: +2 bonus on reflex
Improved Reaction: bonus to initiative.
Defect arrows: as deflect arrow feat, only if you are wielding a finesse weapon or buckler.
Enhanced Mobility: if wearing light armor and using a buckler or no shield +4 to AC vs. AoO provoked from moving out of a square, this stacks with the mobility feat.
Precise Strike: add your DEX as bonus to damage rolls with finesse weapons
Acrobatic Charge: may charge over difficult terrain.
Parry: when using a full attack option, you may choose not to make one of your attacks, if you give up one of your attacks you gain a +4 shield bonus to AC until the start of your next turn. For each attack after the first one given up, the bonus increases by +2.  

Enlightened Spirit

The Enlightened Spirit is Warlock who has forged his pact with celestials becoming a force of good and light. They are exceedingly rare.
HD: d6
Requirements: good alignment, planes 8, eldritch blast 3d6
Class Skills (4+Int): bluff, concentrate, craft, diplomacy, disguise, intimidate, jump, arcane, planes, religion, profession, sense motive, spellcraft, use magic device.
LV BA Frt Ref Wll Features
1 0 0 0 2 Aura of Courage, aura of menace, spirit blast, break eldritch Bargain.
2 1 0 0 3 Eldritch blast +1d6, spirit armor (+1)
3 2 1 1 3 Celestial Flight
4 3 1 1 4 Eldritch blast +2d6, tongues,
5 3 1 1 4 Shape invocation, energy resistance 5,
6 4 2 2 5 Eldritch blast 3d6, spirit armor (+2 AC)
7 5 2 2 5 Holy Blast,
8 6 2 2 6 Eldritch blast 4d6,
9 6 3 3 6 Transform magic,
10 7 3 3 7 Eldritch blast +5d6, deathward, spirit armor (+3),
Aura of courage: you are immune to fear, allies in 10’ gain a +4 morale bonus to fear saves
Aura of Menace: when you are angry or in a fight (your discretion), all foes in 5’ radius have -2 to hit, AC and saves for 24 hours or until they hit you with attack, spell, or effect.
Spirit Blast: this counts as a lesser invocation, level 4, your blasts deal +1 hp/die to undead and can hit incorporeal creatures without miss chance.
Break Eldritch Bargain: whatever eldritch bargain you made at 1st level you have been able to break and replace with a bargain with celestials.
Spirit armor + : sacred bonus to ac.
Celestial Flight: Lesser invocation, level fly speed = land speed with good manueverability.
Tongues: continuously active spell, maybe reactivated as a free action.
Shape Invocation: learn any one least, lesser or greater blast shape invocation.
Energy Resistance: gain resistance 5 to any two of cold, fire, acid, electricity,
Holy Blast: greater invocation, level 6, eldritch essence deals +1 hp/die to evil outsiders and any evil outsider hit is affected as if you cast dimensional anchor on it with CL equal to invocation level.
Transform Magic: greater 6th invocation targeted greater dispel with touch and you or ally within 30 gain 5 hp per level dispelled. You can’t use this on your own invocations.
Deathward: you are immune to death spells, magical death effects, energy drain and negative levels as if you had a death ward spell.  

Hellfire Warlock (FC89)

The Hellfire Warlock is an extreme rarity. Your basic warlock is seldom seen, so one that is willing to twist his soul and body with the powers of the Infernal is extremely scarce. Those that do are hidden from view. They are sometimes found among the Haragdri.
HD: d6
Requirements: intimidate 6, planes 12, spellcraft 6, speak infernal, must know warlock invocations brimstone blast or hellrime blast.
Class Skills: (4+INT): concentration, disguise, intimidate, planes, arcana, religion, spellcraft, use magic device.
LV BA Frt Ref Wll Features
1 0 0 0 2 +1 Existing invoking class, hellfire blast +2d6
2 1 0 0 3 +1 Existing invoking class, hellfire blast +4d6, hellfire infusion, resist fire 10,
3 2 1 1 3 +1 Existing invoking class, hellfire blast +6d6, hellfire shield,
Hellfire blast: your eldritch blast is now a hellfire blast and deals the above extra damage (its not fire damage), each time you use this you take 1 point of constitution damage, you can’t use this ability if you do not have a constitution score or are immune to ability damage.
Hellfire Infusion: as swift action, #/day = CHA when using a charged magic item you can have the effect gain one of the following: empower, enlarge, widen or energy substitution.
Hellfire Shield: as immediate action once per round, whenever someone directs a melee attack against you can aim a blast of hellfire at them (1 con damage as normal) that automatically hits, deals damage as normal eldritch blast + Hellfire but allows reflex save (DC 10 + ½ character level + CHA) for half.  

Eldritch Knight

The Eldritch Knight is not an uncommon path for those who pursue both arcane and martial paths. There are a number amongst the Warwizards of Marble but they can be found scattered throughout the world.
HD: d6
Requirements: proficient with all martial weapons, able to cast 3rd level arcane spells, Base attack +5,
Class Skills (4+Int): concentration, craft, decipher script, jump, ride, sense motive, spellcraft, swim, knowledge martial lore.
LV BA Frt Ref Wll Feature
1 1 2 0 2 Bonus Fighter Feat, Diverse Training
2 2 3 0 3 +1 arcane spellcasting,
3 3 3 1 3 +1 arcane spellcasting,
4 4 4 1 4 +1 arcane spellcasting,
5 5 4 1 4 +1 arcane spellcasting,Fighter Bonus Feat.
6 6 5 2 5 +1 arcane spellcasting,
7 7 5 2 5 +1 arcane spellcasting,
8 8 6 2 6 +1 arcane spellcasting,
9 9 6 3 6 +1 arcane spellcasting,
10 10 7 3 7 +1 arcane spellcasting, Spell Critical
Diverse Training: Class levels count as fighter levels for purposes of qualifying for feats.
Fighter Bonus Feat: gain any fighter bonus feat you meet the requirements for.
Spell Critical: any time you successfully confirm a critical hit with a melee weapon you may immediately cast a spell as a swift action without changing the level of the spell (as you would with a quickened spell). You may use this ability once per round on a spell of 4th level or below.  

Fatespinner

The professional fatespinner comes from a variety of backgrounds. Some are simply spellcasters who wish to control the uncontrollable, others are Halfling Gamblers who seek to cheat fate, and a few are devoted to the Goddess Istus and use these powers in her name.
HD: d4
Requirements: arcana 10, profession gambler 5, able to cast 4th level spells and at least one divination spell of 1st or higher
Class Skills (4+Int): appraise, concentration, craft, arcana, profession, sleight of hand, spellcraft.
LV BA Frt Ref Wll Feature
1 0 0 0 2 +1 existing spellcasting, spin fate
2 1 0 0 3 +1 existing spellcasting, fickle finger of ate
3 1 1 1 3 +1 existing spellcasting, spin destiny,
4 2 1 1 4 +1 existing spellcasting, deny fate, resist fate,
5 2 1 1 4 +1 existing spellcasting, Seal fate
Spin fate: Gain spin points per day = class level, a single point, as a free action, can be added to the DC of a spell being cast.
Fickle Finger of Fate: 1/day as immediate action force other creature to reroll a roll just made.
Spin Destiny: can use spin points on any skill check, attack roll or save.
Deny Fate: 1/day automatically becomes stable if at -1 or lower hp.
Resist Fate: 1/day can reroll one roll just made.
Seal Fate: 1/day as free action target creature in 20 who’s HD = to or less then fatespinner, that creature receives either a -10 or +10 on its next saving throw. This lasts for 1 round.  

Fiend-Blooded

This prestige class is most often followed by sorcerers who are tainted with infernal blood, but any spell caster connected to the infernal realms can gain great power.
HD: d4
Requirements: any humanoid race (can’t be half fiend), non-good alignment, concentration 8, arcane 8, planes 8, cast 2nd level spells, fiendish heritage feat,
Role Playing Requirement: experience or story to explain fiendish blood.
Class Skills (2 +Int): bluff, concentration, intimidation, arcane, planes, spellcraft, religion,
LV BA Frt Ref Wll Feature
1 1 0 0 2 +1 existing casting, fiendish companion, fiendish heritage +1 ac,
2 2 0 0 3 +1 existing casting, Fiendish sorcery,
3 3 1 1 3 +1 existing casting, Fiendish heritage+1 AC, +5 cold resistance
4 4 1 1 4 +1 existing casting, Fiendish sorcery, smiting spell 1/day
5 5 1 1 4 +1 existing casting, Fiendish heritage. +2 AC, +5 acid resistance
6 6 2 2 5 +1 existing casting, Fiendish sorcery,
7 7 2 2 5 +1 existing casting, fiendish heritage +3 AC, + 5 Fire resistance
8 8 2 2 6 +1 existing casting, fiendish sorcery, smiting spell 2/day
9 9 3 3 6 +1 existing casting, fiendish heritage +4 AC, Electricity resist 5,
10 10 3 3 7 +1 existing casting, Fiendish exaltation,
Spellcasting: also stacks for familiar abilities.
Fiendish Companion: your familiar or animal companion gains fiendish template if you possess such a creature.
Fiendish heritage: bonus to natural armor class and resistance to elements
Fiendish Sorcery: add a spell of a level you can cast to your spells known list, must be a fire spell or from the enchantment, illusion, or necromancy school.
Smiting Spell: spell deals additional damage = to CHA + Class level, activate as an immediate action when casting a spell. Fiendish exaltation: you are now a native outsider, you gain a +1 racial bonus to a mental state and DR 10/magic,  

Frenzied Berserker

The berserk warrior is not uncommon amongst the more wild tribes around the world. Examples can be found among the Olmans and the human, orc and wild elf tribes of the north.
HD: d12
Requirements: any non-lawful, BA +6, cleave, intimidating rage, power attack, endurance, die hard
Role Playing Requirement: primitive culture
Class Skills (4+Int): climb, intimidate, jump, swim, ride, martial lore,
LV BA Frt Ref Wll Features
1 1 2 0 0 Frenzy 1/day, grim determination
2 2 3 0 0 Supreme cleave
3 3 3 1 1 Frenzy 2/day
4 4 4 1 1 Deathless frenzy
5 5 4 1 1 Frenzy 3/day, improved power attack
6 6 5 2 2 Inspire frenzy 1/day
7 7 5 2 2 Frenzy 4/day
8 8 6 2 2 Greater frenzy
9 9 6 3 3 Frenzy 5/day
10 10 7 3 3 Inspire frenzy 2/day, tireless frenzy, supreme power attack
Frenzy: gain +6 to STR and when making a full attack make extra attack at full BA, a -4 penalty to AC and takes 2 nonlethal damage per round, lasts for 3 + CON rounds. May end before this with a DC 20 will save as free action 1/round. Stacks with rage. Enter frenzy as free action. Automatically enters frenzy if damaged unless makes will save DC 10 + damage suffered. You may not use active skills or feats. During frenzy must attack foes, if no foes attack the nearest creature. When ended, you are fatigued.
Supreme Cleave: can take a single 5’ step in between cleaves or great cleaves.
Deathless Frenzy: Berserker does not die if brought below -10 hit points until the frenzy ends.
Improved Power attack: gains +3 damage for each -2 penalty taken (+3 for each -1 with two handed weapon).
Inspire Frenzy: when your frenzy is activated, any ally in 10’ may also choose to enter a frenzy, they are effect for as long as the frenzied berserker’s frenzy lasts or until they end their turn more than 10’ away.
Greater Frenzy: strength bonus with frenzy is +10 instead of +6.
Supreme Power attack: with power attack gain +2 damage for each -1 taken or +4 damage for each -1 taken with a two handed weapon.
Tireless Frenzy: no longer becomes fatigued after frenzy.  

Gladiator

Anywhere there are gladiatorial combat, crowds to cheer and gold to earn (or freedom to fight for) there are gladiators. The largest collection of such gladiators exists in the Arcadian Empire, the Senpat Empire and the Western Jeweled Cities.
HD: d10
Requirements: Perform gladiatorial combat 8, Knowledge lgeography 3, knowledge history 1, knowledge nobility and royalty 1, BA +4,
Role Playing Requirements: must have fought in a battle for the entertainment of others.
Class Skills (6+Int): balance, bluff, comb, craft, handle animal, intimidate, jump, local, history, nobility and royalty, perform, ride, swim, tumble, sense motive, martial lore.
LV BA Frt Ref Will Features
1 1 2 2 0 Roar of the Crowd+2
2 2 3 3 0 Resist Combat Maneuver +2
3 3 3 3 1 Dramatic Attack, Fighter Bonus Feat
4 4 4 4 1 Uncanny Dodge, Endurance bonus feat,
5 5 4 4 1 Play to the Crowd
6 6 5 5 2 Fighter Bonus Feat
7 7 5 5 2 Thumbs up, Thumbs down,
8 8 6 6 2 Roar of the Crowd+4
9 9 6 6 3 Fighter Bonus Feat
10 10 7 7 3 Incite the Crowd, Improved Uncanny Dodge,
Roar of the Crowd: When the gladiator finds himself in combat in front of a group of at least 25 individuals who are not participating (usually a crowd of spectators) the gladiator gains the above morale bonus on attack rolls, damage, saves, and skill checks made in combat.
Resist Combat Maneuvers: you gain the above bonus on any ability checks made to resist being tripped, disarmed, grappled, trampled, overrun, or bull rushed.
Play to the Crowd: when in combat, the Gladiator may institute a special performance check as an immediate action, adding his class level to his ranks in perform (gladiatorial combat) and CHA. This check can be attempted once per combat and affects any and all spectators of the combat (those not involved by choice). The Performance check acts as full diplomacy check and can improve the crowd’s reaction to the gladiator, his allies, and any ideas/issues/arguments connected to him.
Dramatic Attack: as a full round action the gladiator may purposefully make a melee or ranged attack much harder but also much more exciting for anyone watching. The Gladiator takes a -5 penalty to the attack roll. If the attack hits and deals damage it has two affects. First all enemies who witnessed it and are within 30 may be intimidated, they must make a will save DC 10 + Class Level + CHA or be shaken for 1d4 rounds. Further more a successful dramatic attack gives the gladiator +1 circumstance bonus to the perform check when using the play to the crowd ability. This bonus stacks to a maximum of +5 in any given combat.
Thumbs Up, Thumbs Down: Similar to the dramatic attack, as a full round action the gladiator may make a sense motive check DC 15 prior to making a coup de grace attack. If successful, he reads the crowd and either kills the foe, spares them, or performs some flourish (DM's discretion on what the crowd wants), this provides a +5 morale bonus on the gladiator's play to the crowd performance check until the end of combat.
Incite the Crowd: at 10th level, if the gladiator succeeds in making a crowd helpful using his play to the crowd, and if he speaks the same language of the crowd, he may use the excitement and glory of his victory to use Mass Suggestion on the crowd, giving them a short instruction to carry out, this effect does not allow a save on creatures with HD 5 or less, those with more gain a will save DC 10 + Class level + CHA. The suggestion lasts only 1 minute per class level.  

Glorious Knight/Glorious Centurion

Most often found among the nobility of Timbal, Glorious knights serve and lead other troops with great vigor.
HD: d10
Requirements: Perform oratory 4, knowledge martial lore 8, BA +5, Aura ability (Knight Marshal)
Role Playing Requirement: Timbal nobility or Arcadian Legionnaire or DM’s permission
Class Skills: (4+INT): climb, diplomacy, handle animal, intimidate, local, jump, ride, swim, marital lore.
LV BA Frt Ref Wll Feature
1 1 2 0 0 Heroic Shield, Rallying Cry, Marshal Auras,
2 2 3 0 0 Inspire courage +1
3 3 3 1 1 Fear
4 4 4 1 1 Inspire courage 2/day, oath of wrath
5 5 4 1 1 Final Stand
Heroic Shield: Aid another to give ally +4 to AC instead of +2.
Rallying Cry: 3/day as free action, give all allies +1 morale bonus to hit on their next attack and +5’ speed until the knights next turn.
Marshal’s Aura: class levels stack with Marshal levels for determine number and strengths of major and minor auras.
Inspire Courage+1: as bard ability, using perform oratory, class levels stack with bard levels for number of bardic music uses and inspire courage progression.
Fear: 1/day as standard action as spell with CL = Class level, allies are immune, save DC 10 + class level + CHA. This is a language dependant mind affect.
Oath of Wrath: 1/day as free action, select single opponent in 60 and swear to defeat him, gaining +2 morale bonus on attacks, damage, saves, and skills against the foe until the end of the encounter.
Final Stand: 1/day as a move action all allies in 10’ gain 2d10 temporary hit points affects class level + CHA and lasts CHA rounds.  

Hierophant

The Heirophant is open to any divine caster who studies the theory and nature of divine magic to the point of being able to shape and use it in unique ways.
HD: d8
Requirements: religion 15, Spellcraft 12, any metamagic feat, able to cast 7th level divine spells.
Class Skills: (2+INT): concentration, craft, diplomacy, heal arcana, religion, profession, spellcraft.
LV BA Frt Ref Wll Features
1 0 2 0 2 Special Ability, +1 existing Divine Casting,
2 1 3 0 3 Special Ability, +1 existing Divine Casting,
3 2 3 1 3 Special Ability, +1 existing Divine Casting,
4 3 4 1 4 Special Ability, +1 existing Divine Casting,
5 3 4 1 4 Special Ability, +1 existing Divine Casting,
Special Ability of your choice at each level, each requires the permanent sacrifice of a spell slot,
  • Blast Infidel: spells that channel negative energy, such as inflict spells, when used on someone of an opposite alignment, is considered maximized. You lose a 6th level spell slot.
  • Divine Reach: gives your touch spells a range of 30. Can be taken a 2nd time to increase touch spell ranges to 60’. You lose a 7th level spell slot.
  • Faith Healing: healing spells you cast that target someone of your exact alignment (including yourself) and worship your deity or faith (druidic) are considered maximized. You lose a 6th level spell slot.
  • Master of Energy: channel energy uses are at +4 level, to a max of character level.. You lose a 4th level spell slot.
  • Metamagic feat: may gain a metamagic feat here instead. You lose a spell slot = to the number of levels that particular metamagic feat costs.
  • Spell-like Ability: use an divine spell slot to permanently prepare a divine spell to use twice a day. You lose the original spell slot. If you lose a spell 3 levels higher you can use it 4 times a day and if 6 levels higher 6 times a day. You may also pay more slots to attach a metamagic feat to the SLA. Each time you choose this ability you can pick the same or a different spell but you must pay the costs again.
  • Planar Enemy: you gain a +4 bonus to overcome the spell resistance of outsiders who have at least one opposite alignment from your own. Lose a level 5 spell slot.

Incantatrix

Master of metamagics, the incantatrix can shape the magic at will, adding effects to make her spells even more potent.
HD: d4
Requirements: concentration 4, arcana 8, spellcraft 8, iron will, any metamagic feat, 3rd level arcane spells, can’t have abjuration prohibited.
Class Skills (2+Int): concentration, craft, heal, intimidate, arcana, planes, profession, spellcraft.
LV BA Frt Ref Wll Features
1 0 0 0 2 Bonus metamagic feat, focused study,
2 1 0 0 3 +1 arcane spellcasting, Cooperative metamagic
3 1 1 1 3 +1 arcane spellcasting, Metamagic effect,
4 2 1 1 4 +1 arcane spellcasting, Bonus Metamagic feat,
5 2 1 1 4 +1 arcane spellcasting, Metamagic spell trigger
6 3 2 2 5 +1 arcane spellcasting, Seize concentration
7 3 2 2 5 +1 arcane spellcasting, Bonus metamagic feat, instant metamagic,
8 4 2 2 6 +1 arcane spellcasting, Snatch Spell
9 4 3 3 6 +1 arcane spellcasting, Instant metamagic 2/day
10 5 3 3 7 +1 arcane spellcasting, improved metamagic
Focused Study: choose a non-abjuration school of magic to prohibit.
Bonus Metamagic Feat: choose any metamagic feat at 1st, 4th, and 7th level.
Cooperative Metamagic: with a readied action (a standard action that provokes, can be done defensively) apply a metamagic feat known to a spell cast by another caster without increasing its casting time or spell level. Must make a spellcraft check DC 18 + 3 x modified spell level. Use this 3 + INT per day.
Metamagic Effect: apply metamagic effect to an existing spell effect as a full round action that provokes. Requires a spellcraft check DC 18 + 3 x modified spell level. Use this 3 + INT per day.
Metamagic Spell Trigger: can apply metamagic feats to spell trigger items, doing so expends a # of additional charges = to # of spell levels the feat would normally add.
Seize Concentration: wrest control of a spell that requires concentration from another spellcaster within 30’, make opposed caster checks to determine who has control.
Instant Metamagic: apply a single metamagic feat to a spell without increasing casting time.
Snatch Spell: seize control of an ongoing spell that does not require concentration but responds to ongoing caster control with opposed caster level checks.
Improved Metamagic: reduce the cost of applying metamagic feats by 1 to a minimum of +1 spell level, applies to other class abilities as well.  

Initiate of the Sevenfold Veil

Those arcane casters who specialize in abjuration magics are drawn to the great protective talents of the Initiate of the Sevenfold Veil.
HD: d4
Requirements: arcana 12, nature 4, spellcraft 12, greater spell focus abjuration, spell focus abjuration, skill focus spellcraft, able to cast 5 abjuration spells including two of 4th level or higher.
Class Skills (2+Int): appraise, concentration, craft, decipher script, knowledge all, profession, spellcraft.
LV BA Frt Ref Will Features
1 0 0 0 2 +1 existing arcane spellcasting, warding 1/day, unimpeachable abjuration, red veil,
2 1 0 0 3 +1 existing arcane spellcasting, unanswerable strike +2, orange veil,
3 1 1 1 3 +1 existing arcane spellcasting, warding 2/day, yellow veil,
4 2 1 1 4 +1 existing arcane spellcasting, Reactive warding, green veil,
5 2 1 1 4 +1 existing arcane spellcasting, warding 3/day, blue veil,
6 3 2 2 5 +1 existing arcane spellcasting, Unanswerable strike +4, double warding, indigo veil,
7 3 2 2 5 +1 existing arcane spellcasting, kaleidoscopic doom, violent veil, warding 4/day.
Warding: chose one of three types of wading and chose one sort of veil known. Save DCs are DC 18 + primary spellcasting ability bonus.
  • Personal: sphere = diameter of your space, moves with you but can’t force another into it. A creature striking with non-reach melee weapon or natural attack is subject o effect, proved concealment (20% miss chance) but you can see out normally, lasts 1 minute per class level.
  • Area: effects initiate’s space and all adjacent squares, moving out of warding is safe but entering subjects to effect, it moves with initiate but can’t force others to enter. It lasts 1 minute per class level.
  • Wall: up to 10’ long and 5’ high per class level but begin within 30 of creator. May chose to have one direction crossing safe, provides concealment on either side, lasts 10 minute per level.
Veils:
  • Red: blocks nonmagical ranged attacks and missiles, crossing causes 20 pts of fire damage, reflex for half and its destroyed by a cone of cold, = to 4th level spell.
  • Orange veil: halts magical ranged attacks including conjurations and rays spells, crossing it gives 40 hp of acid, reflex for half, its destroyed by a gust of wind and = 5th level spell.
  • Yellow veil: prevents gases or clouds from enter and blocks petrification and poison attacks, crossing it deals 80 electricity damage, reflex for half, its destroyed with a disintegrate and is = 6th level spell.
  • Green veil: stops breath weapons, crossing requires fortitude save or die, saving you still take 1d6 con damage. This is a poison effect, its destroyed by a passwall spell and is = 6th level spell.
  • Blue Veil: blocks mind affecting spells and divinations, crossing it requires a fort save or be petrified, a magic missile destroys it and its = to a 6th level spell.
  • Indigo veil: blocks all spells and spell-like abilities, crossing it requires a will save or be confused as the insanity spell, destroyed by a daylight spell and is = 7th level spell.
  • Violent spell: destroys all objects crossing it as if disintegrated. Living creatures crossing must make will save or be planes shifted to a random planes, its destroyed by a dispel magic and is = 8th level spell.
Unimpeachable abjuration: add class level to DC to dispel any of your abjuration spells.
Unanswerable Strike: bonus to counter or dispel spells.
Reactive Warding: raise a warding as an immediate action.
Double Warding: when raising a warding can produce 2 veils at the price of 1.
Kaleidoscopic Doom: 1/day as standard action target creature in 60’ with greater dispel magic effect, for every spell negated the effect of one veil is visited on subject starting with the lowest (red) and going up.  

Kensai

Kensai is the generic term for an individual who serves an authority figure in the warrior’s role and bonds and perfects the use of a single weapon. Various groups make use of this skill set around the world. Samurai in Rokugan, rapier-wielding duelists of Meckros City, axe slinging Iron Throne warriors and dual scimitar swinging Thune might all take levels in Kensai to better serve their masters.
HD: D10
Requirements: BA +5, any lawful, concentration 5, diplomacy 5, ride 5, combat expertise, weapon focus,
Role Playing Requirement: serve a lord of some kind.
Skills: 6+ Int; balance, climb, concentration, craft, diplomacy, intimidate, jump, knowledge local, knowledge nobility, ride, sense motive, martial lore, knowledge geography,
LV BA Frt Ref Wil Features
1 0 0 0 2 Signature Weapon
2 1 0 0 3 Power Surge
3 2 1 1 3
4 3 1 1 4 Ki Projection
5 3 1 1 4 Withstand
6 4 2 2 5
7 5 2 2 5 Ki Projection
8 6 2 2 6 Instill
9 6 3 3 6
10 7 3 3 7 Ki Warlord
Signature Weapon: Chooses weapon with which he has weapon focus (including fists for unarmed strike) to be your signature weapon. You then spends XP to give the weapon bonuses and abilities like you were enchanting a weapon, The first bonus always a +1 enchantment bonus. You may forgo giving enchantment bonuses for special abilities instead. Enchantment bonuses from also being a magic weapon do not stack. The weapon can not be greater than a +10 weapon from any combination of this ability and magical abilities. Each time the weapon is improved, it requires 24 hours meditation.
LV Bonus XP LV Bonus XP
1 +1 40 6 +6 1440
2 +2 160 7 +7 1960
3 +3 360 8 +8 2560
4 +4 640 9 +9 3240
5 +5 1000 10 +10 4000
Power Surge: as move action make concentration DC 15 check to gain +8 to STR for rounds = ½ class level. Each use in 24 hour increases the DC attempt by 5.
Ki Projection: add ½ class level to bluff, diplomacy, gather information, and intimidate, at 8th level add full class level to checks.
Withstand: when making reflex save to avoid damage from area of effect spell can make a concentration check instead.
Instill: 1/day use a full round to make concentration check DC 10 + Target’s HD/LV to transfer powers may give +1 of his BA or any or all saving throws to target for one hour.
Ki Warlord: all allies within 30’ gain +1 untyped bonus on will saves, concentration checks and attack rolls. This bonus increases to +2 if the allies are of lawful alignment. They must be able to see the kensai to gain this bonus.  

Lyrical Thaumaturge

Bards who delve more closely into the combination of music and magic, and the close relationship they have, often become Lyrical Thaumaturges. The Fochlucan College, in particular, is home to many such musician magicians.
HD: d6
Requirements: arcane 6, perform 9, spellcraft 6, melodic casting, 2nd level arcane spells, bardic music 5/day.
Class Skills ( 6+Int): bluff, concentration, craft, decipher script, diplomacy, knowledge all, perform, profession, sense motive, spellcraft, use magic device, martial lore.
LV BA Frt Ref Wll Features
1 0 0 2 2 +1 bard spellcasting, bardic music, bonus spell,
2 1 0 3 3 +1 bard spellcasting,
3 2 1 3 3 +1 bard spellcasting, spell secret
4 3 1 4 4 +1 bard spellcasting, bonus spell
5 3 1 4 4 +1 bard spellcasting, sonic might
6 4 2 5 5 +1 bard spellcasting, spell secret
7 5 2 5 5 +1 bard spellcasting, bonus spell,
8 6 2 6 6 +1 bard spellcasting,
9 6 3 6 6 +1 bard spellcasting, spell secret
10 7 3 7 7 +1 bard spellcasting, bonus spell,
Bardic music: gain extra use of bardic music per class level.
Bonus spell: gain additional spell slots, at 1st gain a 1st and 2nd level slot, at 4th gain additional 3rd and 4th level spell slot, at 7th gain additional 5th level slot and at 10th gain a 6th level spell slot.
Spell secret: add spell fro wizard spell list to your spell list, at 3rd level add 1st and 2nd level spell known, at 6th level add a 3rd and 4th level spell known, and at 9th add one 5th and 6th level spell known.
Sonic might: use one bardic music to give a spell with the sonic descriptor 1d6 sonic damage per spell level.  

Master Specialist

Wizards are often drawn to a particular school of magic to the exclusion of others, those who do specialize gain even more benefits from studying as a master specialist.
HD: d4
Requirements: arcane 5, spellcraft 5, spell focus (school of specialization), able to cast 2nd level arcane spells, specialist wizard,
Class Skills ( 2+Int): concentration, craft, decipher script, knowledge all, profession, spellcraft.
LV BA Frt Ref Wll Features
1 0 0 0 2 +1 wizard spellcaster, skill focus spellcraft,
2 1 0 0 3 +1 wizard spellcaster, expanded spellbook,
3 1 1 1 3 +1 wizard spellcaster, greater spell focus
4 2 1 1 4 +1 wizard spellcaster, minor school esoteric
5 2 1 1 4 +1 wizard spellcaster, expanded spellbook
6 3 2 2 5 +1 wizard spellcaster, caster level +1
7 3 2 2 5 +1 wizard spellcaster, moderate school esoterica
8 4 2 2 6 +1 wizard spellcaster, expanded spellbook
9 4 3 3 6 +1 wizard spellcaster, caster level +2
10 5 3 3 7 +1 wizard spellcaster, major school esoterica
Expanded spellbook: add spell of you chosen school. Caster level increase: when casting spell of chosen school. Minor school esoterica
  • Abjuration: competence bonus to dispel checks = ½ class level.
  • Conjuration: summoned or called creatures gain hp = caster level.
  • Divination: divinations with duration of concentration continue for extra rounds = ½ class level.
  • Enchantment: foes under your charms or compulsions don’t gain bonuses due to circumstances.
  • Evocation: with evocations + to concentrations = ½ class level.
  • Illusion: DC of your illusion spells that say will disbelief is 2 higher.
  • Necromancy: when you cast a necromancy spell all your undead allies in 60 gain turn resistance +4 and a bonus on saves = class level for rounds = class level.
  • Transmutation: when one of your transmutation spells is dispelled it continues for one more round.
Moderate school esoterica: triggered when you cast spell of chosen school, last rounds = spell level.
  • Abjuration: if you are subject to spell that has partial or half effect on a successful save you suffer no adverse effect if you save.
  • Conjuration: dispel checks vs your conjurations spell are made as if you CL was +5.
  • Divination: you have uncanny dodge for the duration of the spell.
  • Enchantment: Immediate reroll any failed will save vs enchantment or mind affecting spell.
  • Evocation: gain resistance 20 of energy type of spell just cast.
  • Illusion: gain concealment 20%.
  • Necromancy: immune to ability damage, ability drain , energy drain and negative levels.
  • Transmutation: reroll any failed transmutation saving throw.
Major school esoterica: each used 3/day
  • Abjuration: chose to cast a personal spell as a touch spell.
  • Conjuration: cast a conjuration spell with a casting time of 1 standard as a swift action.
  • Divination: when you cast a divination spell also gain true seeing for 5 rounds.
  • Enchantment: any creature making a save vs your enchantment spell has to make it again next round with a +5 onus.
  • Evocation: any creature that failed save vs your evocation takes ½ the damage again next round.
  • Illusion: cast an illusion spell as if were eschew materials, silent and still.
  • Necromancy: when you cast a necromancy undead allies within 60’ gain fast healing 10 for 5 rounds.
  • Transmutation: when creature saves vs your transmutation spell it takes damage = spell level.
 

Master Thrower

Those rare individuals who excel with thrown weapons are often called “master throwers” and are capable of wondrous tricks and feats with their chosen weapon. Halflings are known for their love of thrown weapons and their love of performances, making them a perfect fit for this class (and its synergies with whisperknife)
HD: d8
Requirements: BA +5, Sleight of hand 4, point blank shot, precise shot, weapon focus any thrown weapon,
Class Skills: (6+INT): bluff, climb, concentration, craft, jump, perform, profession, sleight of hand, spot, tumble, use rope., marital lore
LV BA Frt Ref Wll Features
1 1 0 2 0 Quick Draw as bonus feat, Thrown weapon trick
2 2 0 3 0 Evasion
3 3 1 3 1 Thrown weapon trick
4 4 1 4 1 Critical Throw,
5 5 1 4 1 thrown weapon trick
Thrown Weapon Trick: choose one trick each time you gain this ability, can only choose one once, each only works with a thrown weapon you have taken weapon focus with:
  • Dead Eye Shot: the critical hit damage multiplier of the thrown weapon is one higher.
  • Defensive Throw: make concentration check DC 10 + # of threatening foes, if made, no AoO for 1 round from making ranged attacks with thrown weapon.
  • Double toss: as standard action throw two weapons at one foe, or two foes if both are within 30 of each other, apply full STR but normal two weapon fighting penalties apply.
  • Palm Throw: when using small thrown weapons may throw 2 at the same target with one attack roll, rolling to hit and damage normally but not applying STR to damage.
  • Sneaky Shot: before making ranged attack, make sleight of hand opposed by foe’s spot, if successful the defender is denied DEX to AC for next attack.
  • Trip Shot: may make a trip attempt, deals damage as normal and thrower makes dex check at +4 vs. foes STR or DEX check to avoid being tripped, does not stack with improved trip.
  • Tumbling Toss: as standard action may make one ranged attack while tumbling, if tumble check is 25 or higher then no AoO.
  • Two with one blow: may use a single thrown ranged attack to attempt to hit two adjacent foes, roll each separately, each at -4 to hit.
  • Weak Spot: may make ranged touch attacks with thrown weapons if target is the same size or larger, do not apply STR to damage
  • Evasion: you take no damage if you make a reflex save against an effect that normally does half damage on a succes
Critical Throw: gain the benefits improved critical feat for any thrown weapon you have weapon focus for, this does not stack with any other abilities that increase critical threat ranges.  

Mindbender

The Mindbender specializes in arcane spells that place other creatures into their control. HD: d4
Requirements: nongood, bluff 4, diplomacy 4, intimidate 4, sense motive 4, able to cast charm person or use a charm person like spell-like ability or invocation. Arcane caster level 5.
Class Skills (2+Int): bluff, concentration, diplomacy, intimidate, knowledges all, profession, sense motive, spellcraft.
LV BA Frt Ref Wll Feature
1 0 2 0 2 Telepathy, Push the weak mind 1/day
2 1 3 0 3 +1 existing arcane casting, skill boost,
3 1 3 1 3 +1 existing arcane casting, mindread 2/day,
4 2 4 1 4 +1 existing arcane casting, Eternal charm 1,
5 2 4 1 4 push the weak mind 2/day
6 3 5 2 5 +1 existing arcane casting, Enchantment spell power +1,
7 3 5 2 5 +1 existing arcane casting, mindread 4/day
8 4 6 2 6 +1 existing arcane casting, Eternal charm 2,
9 4 6 3 6 +1 existing arcane casting, Dominate
10 5 7 3 7 Enchantment spell power +2, Thrall. Push the Weak Mind 3/day
Telepathy: 100 foot range if the creature has language.
Skill boost: add ½ class level as competence bonus on bluff, diplomacy, intimidate and sense motive checks.
Push the Weak Mind: functions as suggestion has a range of 100’ and a duration of 5 hours +1 hour per class level. A will save negates DC 10 + spellcasting ability.
Mindread: detect surface thoughts of creature it can see as a standard action, DC 12 + spellcasting ability to resist. Requires concentration and has a max duration of 10 minutes.
Eternal Charm: charm a single large or smaller living creature as charm monster within 100’ with a will save DC 14 + Ability to resist. The duration is permanent but the mindbender can only have a limited number at that time.
Enchantment Spell power: add bonus to caster level of any enchantment spell cast.
Dominate: 1/day as dominate monster, range 100, will save DC 19 + ability and a duration of 24 hours.
Thrall: can chose to make his dominate ability permanent but can only have one thrall at a time.  

Mistress of the Web

Llolth, the Spiderqueen, promotes only the most promising warriors to the status of Mistress of the Web.
HD: d10
Requirements: evil, BA +6, hide 3, dungeoneering 3, religion 2, dodge,
Role Playing Requirements: Worships Lolth, Speak Undercommon, female,
Class Skills (4+Int): concentration, craft, diplomacy, dungeoneering, handle animal, heal, hide, religion, profession, ride, martial lore.
LV BA Frt Ref Wll Feature 1st 2nd 3rd 4th
1 1 2 0 0 Aura of evil, detect good, poison use, spells, Throne of Webs 0
2 2 3 0 0 Dark Blessing, smite good 1/day 1 1
3 3 3 1 1 Channel Negative Energy 1d6, aura of despair 1 0 - - 1 0
4 4 4 1 1 Sneak attack 1d6 1 1 - - 1 1
5 5 4 1 1 Fiendish Servant, smite good 2/day, Channel Negative Energy 2d6, 1 1 0 - 1 1 0
6 6 5 2 2 Improved poison Use 1 1 1 - 1 1 1
7 7 5 2 2 Sneak attack 2d6, Channel Negative Energy 3d6, 2 1 1 1 2 1 1 1
8 8 6 2 2 Divine Feat 2 1 1 1 2 1 1 1
9 9 6 3 3 Channel Negative Energy 4d6, 2 2 1 1 2 2 1 1
10 10 7 3 3 Sneak attack 3d6, smite good 3/day 2 2 2 1 2 2 2 1
Aura of Evil: as cleric
Detect Good: at will.
Dark Blessing: add CHA to all saves.
Spells: divine spells as cleric based on WIS, uses blackguard spell list.
Throne of Webs: the Mistress of the Web is immune to any effect that entangles.
Poison Use: you can apply poison with no chance of poisoning self.
Aura of Despair: all foes in 10’ take -2 on all saves.
Channel Negative Energy 1d6: as cleric
Divine Feat: you may choose any general divine feat or Lolth specific divine feat as a bonus feat.
Fiendish Servant: call a fiendish medium monstrous spider. It improves with levels as below
 
Character Lv HD Nat AC +STR Int Special
12 or less +2 +1 +1 6 Empathic link, improved evasion, share saving throws, share spells
13-15 +4 +3 +2 7 Speak with blackguard
16-18 +6 +5 +3 8 Blood Bond
19-20 +8 +7 +4 9 Spell Resistance.
Improved poison Use: any poison the Mistress of the Web makes use of has its DC increased by +2. This stacks with all other effects.  

Morning Lord of Pelor

There are many small Orders within the Church of Pelor around the world, the Morning Lords are one such group, dedicated to him, the spread of light, and the destruction of undead.
HD: d8
Requirements: any good, craft 4, diplomacy 7, religion 8, perform 2, 3rd level divine spells that must include daylight,
Role Playing Requirements: patron deity Pelor
Class Skills (2+Int): concentration, craft, diplomacy, heal, arcana, history, planes, religion, perform, profession, spellcraft.
LV BA Frt Ref Wll Features
1 0 2 0 2 +1 divine spellcasting, Channel Energy
2 1 3 0 3 +1 divine spellcasting, Everlight
3 2 3 1 3 +1 divine spellcasting, Searing Light specialization
4 3 4 1 4 +1 divine spellcasting, Maximize channel energy 1/day
5 3 4 1 4 +1 divine spellcasting,
6 4 5 2 5 +1 divine spellcasting,
7 5 5 2 5 +1 divine spellcasting, Maximize channel energy 2/day
8 6 6 2 6 +1 divine spellcasting,
9 6 6 3 6 +1 divine spellcasting, Eye of Pelor
10 7 7 3 7 +1 divine spellcasting, Aura of Radiance.
Channel Energy: class levels stack with cleric for Channeling Positive Energy.
Everlight: gain low light vision and darkvision 60’.
Searing Light Specialization: When you increase the level of the spell searing light by applying metamagic feats to it, the increase is decreased by one (to a minimum of one). This stacks with similar effects.
Maximize Channel Positive Energy: 1/day automatically roll maximum possible on channel positive energy.
Eye of Pelor: Use three channel energy uses to give yourself a true seeing spell as a standard action with caster level equal to your combined channel energy level.
Aura of Radiance: once per day, as a move action, radiant bright sunlight in 30’ and shadowy for another 30’. This is actual sunlight. This lasts for 1 round per class level. Undead within have -4 on all saves and take -4 on all attack rolls, ability checks, and skill checks. This effect negates any non-deity level darkness for its duration  

Night’s Masked Deathbringer

Evil rogues and stealth-based characters sometimes some times embrace the Darkness of Lolth or Orcus. Both Gods hunger for blood and place special emphasis on the arcane properties of that liquid. The Night Mask Deathbringer takes on characteristics of both Lolth’s spiders and Orcus’ vampires.
HD: d6
Requirements: any evil, hide 8, climb 8, move silently 8, great fortitude, evasion and uncanny dodge.
Role Playing Requirements: worship Lolth or Orcus or DM’s permission.
Class Skills (8+Int): balance, bluff, climb, craft, decipher script, diplomacy, disable device, disguise, escape artist, forgery, gather information, hide, intimidate, jump, geography, listen, move silently, open lock, perform, profession, search, sense motive, sleight of hand, spot, swim, tumble, use magic device, use rope, martial lore.
LV BA Frt Ref Wll Features
1 0 0 2 0 Creature of Darkness, Spider climb, light sensitivity, hesitating stare 1/E
2 1 0 3 0 Feral Senses (low light vision)
3 2 1 3 1 Speak with creatures of the night, ghost step 1/day
4 3 1 4 1 lesser blood bond, sneak attack 1d6
5 3 1 4 1 Improved evasion
6 4 2 5 2 Slippery mind, ghost step 2/day
7 5 2 5 2 Hesitating stare 3/day, feral senses (darkvision)
8 6 2 6 2 Sneak attack 2d6
9 6 3 6 3 Ghost step 3/day
10 7 3 7 3 Hesitating strike 2/E, greater blood bond
Creature of darkness:-2 on ride and all animals besides bats, rats and wolves are one category less friendly.
Hesitating Stare: 1/encounter as a swift action, glance at foe in 30’ who must make will save DC 10 + ½ class level + CHA or be stunned for 1 round. You gain an additional use at 10th level.
Spider Climb: as spell with CL = Class level #/day = CHA.
Feral Sense: low light vision, at 7th gain darkvision.
Speak with Creatures of the Night: at will speak with rats, bats, or wolves.
Ghost Step: as ninja; improved invisibility for 1 round, activated as a swift action,
Lesser Blood Bond: you can create # of blood bonds = CHA, to create one have a creature drink 3 drops of your blood, when you speak to them, they are friendly as per charm person will save DC 10 + class level + CHA with CL = Class level.
Sneak Attack +1d6: extra precision damage you deal if opponent is flanked, denied dex, ranged works within 30’.
Improved Evasion: if you fail a reflex save against an effect that deals half damage on a success, you still only take half damage. Greater Blood Bond: as the lesser but the effect is as dominate person.  

Occult Slayer

The Occult slayer goes by many names, in fact, any warrior particularly skilled at killing mages maybe considered an Occult Slayer.
HD: d8
Requirements: BA +5, arcana 4, spellcraft 3, improved initiative, Sneak Attack 1d6, Mage Slayer (feat)
Role Playing: Story or experience to explain why spellcasters are the enemy.
Class Skills: (4+INT): bluff, craft, gather information, arcana, profession, sense motive, spellcraft, mysticism, martial lore. .
LV BA Frt Ref Wll Feature
1 0 0 0 2 Magical defense +1, Ominous Presence,
2 1 0 0 3 Vicious strike, mind over magic 1/day
3 2 1 1 3 Auravision, Sneak Attack 1d6,
4 3 1 1 4 Mind over magic 2/day, Nondetection Cloak
5 3 1 1 4 Blank thoughts, Magical Defense +3, Death Attack
Magical Defense: Bonus on saves vs. spells and SLA.
Ominous Presence: bonus to bluff and intimidate = to class level.
Mind over Matter: as immediate action activate to gain spell turning with caster level = character level.
Vicious Strike: if you hit a spellcaster with a readied attack to disrupt spellcasting it deals double damage.
Auravision: see magical auras as a free action with a range of 60’, as detect magic.
Nondetection Cloak: as the spell, self only, CL = character level.
Blank Thoughts: immune to mind-affecting effects.
Death Attack: as assassin, after three rounds of study, deliver attack, if foe is flat footed, make fortitude save DC 10 + class level + CHA or die instantly.  

Ordained Divine Champion

A number of deities have Ordained Champions, these are special priests who carry the God’s banner in battle and in direct combat with the God’s Enemies. Tyr, Bahamut, Moradin, Corelleon, Gruumsh, Thyrm, Asmodeus and Tiamat all have Ordained Champions.
HD: d8
Requirements: Alignment matches Deity’s. Religion 7, weapon focus deity’s favored weapon, able to cast magic weapon.
Role Playing Requirement: Worship either Tyr, Bahamut, Moradin, Corelleon, Gruumsh, Thyrm, Asmodeus or Tiamat.
Class Skills: (4+INT): concentration, craft, heal, intimidate, arcana, nobility and royalty, religion, planes, profession, ride, spellcraft, martial lore.
LV BA Frt Ref Wll Feature
1 1 2 0 2 Bonus domain, combat feats, continued advancement, modified spontaneous casting
2 2 3 01 3 Diehard, smite, +1 divine spellcasting
3 3 3 1 3 Channel Spell, divine bulwark, +1 divine spellcasting
4 4 4 1 4 Fist of the gods, rapid spontaneous casting,
5 5 4 1 4 Holy Warrior, war caster, +1 divine spellcaster,
Bonus domain: Gain the war domain, if you already have it you gain another domain your god offers. If you don’t have domains, you add the war domain spell list to your class spell list, but you don’t gain the power or extra spell slots.
Combat feats: You can sacrifice one or two of you domain granted powers to gain that many extra feats from the fighter bonus feat list. You must keep the war domain power.
Continued advancement: you continue to progress channel energy
Modified Spontaneous Casting: If you are a cleric you lose ability to spontaneously cast cure spells and instead can spontaneously cast war domain spells.
Smite: you can spend one daily use of Channel Energy as a swift action to smite, adding CHA to attack roles and extra damage = to level of your Channel Energy level.
Channel spell: Channel spell into your weapon, lasts 8 hours. As weapon of spell storing but can hold any level of spell.
Divine Bulwark: Gain DR/Magic = to level of spell sacrificed for # rounds = class level.
Fists of the Gods: Gain + to damage = to level of spell sacrificed for # rounds = class level.
Rapid Spontaneous Casting: Casting war domain spells is a swift action.
Holy Warrior: spend a channel energy use to use WIS instead of STR fro 5 rounds.
War Caster: +2 CL when casting war domain spells.  

Order of the Bow Initiate

Some of the Most deadly bowmen in the world are Order of the Bow Initiates. This class is most popular among High Elves and warriors of Marble
HD: d8
Requirements: BA +5, craft bowmaking 5, religion 2, point blank shot, precise shot, rapid shot
Class Skills (4+Int): climb, craft, religion, ride, profession, spot, swim, martial lore.
LV BA Frt Ref Wll Features
1 1 0 2 2 Ranged precision +1d8,
2 2 0 3 3 Weapon focus
3 3 1 3 3 Ranged precision +2d8
4 4 1 4 4 Greater weapon focus
5 5 1 4 4 Ranged precision +3d8, Extended precision, Close combat shot
Ranged Precision: bonus precision based damage when making a single ranged attack as standard action. Most be within 30 and susceptible to critical hits.
Greater weapon focus: bonus feat for ranged weapon.
Extended Precision: make ranged precision attacks with a range of 60’, not 30’.
Close combat shot: ranged attacks do not provoke AoO.  

Paragnostic Apostle

Those spellcasters who seek knowledge, both for its own sake and to further their own personal power may belong to the Paragnostic Assembly. This far ranging but lose knit group of academics, researchers, and casters share knowledge. The Mages of the Arcanium in Opal are one of the large branches of this organization.
HD: d4
Requirements: Arcana 5, religion 5, any other knowledge 5, able to cast 3rd level spells or 3rd level SLA,
Role Playing Requirement: member of the paragnostic assembly or an equivalent.
Class Skills: (4+INT): Concentration, craft, decipher script, knowledge all, profession, search, speak language, spellcraft, spot.
LV BA Frt Ref Wll Features
1 0 0 0 2 +1 existing spellcasting, Holy text, knowledge is power, lore
2 1 0 0 3 +1 existing spellcasting knowledge is power
3 1 1 1 3 +1 existing spellcasting, knowledge is power
4 2 1 1 4 +1 existing spellcasting, knowledge is power
5 2 1 1 4 +1 existing spellcasting, knowledge is power
Holy Text: Paragnostic Apostle levels stack for channel energy and related abilities.
Lore: As bardic knowledge, d20+ 2x class level + INT
Knowledge is Power: choose a power at each level, can’t take the same one two levels in a row, must meet skill requirements (which increase by 2 if you take a power more then once).
  • Accurate Retort: +1 circumstance bonus to hit with a ray spell vs target with natural armor. Arcana 8.
  • Backhand Attack: If you hit foe with spell that deals HP or ability damage and has a save vs a secondary non-damaging affect, the DC is one higher. Arcana 6.
  • Call of the Worlds: When you summon creature using conjuration summoning spell it gains fast healing 2 (+1/3caster levels, max +5). Planes 6.
  • Discern Weakness: Choose a creature type (as ranger favored enemy) against them you spells DC +1. Knowledge 8 dependant on creature type.
  • Divine Understanding: choose any clerical domain, any spells you cast that are on this list are CL +1. Religion 5.
  • Energy Supremacy: Choose fire, acid, cold or electricity, Spells you cast of this type are CL +1. Planes 5.
  • Manifest Ethos: Choose one non-neutral aspect of your alignment, when you cast an energy based spell against a creature of the opposite alignment, half the damage is divine. Religion 8 or Planes 10.
  • Mind over Body: Your caster level is +1 when casing conjuration healing spells or transmutation spells that grant ability bonuses or penalties, Nature 7 or religion 7.
  • Mind over Matter: When you cast a spell that creates solid matter the hardness and hit points each increase by 2. When you cast a spell that provides an armor bonus the onus is 2 higher. Architecture and Engineering 5.
  • Moral Coil: Cast level +1 when casting spells that physical change the subjects form. Nature 6.
  • Noble Presence: when you cast a charm or spell that affects emotions the save DC +1. Nobility and Royalty 5.
  • Penetrating Insight: +1 to overcome SR or dispel. Arcana 9.
  • See through the Veil: Your necromantic spells that target undead DC +1 and +2 effective turning level. Religion 7
  • Spatial Awareness: Your teleportation spells are at +1 CL and spells that grant increase to base movement or grant a new type of movement grants additional 10’ Geography 5.
 

Primeval

The Primeval is a humanoid warrior who is so closely linked with the primal ferocity of nature that they become able to take on the form and strength of a primeval animal. This class is found among the barbaric tribes of humans and orcs of the north, degenerate Olman enclaves, and a few Wild Elf warriors.
HD: d10
Requirements: non-lawful, BA +8, handle animal 5, nature 5, survival 5, endurance, self-sufficient, toughness (may substitute improved toughness).
Role Playing Requirements: Belong to a primitive culture.
Class Skills (4+Int): climb, concentration, handle animal, intimidate, jump, nature, listen, spot, survival, swim, martial lore.
LV BA Frt Ref Wll Feature
1 1 2 0 0 Primeval form 1/day, animal empathy
2 2 3 0 0 Regression 1, low light vision
3 3 3 1 1 Feral power
4 4 4 1 1 Primeval form 2/day
5 5 4 1 1 Regression 2, scent
6 6 5 2 2 Feral power 2
7 7 5 2 2 Primeval form 3/day
8 8 6 2 2 Regression 3, fast movement
9 9 6 3 3 Feral power 3
10 10 7 3 3 Primeval Form 4/day, primeval shapechanger.
Primeval Form: as druid wildshape ability, choose form at 1st level, it can’t be changed, lasts 1 minute per class level, changing form is a standard action that provokes. Does not assume forms stats, instead adds the animals physical ability scores -10 (-11 for odd) to his own. Loses ability to speak. Must chose prehistoric animal, dinosaur, dire animal or other. Must have no more then 8 HD and one size category larger and must be familiar to the terrain the primeval is from. If has the wild shape ability from other classes may use wild shape to assume primeval form but use the 1 M/Class level duration. Cannot use primeval form to wild shape.
Animal empathy: can communicate with primeval form (or related animals) and gains +4 CHA based checks with them.
Regression: at each regression level subtract 1 from you INT and CHA (minimum 3) and add 1 to STR, DEX, CON, and WIS.
Feral Power: primeval form improved at 3rd level: +2 STR, +2 DEX, +2 CON and +2 natural armor. 6th level: +4 STR, +2 DEX, +4 CON and +4 natural armor. 9th level: +6 STR, +2 DEX, +4 CON and +8 natural armor. Bonuses are not cumulative.
Primeval shapechanger: Type changes to monstrous humanoid (shapechanger) and gains DR 10/magic and natural weapons are treated as magical for DR. .  

Ronin

Ronin is term for a outcast or clan less warrior in Rokugan, it has come to mean a fighter with a reputation for achieving victory at any cost in the rest of the world. So while the term may not be clear, there are many “ronin” in all cultures throughout Aeta.
HD d10
Requirements: nonlawful, BA +6, power attack,
Role Playing: regardless of culture you must be a disgraced warrior of some kind.
Skills 4 + Int, bluff, craft, disguise, intimidate, history, nobility and royalty, ride, sense motive, martial lore,
LV BA Frt Ref Wll Feature
1 1 2 0 0 Infamy, sneak attack 1d6,
2 2 3 0 0 Bonus Feat
3 3 3 1 1 Banzai Charge
4 4 4 1 1 Sneak attack 1d6
5 5 4 1 1 Bonus feat
Infamy: person’s fame makes others one category less friendly. Sneak Attack +1d6 bonus precision damage applied when opponent is flanked or denied Dex to AC. Banzai Charge: once per encounter, charge opponent and use power attack, apply penalty to attack rolls to armor class instead of on the attack roll. Bonus Feat: may choose a fighter bonus feat he meets requirements for.    

Ravager of Gruumsh

Gruumsh’s elite warriors are known as Ravagers. They ravage.
HD: d10
Requirements: evil, BA +6, rage ability, religion 2, cleave, improved sunder, power attack,
Role Playing Requirements: worship Gruumsh
Class Skills (4+Int): concentration, craft, diplomacy, handle animal, heal, hide, intimidate, religion, profession, ride, martial lore. Spellcraft,
LV BA Frt Ref Wll Feature 1 2 3 4
1 1 2 0 0 Aura of evil, detect good, poison use, spells 0
2 2 3 0 0 Dark Blessing, smite good 1/day 1
3 3 3 1 1 Aura of despair 1 0
4 4 4 1 1 Sneak attack 1d6 1 1
5 5 4 1 1 Smite good 2/day 1 1 0
6 6 5 2 2 Rage +1/day 1 1 1
7 7 5 2 2 Sneak attack 2d6 2 1 1 1
8 8 6 2 2 Ancient Enemies 2 1 1 1
9 9 6 3 3 2 2 1 1
10 10 7 3 3 Sneak attack 3d6, smite good 3/day 2 2 2 1
Aura of Evil: as cleric
Detect Good: at will.
Dark Blessing: add CHA to all saves.
Spells: divine spells as cleric based on WIS, uses blackguard spell list.
Smite Good 1/day: attack gains +CHA to attack roll and deals +1 damage per class level if it strikes a good creature.
Aura of Despair: all foes in 10’ take -2 on all saves.
Ancient Enemies: when raging you deal an additional +2 damage against elves and Dwarves.    

Scarlet Corsair

Where ever there are merchant vessels to raid, there will be pirates, and the most successful pirates are Scarlet Corsairs. Found in some form or another in all oceans of the world, such individuals feed upon the trade routes and leave wreckage and blood in their wake.
HD: d8
Requirements: nonlawful, BA +5, bluff 8, intimidate 8, sailor 4, sneak attack 1d6,
Role Playing Requirement: reputation as fearsome pirate.
Class Skills (6+Int): appraise, balance, bluff, climb, craft, decipher script, diplomacy, gather information, intimidate, jump, geography, local, perform, profession, survival, swim, tumble, use rope, martial lore.
LV BA Frt Ref Wll Features
1 1 0 2 0 Improved feint feat, Sailor’s Step+1
2 2 0 3 0 Sneak attack 1d6
3 3 1 3 1 Corsairs feint 1/E
4 4 1 4 1 Sailors step+2, Sneak attack 2d6
5 5 1 4 1 Scourge of the seas. Corsairs feint 2/E
Improved Feint Feat: you gain this feat even if you don’t meet the requirements for it.
Corsairs feint: feint as free action
Sailors step: dodge bonus to AC while aboard a ship and not flat footed.
Scourge of the Seas: when you intimidate a foe it affects all foes within 30’ for rounds = CHA  

Scourge

Scourges are instruments of pain and suffering who revere the destructive nature of the Beast. In the south, Scourge Maidens of Shiva are dreaded killers and torturers. In the wilds of the north, humanoid tribes may contain Flayers of Vaprak. In any culture, these are sadistic individuals who seek only to cause pain in others.
HD: d8
Requirements: any evil, , BA +4, heal 4, intimidate 8, use rope 4, worship an Incarnation of the Beast, exotic weapon proficiency (scourge), 2nd level divine spells,
Role Playing Requirement: Patron deity is The Beast
Class Skills: (4+INT): bluff, concentration, craft, heal, intimidate, religion, profession, sense motive, spellcraft, use rope, martial lore.
LV BA Frt Ref Wll Features
1 1 2 0 2 +1 divine spellcasting, Bane 3/day
2 2 3 0 3 +1 divine spellcasting, Crushing Despair 3/day
3 3 3 1 3 +1 divine spellcasting, Stunning Strike
4 4 4 1 4 +1 divine spellcasting, Painful Strike
5 5 4 1 4 +1 divine spellcasting, Agonizing Strike,
Bane: as spell, 3/day, save DC is 11 + CHA, CL = divine caster level.
Crushing Despair: as spell, 3/day, save DC is 11 + CHA, CL = divine caster level
Stunning Strike: force foe hit by this attack to make a fort save DC 10 + ½ character level + WIS of be stunned 1 round. Can attempt 1/day per class level.
Painful Strike: use stunning strike to instead force fort save or be nauseated for 2 rounds.
Agonizing Strike: use stunning strike to instead to have foe drop prone and be dazed for 1d4 rounds unless makes the Fort save.  

Shield of Moradin

HD: d10
Requirements: Shield Focus, knowledge history 4, knowledge martial lore 4, knowledge religion 4, BA +5,
Role Playing Requirements: worship Moradin
Skills ( 4+INT): climb, concentration, intimidate, jump, listen, search, knowledge martial lore, knowledge history, knowledge religion, knowledge dungeoneering, knowledge architecture,
LV BA Frt Ref Wll Feature
1 1 2 0 2 +1 existing divine spellcasting, Ancient Enemies,
2 2 3 0 3 +1 existing divine spellcasting, Combat Healing
3 3 3 1 3 +1 existing divine spellcasting,
4 4 4 1 4 +1 existing divine spellcasting, Protection of Faith
5 5 4 1 4 +1 existing divine spellcasting, Protection of Conviction
Ancient Enemies: You gain +1 dodge bonus to AC against Elves, Orcs, Giants, and Goblins.
Combat Healing: +2 per class level to concentration checks made to cast conjuration healing spells after taking damage that might disrupt your casting.
Protection of Faith: when you cast shield of faith or mass shield of faith, all followers of Moradin including yourself, gains an additional +1. This can not exceed the maximum bonus of the spell.
Protection of Conviction: when you cast conviction or mass conviction, all followers of Moradin including yourself, gains an additional +1. This can not exceed the maximum bonus of the spell.  

Singer of Mercy

The blessed choirs of Madriel are known world wide for their ethereal beauty, those priests of Madriel who pour their souls into the songs of their Goddess can become Singers of Mercy.
HD: d4
Requirements: 3rd level divine spells, religion 8,
Role Playing Requirements: worship Madriel,
Class Skills (4+Int): concentration, diplomacy, heal, arcana, planes, religion, profession, sense motive, spellcraft, survival.
LV BA Frt Ref Wll Features
1 0 0 2 2 +1 existing spellcasting, Aspects of Madriel, Aspect of Peace,
2 1 0 3 3 +1 existing spellcasting, Aspect of Exclusion
3 1 1 3 3 +1 existing spellcasting, Aspect of Refuge, Bonus Domain,
4 2 1 4 4 +1 existing spellcasting, Aspect of Exclusion
5 2 1 4 4 +1 existing spellcasting, Aspect of Safety
Aspects of Madriel (su): once per day per class level you can call up an aspect of Madriel’s protection, each giving a different affect. They are magical effects with caster level equal to character level,
Aspect of Peace: while conscious you are immune to the first compulsion affect that would otherwise affect you each day and afterwards a +4 morale bonus on saves vs. compulsions. Allies within 10’ of you gain the +4 bonus as well. This lasts until you choose a different aspect.
Bonus Domain: choose from a domain provided by Madriel you do not have,
Aspect of Refuge: you can call up as a standard and dismiss as a swift (its also broken as soon as you attack) an affect in 20’ radius, anyone attempt to strike you or target you with a spell must make a will save (DC 10 + ½ character level + WIS). Success means you can carry on, otherwise you can’t and lose that action and can’t directly attack another creature while it’s within the refuge (20). This lasts for 1 round per class level.
Aspect of Exclusion: you may call a 10’ sphere around you as a standard and dismiss as a swift (or if you move more then 10), this prevents all spell affects of 4th level or lower from entering. It lasts 1 round per caster level.
Aspect of Healing: any healing done within 10 feet of you heals and extra 1d8 points and undead taking damage from a cure spell take additional 1d8. This lasts until you create another aspect effect.
Aspect of Safety: lasts 1 minute per class level as a standard and dismiss as swift or if you move more then 10 away, a 10’ radius sphere, prevents planar travel or teleportation (the effects fizzle) except by you and deals 6d6 damage ( will save DC 10 + ½ character level + WIS) for half any hostiles physically passing through. This is divine damage.  

Stormcaster

Sorcerers, Druids or priests of Mare are often drawn to the excitement and the power of the storm and become stormcasters.
HD: d8
Requirements: non-lawful, arcana 4, nature 4, able to cast 3rd level or higher electricity and sonic spell
Class Skills (4 +Int): concentration, craft, intimidate, jump, arcane, nature, listen, profession, spellcraft, survival, martial lore.
LV BA Frt Ref Wll Feature
1 0 2 2 0 +1 existing spell casting, Storm Spell Power
2 1 3 3 0 +1 existing spell casting, Thunderclap
3 1 3 3 1 +1 existing spell casting, Eye of the Storm
4 2 4 4 1 +1 existing spell casting, Thunderbolt
5 2 4 4 1 +1 existing spell casting, Lord of the Storm
Storm Spell power: +2 CL on air, electricity, sonic, or water spells
Thunderclap: lose any spell or slot as a standard action to generate 30’ radius burst of sonic energy dealing 1d4/spell level to all targets except the caster, any creature damage is stunned for one round. Fort save halves damage and negates stun.
Eye of the Storm: ignore penalties to ranged attacks and listen checks due to winds, at 8th level share this protection with allies within 30 as a free action.
Thunderbolt: any spell that deals electricity damage deals 1 extra sonic damage per spell level and stuns foes for one round unless they make Fort save (= to DC of spell).
Lord of the Storm: gain resistance electricity and sonic 30, immune to being blown away, knocked down or checked by high winds, +2 competency bonus to saves vs. spells with air or water descriptor  

Stormsinger

Stormsinger is a more popular path for bards in primitive cultures, as the affects of weather are all the more importance to such peoples. They are particularly common in the Far North.
HD: d6
Requirements: concentration 8, arcana 8, geography 4, nature 4, perform sing 8, spellcraft 4, storm magic feat, bardic music.
Class Skills (4+Int): climb, concentration, craft, diplomacy, jump, arcana, geography, nature, listen, perform, profession, spellcraft, spot, survival, swim.
LV BA Frt Ref Wll Features
1 0 0 2 2 +1 existing spellcasting, bardic music, stormsong (gust of wind)
2 1 0 3 3 +1 existing spellcasting, Stormpower
3 1 1 3 3 +1 existing spellcasting, Stormsong (thunderstrike)
4 2 1 4 4 +1 existing spellcasting, Resist electricity 5
5 2 1 4 4 +1 existing spellcasting, Stormsong (control winds)
6 3 2 5 5 +1 existing spellcasting, Resist electricity 10
7 3 2 5 5 +1 existing spellcasting, stormsong (winter’s ballad)
8 4 2 6 6 +1 existing spellcasting, Resist electricity 15
9 4 3 6 6 +1 existing spellcasting, Stormsong (greater thunderstrike)
10 5 3 7 7 +1 existing spellcasting, Stormsong (storm of vengeance)
Bardic Music: levels stacks for determining bardic music per day.
Stormsong: uses bardic music uses. Detect natural storms 24 hours in advance. Saves are DC 10 + Class level + CHA.
Gust of Wind: 9 ranks in perform as spell with CL = Ranks in Sing.
Thunderstrike: 11 ranks in sing; bolt ranged touch attack with range 60’ deals electricity damage = perform check, reflex for half, if fails make fort save or be deafened for rounds = damage dealt.
Control Winds: 13 ranks in sing as spell with duration of concentration + 3 rounds, CL = ranks in Perform.
Winter’s Ballad: 15 ranks in sing as control weather but duration is concentration n+ 1d6 hours, CL = Ranks.
Greater Thunderstrike: 17 ranks sing; line of lightning 60 from stormsinger, deals damage = perform check, reflex for half, those that fail the save make fortitude save or take 2d6 sonic and permanently deafened, uses two bardic music uses.
Storm of Vengeance: 18 ranks in perform sing, as spell, CL + ranks in perform, max 25th, uses 4 bardic musics.
Stormpower: +2 on perform sing checks to use stormsong powers and +2 caster level when temperature is cold or colder, 40 degrees or less or when she is in a storm.  

Sublime Chord

The Sublime is a bard whose mastery of arcane spellcasting has no second. There are quite a few among the Fochlucan College although must sublime chords are independent sorts who chafe at the constraints of an organization.
HD: d6
Requirements: arcana 13, listen 13, perform 10, profession astrologer 6, spellcraft 6, able to cast level 3 arcane spells, bardic music ability,
Class Skills (6+Int): concentration, craft, decipher script, diplomacy, knowledge all, listen, perform, profession, search, speak language, spellcraft, spot.
LV BA Frt Ref Wll Features 4 5 6 7 8 9
1 0 0 0 2 Bardic lore, bardic music, 2/2 1/1
2 1 0 0 3 Song of arcane power 2/4 2/2
3 1 1 1 3 3/4 2/2 1/1
4 2 1 1 4 3/4 3/3 2/2
5 2 1 1 4 3/4 3/3 2/2 1/1
6 3 2 2 5 Song of timelessness 4/4 3/4 3/3 2/2
7 3 2 2 5 4/4 4/4 3/3 2/2 1/1
8 4 2 2 6 4/4 4/4 3/4 3/3 2/2
9 4 3 3 6 4/4 4/4 4/4 3/3 2/2 1/1
10 5 3 3 7 Song of Cosmic Fire 5/4 4/4 4/4 3/4 3/3 2/2
Spells per day: cast arcane spells all based on CHA, listed in table as spells per day/ spells known. All are chosen form the wizards list. The cast level for spells is = to class level + the level of any other arcane casting the character has. Can replace a spell known every even numbered class level starting at 4th.
Bardic Knowledge: as bard.
Bardic Music: gain songs per days as each class level counts as ½ a bard level. Do not progress songs types or effects as bard, instead gain new songs:
Song of arcane power, perform 12 as move action give bonus to spell cast by the end of next turn. based on perform check: a check of 9 or lower, CL + 0, 10-19 CL +1, 20-29 CL +2, 30+ CL +4.
Song of Timelessness: as standard action envelop a creature in 60’ in bubble of timelessness. A will save negates dc 10 + class level +CHA. The target can take no actions but can’t be effected by any force until the effect ends, with the stop of the song up to a minute per level.
Song of Cosmic Fire: use 2 bardic musics to create 20 radius spread of fire anywhere within 100 deals damage = perform check with reflex save for half  

Sword of Madriel

Those few followers of Madriel who sacrifice their own purity by picking up the sword and defending those who require it. They use violence only as a last resort.
HD: d10
Requirements: Able to cast 2nd level divine spells, improved toughness, BA +6
Role Playing: Worship Madriel, have reason/story to explain the need for violence.
Class Skills: ( 4+INT): Balance, Climb, Religion, Heal, Spot, Listen, Rope Use, Tumble, Spellcraft, Concentration,
LV BA Frt Ref Wll Features
1 1 2 0 2 +1 divine spellcasting, Merciful Strike, Channel Energy
2 2 3 0 3 +1 divine spellcasting, Retributive Strike
3 3 3 1 3 +1 divine spellcasting, Protect the Innocent
4 4 4 1 4 +1 divine spellcasting, Protective Magics
5 5 4 1 4 +1 divine spellcasting, Martyr’s Blood
Merciful Strike: Swords of Madriel have no penalty to strike a foe with non-lethal damage.
Channel Energy: levels of this class stack with other classes that give channel energy.
Protect the Innocent: You may apply any fighting defensive bonus or complete defense AC bonus to all adjacent allies who do not threaten any squares and who have not taken hostile actions this encounter.
Retributive Strike: If you make a melee attack against a foe that struck you or an adjacent ally following the end of your last turn, all of your melee attacks against that foe gain a +2 morale bonus on attack rolls and damage rolls.
Protective Magics: All abjuration spells you cast that target only you and/or your allies are considered to be +2 caster level.
Martyr’s Blood: Once you are at or below half your hit points, any time you take slashing or piercing damage from a melee, ranged or effect, all adjacent allies heal 2 hit points and adjacent undead take 2 damage (no save).  

Shadowcraft Adept

The Shadowcraft Mage is a master of illusions and shadow magics. In ancient days it was a traditional path for gnomes, now it is more likely to be a human wizard who worships Mask, a drow or dark elf, or an ambitious Halfling.
HD: d4
Requirements:, bluff 4, hide 4, spell focus illusion, able to cast 2 illusion spells at least one of which must be a shadow spell of 4th level or higher.
Class Skills: (4+INT): bluff, concentration, disguise, hide, arcana, move silently, perform, search, spellcraft, spot.
LV BA Frt Ref Wll Features
1 0 0 0 2 +1 existing casting, cloak of shadow
2 1 0 0 3 +1 existing casting, silent illusion
3 1 1 1 3 +1 existing casting, Darkvision 60’
4 2 1 1 4 +1 existing casting, extended illusion
5 2 1 1 4 +1 existing casting, powerful shadow magic
Cloak of Shadow: gain concealment, miss chance = 15 + 5% per class level (including darkvision and lowlight), resume or stooped as free action.
Silent Illusion: all illusion spells no longer require verbal components.
Darkvision: permanently as spell.
Extended Illusion: the duration of any spell or SLA from illusion school is doubled.
Shadow Walk: as spell 1/day with CL = Class level.
Powerful Shadow Magic: the spells shadow conjuration, shadow evocation, greater shadow conjuration, greater shadow evocation, and shades spells increases by 20%, this includes figment spells transformed in showdown spells via the shadow illusion power.  

Sniper

Arcane casters whose methodology makes use of spells fired from the safety of a hidden and distant spot are likely to be spellwarp snipers. This a favorite of kobold and goblin sorcerers.
HD: d6
Requirements: Concentration 8, spellcraft 8, Point Blank shot, 3rd level spells, sneak attack or sudden strike 1d6.
Class Skills: (6+INT): Concentration, craft, hide, intimidate, arcane, move silently, profession, spellcraft, spot, martial lore
LV BA Frt Ref Wll Features
1 0 0 0 2 +1 spellcasting, Spellwarp, Weapon Focus Ray
2 1 0 0 3 +1 spellcasting, Sudden raystrike 1d6
3 2 1 1 3 +1 spellcasting, Precise shot,
4 3 1 1 4 +1 spellcasting, Sudden raystrike +2d6
5 3 1 1 4 +1 spellcasting, Ray mastery, Sudden Ray Empower
Spellwarp: Change a instantaneous damaging area spell as you cast it into a ray spell of spell level = to class level.
Weapon Focus Ray: you gain this as a bonus feat
Sudden raystrike: as sneak attack but only with ray spells, additional damage if foe is denied DEX to your attack.
Ray mastery: your sudden raystrike damage is applicable out to 60’. You can use a ray spell to coup de grace an adjacent target.
Sudden Ray Empower: Once per day you can empower a single ray spell (including a spellwarped one).  

Spell Fist

The Spell Fist combines the unarmed combat of the monk with casting. A number of brothers of the Dragon and Phoenix Clan follow such a path, being retired Shugenja who have started a new life in a monastery. A few can be found outside of Rokugan, mostly in Harad and Ashalan.
HD: d8
Requirements: concentration 8, martial lore 5, spellcraft 5, combat casting, improved unarmed strike, stunning fist, caster level 3.
Role Playing Requirement: training with an order of monks,
Class Skills (6+Int): balance, climb, hide, jump, arcana, religion, listen, move silently, profession, spellcraft, spot, swim, tumble, martial lore, mysticism.
LV BA Frt Ref Wll Features
1 0 0 2 2 Ki strike (magic), monk abilities
2 1 0 3 3 +1 casting, fist of energy
3 2 1 3 3 +1 casting, Spell fist
4 3 1 4 4 +1 casting,
5 3 1 4 4 +1 casting, Magic rejuvenation
6 4 2 5 5 Fist of energy (burst)
7 5 2 5 5 +1 casting, hold ray
8 6 2 6 6 +1 casting,
9 6 3 6 6 +1 casting, Diamond soul
10 7 3 7 7 +1 casting,
Monk abilities: add class levels for monk ac bonus, unarmed strike damage, speed bonus and daily attempts of stunning fist. If no monk levels then treat as monk = class level but no WIS to AC.
Fist of Energy: 1/round as free action use stunning gist to give unarmed strike 1d6 of fire or electricity damage, at 6th level gains burst ability, dealing +2d6 more damage on a successful critical hit.
Spell Fist: use a stunning fist use as part of a full round action, cast a spell that does not provoke that is either a ray, touch, or area spell, make a single unarmed strike at highest base attack. This attack deals damage as normal and delivers the spell as a touch attack. An area spell affects only the target.
Magic rejuvenation: as a move action sacrifice spells or slots to gain hit points = spells level, you may do so once a round.
Hold Ray: use ray effects as a touched spell, you are considered to be ‘holding the charge’, may be delivered as part of an unarmed strike.
Diamond soul: gain SR 10 + monk levels + class level.  

Ultimate Magus

The Ultimate Magus follows the difficult path of both prepared and spontaneous arcane spellcasting. For such a difficult path comes great power and versatility for those with the fortitude to master both.
HD: d4
Requirements: arcane 4, spellcraft 8, any metamagic feat, spontaneously cast 1st level arcane spells, 2nd level arcane spells prepared from spellbook.
Class Skills (2 +Int): concentration, craft, decipher script, knowledge all, profession, spellcraft, use magic device,
LV BA Frt Ref Wll Features
1 0 0 0 2 +1 lowest arcane spellcasting, arcane spell power +1
2 1 0 0 3 +1 to both arcane casting types, expanded spell knowledge (1st)
3 1 1 1 3 +1 to both arcane casting types, Augment casting
4 2 1 1 4 +1 lowest arcane spellcasting, arcane spell power +2, expanded spell knowledge (2nd)
5 2 1 1 4 +1 to both arcane casting types, bonus feat
6 3 2 2 5 +1 to both arcane casting types, expanded spell knowledge (3rd)
7 3 2 2 5 +1 lowest arcane spellcasting, arcane spell power +3
8 4 2 2 6 +1 to both arcane casting types, expanded spell knowledge (4th)
9 4 3 3 6 +1 to both arcane casting types, bonus feat
10 5 3 3 7 +1 to both arcane casting types, arcane spell power +4, expanded spell knowledge (5th)
Spellcasting: lowest level arcane casting is based on caster level.
Arcane spell power: increase caster level for both spellcasting progressions.
Expanded Spell knowledge: add a spell of this level or lower from your spell book to your spells known list.
Augment casting: sacrifice a spell or spell slot to add a metamagic effect to a cast spell of the other kind. The spell to be effective cant be of a level higher then ½ class level. The slot or spell must equal or exceed the adjustment. Use this 3+1/2 class level/day.
Bonus feat: metamagic feat only  

Walker in the Waste

The Desert is a harsh and unforgiving place. Those who dwell there often feel the pull of unholy magics and gods who would make their struggles easier, but at the price of their souls. Divine casters who worship Vecna, Tiamat, Asmodeus and especially Orcus are likely to become Walkers in the Waste. They can be found in the Burning Sands (where they are hated and feared), in the Senpat Empire (where they command great respect and station), and in the Wastes of Harad (where they do as they please).
HD: d6
Requirements: non-good, heat endurance, able to cast 3rd level spells.
Role Playing requirements: must be from a desert culture: Dartar, Harad, Senpat.
Class Skills (4+Int): concentration, craft alchemy, decipher script, heal, intimidate, arcana, geography, nature, profession, spellcraft, survival, marital lore.
LV BA Frt Ref Wll Features
1 0 0 0 2 Desiccating touch 1d6,
2 1 0 0 3 +1 existing spellcasting, the wasting,
3 1 1 1 3 +1 existing spellcasting, desiccating touch 2d6, local drought
4 2 1 1 4 +1 existing spellcasting, withering toughness
5 2 1 1 4 +1 existing spellcasting, desiccating touch 3d6,
6 3 2 2 5 +1 existing spellcasting, sandform
7 3 2 2 5 +1 existing spellcasting, desiccating touch 4d6
8 4 2 2 6 +1 existing spellcasting, create salt mummy
9 4 3 3 6 +1 existing spellcasting, desiccating touch 5d6, greater drought
10 5 3 3 7 Dry Lich
Desiccating Touch: melee touch deals the above desiccating damage, fort save DC 10 + class level + WIS for half. This damage can only be delivered once per round.
The Wasting: 1/day blow sand into face of living opponent within 20’ as a standard action that provokes, they make reflex save to avoid, otherwise afflicted with the disease known as the wasting (SS 21).
Local Drought: you have a 20’ radius aura of the desert, increasing temp. One step or two hot, whichever is hotter.
Withered Toughness: natural armor +2, immune to dehydration, heat, sun glare and sunburn affects.
Sand Form: for rounds per day equal to class level become sand as spell of same name (SS 119).
Create Sand golem: you can create sand golems (SS 182) without the feat.
Create Salt Mummy: you an create salt mummies (SS 94)
Greater Drought: radius is 100’ and increases temperature 2 steps or to severe heat whichever is hotter.
Dry Lich: you gain the dry lich template after under going the ritual.  

Wanderer of the Way

  HD: d8
Requirements: BA +4, religion 8, knowledge geography 8, knowledge planes 4, knowledge history 4, 2nd level divine spells,
Role Playing Requirement: Celestian as patron deity.
Class Skills (6+Int): Balance, Bluff, climb, concentrate, Hide, move silently, jump, swim, tumble, martial lore, ride, geography, religion, history, planes, gather information, survival, heal, handle animal, spellcraft
LV BA Frt Ref Wll Features
1 0 0 0 2 +1 divine spellcasting, Never Ending Journey
2 1 0 0 3 +1 divine spellcasting, +1 level channel energy progression,
3 2 1 1 3 +1 divine spellcasting, Advanced Plane Shift, Maze Immunity, Fast Movement
4 3 1 1 4 +1 divine spellcasting, +1 level channel energy progression,
5 3 1 1 4 +1 divine spellcasting, Find the Path, Unanticipated Teleport
Never Ending journey: You and your mount if you have one, never tire while traveling. There is no limits to who long you can travel. You still need food and water and do not regain spells unless you sleep as normal.
Channel Energy Progression: 2nd and 4th level count towards any channel energy abilities you may have,
Fast Movement: You gain a +10 bonus to all movement speeds you have. This stacks with all other bonuses.
Advanced Plane Shift: when using the plane shift spell you can choose a destination other than the first plane to arrive at.
Maze Immunity: you may exist from the maze spell in 1 round regardless of results of roll.
Unanticipated Teleport: Anticipate teleport affects do not delay your arrival. If you are the originator of the teleport affect then there is also no warning given or delay for yourself and anyone else you included in the effect.
Find the Path (sp): once per day, as the spell, caster level equals character level.  

Wavekeeper of Mare

The Wavekeeper is a priest of Mare with incredible control over the ocean. They are valued members of many ship’s crews and can be found in large numbers among the sea elves.
HD: d8
Requirements: any neutral, BA +4, survival 8, swim 5, able to cast 1st level divine spells,
Role Playing: worship Mare
Class Skills (6 +Int): concentration, craft, handle animal, heal, hide, intimidate, jump, nature, listen, move silently, profession, search, spellcraft, spot, survival, swim, martial lore.
LV BA Frt Ref Will Feature
1 0 2 0 2 Masterful swimmer, Storm Resistance
2 1 3 0 3 +1 existing divine casting,
3 2 3 1 3 +1 existing divine casting, Mastery of breath,
4 3 4 1 4 +1 existing divine casting, water breathing,
5 3 4 1 4 +1 existing divine casting, Current Master
6 4 5 2 5 +1 existing divine casting, Shocking weapon
7 5 5 2 5 +1 existing divine casting, Wave Form,
8 6 6 2 6 +1 existing divine casting, Shocking Burst Weapon.
9 6 6 3 6 +1 existing divine casting, Wave form (huge)
10 7 7 3 7 +1 existing divine casting, Call of the Abyss,
Masterful swimmer: either give swim speed of 20 or increase existing swim speed by 10.
Storm Resistance: you gain electrical resistance 30 and suffer no ill effects of wind.
Mastery of Breath: you are amphibious and able to breathe water or air.
Water breathing: once per day per class level as spell with CL = class level with double duration with a range of touch.
Current Mastery: change current within 30 to either affect you and move 10/round, 20/round at 10th level or increase speed of ship.
Shocking Weapon: as free action, give weapon or unarmed attack the shocking weapon ability (+1d6 electrical damage), you can do so for 1 round per class level per day. At 8th level this becomes the shocking burst weapon ability.
Wave Form: as wildshape take form of water elemental (small, medium or large with huge at level 9), gain all normal, extraordinary, supernatural or spell like abilities.
Call of the Abyss: 1/day call forth an elder water elemental. This requires a full round action, the creature remains and serves faithfully for 1 minute.  

War Chanter

War-like cultures often use music to inspire their warriors before battle. They can be found as drummers and skalds among the northern tribes of Orcs and Humans and in many other permutations throughout the world
HD: d8
Requirements: nonlawful, BA +4, perform (sing or oratory) 6, combat expertise, weapon focus, inspire courage ability
Class Skills (6+Int): balance, climb, concentration, craft, diplomacy, escape artist, gather information, intimidate, jump, perform, profession, sense motive, swim, martial lore.
LV BA Frt Ref Wll Feature
1 1 2 0 0 Inspire Toughness, War Chanter Music,
2 2 3 0 0 +1 existing arcane spellcasting
3 3 3 1 1 Combine Songs, Inspire Recklessness
4 4 4 1 1 +1 existing arcane spellcasting,
5 5 4 1 1 Singing Shout
War Chanter Music: stacks with bard for usage of bardic music, War Chanter music uses bardic music usages.
Inspire Toughness: w/ 9 ranks of perform+2 temporary hit points per class level to all allies able to hear, lasts perform + 5 rounds, at 6th level also includes the diehard feat affect.
Inspire Courage: class levels stack with bard levels for inspire courage only.
Inspire Recklessness: w/ 12 ranks in perform give one ally in 60 (including himself) for perform + 5 rounds the ability to subtract from AC and add to attack rolls as a morale bonus, must be chosen on their turn and lasts until the start of their next turn. The penalty can not be greater than base attack.
Combine Songs: w/ 12 ranks in perform combine two types of bardic music or war chanter music to provide the bonuses of both. This still requires two usages.
Singing Shout: as standard action all allies including self in 60 gain +4 enhancement bonus to STR for rounds = ½ class level.  

War Priest

This generic divine prestige class is open to a number of priesthoods of war-like gods. This includes the followers of Bahamut, Tyr, Moradin, Corelleon, Asmodeus, Tiamat, Thyrm, and Gruumsh.
HD: d10
Requirements: BA +5, diplomacy 8, sense motive 5, combat casting, able to cast one divine spell from one of the following domain lists, destruction, protection strength or war, channel energy,
Class Skills (4+Int): concentration, craft, diplomacy, handle animal, history, ride, sense motive, spellcraft, swim, martial lore,
LV BA Frt Ref Wll Feature
1 1 2 0 0 Bonus domain, rally,
2 2 3 0 0 +1 divine casting, inflame +2,
3 3 3 1 1 +1 divine casting, Mass cure light wounds,
4 4 4 1 1 +1 divine casting, inflame +4,
5 5 4 1 1 +1 divine casting, Fear aura,
6 6 5 2 2 +1 divine casting, inflame +6,
7 7 5 2 2 +1 divine casting, Haste,
8 8 6 2 2 +1 divine casting,
9 9 6 3 3 +1 divine casting,
10 10 7 3 3 +3 implacable foe, inflame +8, Mass Heal,
Bonus domain: gain glory domain if good or neutral or domination domain if evil or neutral.
Rally: if not currently under fear affect use as standard action to give all allies another save against and ongoing fear affect with a +1 morale bonus per class level.
Inflame: as full round action, all allies who can hear gain morale bonus against charm and fear effects, this lasts for rounds = class level.
Mass cure light wounds: as SLA 1/day at CL = to highest divine casting level.
Fear Aura: 1/day emanate fear aura in 20’ radius for 1 round per class level, will save DC 10 + class level + CHA or be affected as if fear spell.
Haste: 3/day as SLA.
Mass heal: 1/day as SLA at caster level = highest divine caster level.
Implacable Foe: activate as move action but requires ongoing concentration, all allies within 100 can continue to act normally from 0 hps to -19 hps. They die as normal if reduced -20 or leave the 100 radius. If you turn undead this ability works on the living, if you rebuke it only works on undead.  

War Weaver

The War Weaver uses an intricate technique of connecting individuals and casting spells to share magical effects amongst their allies, greatly enhancing their abilities, especially on the battle field.
HD: d4
Requirements: craft weaving 6, arcana 6, enlarge spell, 3rd level arcane spells
Class Skills: (2+INT): concentration, craft, arcana, profession, spellcraft, martial lore
LV BA Frt Ref Wll Feature
1 0 0 0 2 Eldritch Tapestry
2 1 0 0 3 +1 existing arcane casting, quiescent weaving 1,
3 1 1 1 3 +1 existing arcane casting, quiescent weaving 2,
4 2 1 1 4 +1 existing arcane casting, quiescent weaving 3,
5 2 1 1 4 +1 existing arcane casting, quiescent weaving 4, enlarge tapestry,
Eldritch Tapestry: link yourself in a weave with allies (# = CHA/INT) and when you cast a non-personal harmless spell with level = to or less then your class level, it affects all in the weave with a single casting. Doesn’t change the range, must still touch all if its touch range.
Quiescent weaving: you may cast spells and store then in the weave, then as move action release them all at once through your eldritch tapestry, the number of spells in the weave are listed in the chart above, the max level of the spells = class level. The range of spells doesn’t change.
Enlarge Tapestry: spells you cast through eldritch tapestry have range increased one step, touch to close, close to medium, and so forth.
Background: War Weavers are rare, a specific Marble Order of war wizards practice weave magic, otherwise most exist only in scattered mercenary and war bands.  

Wild mage 

Wild Mages have existing for as long as humanoids have tried to tame the forces of magic. Most are spontaneous casters but wild mage wizards do exists. Wildmages make use of the powers of chaos to enhance their magics, sometimes with spectacular results.
HD: d4
Requirements: Chaotic, planes 4, spellcraft 8, use magic device 4, , any metamagic feat, arcane caster level 1st.
Class Skills (2+Int): concentration, craft, intimidate, knowledge all, profession, spellcraft, use magic device.
LV. BA Frt Ref Wll Feature
1 0 0 2 0 +1 existing arcane casting, Wild magic
2 1 0 3 0 +1 existing arcane casting, Random deflector 1/d
3 1 1 3 1 +1 existing arcane casting, student of chaos
4 2 1 4 1 +1 existing arcane casting,
5 2 1 4 1 +1 existing arcane casting, Random deflector 2/day
6 3 2 5 2 +1 existing arcane casting, chaotic mind
7 3 2 5 2 +1 existing arcane casting,
8 4 2 6 2 +1 existing arcane casting, Random deflector 3/day
9 4 3 6 3 +1 existing arcane casting,
10 5 3 7 3 +1 existing arcane casting, wildstrike
Wild Magic: reduce caster level by 3, then roll 1d6 and add that to your caster level.
Random Deflector: as immediate action active deflector until start of your next turn. Redirects ranged attacks, ranged touch attacks and individually targeted spells to random target within 20’ including the wildmage.
Student of Chaos: when using a magic item with random effect roll twice and chose.
Chaotic Mind: immune to confusion and insanity spells.
Wildstrike: 1/day affects single creature within 60’ in aura of colors for 2d 6 rounds, no save but SR. When that creature tries to cast spells or spell-like abilities there is a 50% it creates a rod of wonder affect instead.
Background: The free spirited Elven people are drawn to the wild mage are too are the chaos-oriented goblins. This class can be found anywhere but seem to be drawn to areas with a heavy connection to the planes of chaos (Arborea and the Abyss).

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