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Divine Prestige Classes

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1 Divine Prestige Classes on Sat Oct 30, 2010 10:17 am

Divine Champion

(PRESTIGE CLASS)

A divine champion is the strong right arm of her deity. She serves as a guardian of holy sites, a protector of pilgrims, and a leader of crusades. Though paladins fill this role in many good-aligned churches, a divine champion may take up the banner of any deity regardless of alignment or ethos. These holy warriors are loved by their patron’s worshipers and hated by the church’s enemies in equal measure. Most champions come from a combat or military background. Barbarians, fighters, paladins, and rangers are the most common candidates, though monks, clerics, and the more militant druids frequently pursue this path as well.

Requirements:
• Base Attack Bonus: +7
• Feats: Weapon Focus (any).

Class Features:
• Hit Die: d10
• Base Attack Bonus: High
• High Saves: Fortitude and Reflex
• Weapon Proficiencies: Simple and martial weapons.
• Armor Proficiencies: None.
• Skill Points: 2 + Int modifier
• Class Skills: Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Discipline, Lore, and Parry.
• Lay on Hands: Once per day a 1st-level divine champion may lan on hands to heal damage equal to his Charisma bonus x his divine champion level. If the character already has a lay on hands ability (for example, thanks to paladin levels), his divine champion level and his class level in whatever other class gives him the lay on hands ability stack.
• Bonus Feat: At 2nd level, the divine champion may select a bonus feat from the following list: Blind-Fight, Combat Expertise, Dodge, Exotic Weapon Proficiency, Extra Turning, Improved Combat Expertise, Improved Critical (any), Improved Initiative, Improved Parry, Weapon Focus (any). At his 4th, 6th, 8th, and 10th levels, the divine champion may choose another bonus feat from this list.
• Sacred Defense: A divine champion of 2nd level gains a +1 sacred bonus on all saves. This bonus increases to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level.
• Smite Infidel: At 3rd level, the divine champion gains the ability to smite infidels. This ability functions just like the smite good or smite evil abilities of other classes, but it may be used against any creature whose alignment differs from the divine champion’s. If the divine champion accidentally attempts to smite a creature of the same alignment as himself, the effect fails and his smite attempt is wasted for the day. This ability may be used once per day.
• Divine Wrath: At 5th level, once per day, the divine champion is capable of channeling the awesome fury of his patron deity, granting him considerable bonuses in combat. He gains damage reduction 5/- and a +3 sacred bonus on attack rolls, weapon damage, and saving throws. The divine fury lasts for one round per point of Charisma bonus the divine champion has.

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2 Harper Agent on Sat Oct 30, 2010 10:19 am

Harper Agent

(PRESTIGE CLASS)

The semi-secret organization known as the Harpers has members scattered all across the region. These individuals are dedicated to battling evil, discovering and preserving forgotten lore, and maintaining the balance between nature and civilization. Harper agents are the “field agents” of the Harper organization, acting directly to gather intelligence and eliminate threats to the greater good. Bards are the most common candidates for the Harper agent prestige class, but they are by no means the only qualified characters. Rangers, rogues, sorcerers, and wizards all possess the diversity of skill and ability necessary to become Harper agents. Barbarians, fighters, and paladins rarely become Harper agents because they lack the subtlety for the work.

Requirements:
• Alignment: Any nonevil.
• Skills: Diplomacy 8 ranks, Lore 4 ranks, Survival 2 ranks.
• Feats: Alertness, Iron Will
• Spellcasting: You must have at least one level of a spellcasting class to become a Harper agent.

Class Features:
• Hit Die: d6
• Base Attack Bonus: Medium
• High Saves: Will
• Weapon Proficiencies: Simple weapons.
• Armor Proficiencies: Light armor.
• Skill Points: 6 + Int modifier
• Class Skills: Appraise, Bluff, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Diplomacy, Discipline, Hide, Listen, Lore, Move Silently, Perform, Sleight of Hand, Survival, Taunt, and Tumble.
• Spells per Day / Spells Known: Starting at second level and every level after that the Harper agent progresses in a selected spellcasting class. When the player first chooses this prestige class if they have multiple spellcasting classes they choose which one they advance in.
• Harper Knowledge: Like a bard, a Harper agent has a knack for picking up odds and ends of knowledge. This ability works exactly like the bardic knowledge ability of the bard class. If a Harper agent has bard levels, the character’s Harper agent levels and bard levels stack for bardic knowledge.
• Deiner’s Eye: At 2nd level, the Harper agent gains a +3 sacred bonus to saving throws against traps. This is a supernatural ability.
• Lliira’s Heart: At 2nd level, the Harper agent gains a +2 sacred bonus to saving throws against mind-affecting spells. This is a supernatural ability.
• Tymora’s Smile: At 3rd level, once per day, the Harper agent or a target receives a +2 sacred bonus on all saving throws for 5 turns. This is a supernatural ability.
• Lurue’s Voice: At 4th level, the Harper agent may use this ability to cast dominate animal as per the spell, three times a day.
• Mystra’s Boon: At 5th level, the Harper agent gains a +2 sacred bonus on all saves against spells.

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3 War Priest on Sat Oct 30, 2010 10:23 am

War Priest

(PRESTIGE CLASS)

Warpriests are fierce, earthy clerics who pray for peace but prepare for war. Their strong wills, powerful personalities, and devotion to their deities make them fearsome combatants. Warpriests are experts of group warfare and have many powers to protect and rally their allies while terrifying their foes. Clerics, druids, rangers, and paladins can become warpriests to enhance their party’s fighting abilities.

Requirements:
• Base Attack Bonus: +5
• Spellcasting: Able to cast 4th level divine spells.
• Skills: Diplomacy 8 ranks, Spot 5 ranks.
• Feats: Combat Casting.

Class Features:
• Hit Die: d10
• Base Attack Bonus: High
• High Saves: Fortitude
• Weapon Proficiencies: Simple and martial weapons.
• Armor Proficiencies: All armors (light, medium, and heavy), and all shields (including tower shields).
• Skill Points: 2 + Int modifier
• Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Discipline, Heal, Intimidate, Lore, Parry, Spellcraft, and Taunt.
• Divine Spellcasting: At each even-numbered level, warpriests gain new spells per day and an added level of effective spellcasting in whatever divine spellcasting class gave them access to 4th-level divine spells when becoming a warpriest. If a character has multiple classes that give him access to 4th-level divine spells, he must choose which spellcasting class will benefit from warpriest levels when first selecting this prestige class.
• War Glory: All allies within 10’ of the warpriest have +1 to hit, though the warpriest himself does not gain this bonus. All enemis within the same ranger suffer a -1 morale penalty to saving throws and this penalty cannot be resisted in any way (though leaving the radius instantly cancels the effect). This power is always active.
• Inflame: Starting at 2nd level, a warpriest can use this ability to grant himself and all allies within 40’ a bonus to saving throws vs. fear and mind effects for five rounds. This bonus is +2 at level 2 and becomes +4 at level 4, +6 at level 6, and +8 at level 10.
• Remove Fear: A warpriest may cast the remove fear spell once per day per level of warpriest.
• Mass cure light wounds: Upon reaching 3rd level, a warpriest may cast mass cure light wounds once per day as a spell-like ability. The warpriests’s class level is used to determine the caster level of this spell.
• Fear Aura: At 5th level, a warpriest can create an aura of fear that affects all enemies within 20’. Foes must make a Will save (DC 10 + warpriest class level + Charisma modifier) or be affected by the fear spell. This power can be used once per day.
• Battletide: At 6th level, a warpriest can cast battletide as a spell-like ability once per day. The warpriests’s class level is used to determine the caster level of this spell.
• Haste: At 7th level, a warpriest can cast haste as a spell-like ability three times per day. The warpriest’s class level is used to determine the caster level of this spell.
• Mass Heal: At 9th level, a warpriest can cast mass heal as a spell-like ability once per day. The warpriest’s class level is used to determine the caster level of this spell.
• Implacable Foe: At 10th level, a warpriest can bestow all allies within 30’ (though not himself) an extra +20 hit points. This ability halves the warpriests’s movement for 10 rounds. After ten rounds, all recipients lose 20 hit points. This ability may be used once per day.

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4 Black Flame Zealot on Sat Oct 30, 2010 10:25 am


PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 10 levels.
The Order of the Black Flame is the hidden blade of their faith, a secret society of holy slayers devoted to the worship of a dark deity of fire and destruction. Trained in unholy rites, the black flame zealots use stealth, divine magic, and the zeal of fanaticism to destroy those who have given offense to their god. Even great rulers are not above the deity's wrath, since the Order is a sanctioned and respected means for the wealthy and powerful to pursue vendettas.
Clerics and particularly devout rogues or fighters most often become black flame zealots. A small number of the order's members are high-ranking clerics who keep an eye open for fellow devotees who seem like suitable candidates.
Requirements:
Alignment: Any nongood.
Spellcasting: Able to cast 2nd level divine spells.
Skills: Hide 8 ranks, Lore 8 ranks, Move Silently 8 ranks.
Feats: Iron Will, 1d6 Sneak Attack damage
Class Features:
Hit Die: d6
Base Attack Bonus: Medium.
High Saves: Reflex, Will.
Weapon Proficiencies: None.
Armor Proficiencies: None.
Skill Points: 4 + Int modifier.
Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Hide, Listen, Lore, Move Silently, Open Lock, Search, Sleight of Hand, Spellcraft, Spot, and Tumble.
Class Abilities:
Divine Spellcasting: At each even-numbered black flame zealot level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level.
Zealous Heart: A black flame zealot is immune to fear, magical or otherwise. Unlike a paladin's aura of courage, this confers no special benefits on his companions. A Black Flame Zealot gains this ability at first level.
Poison Use: At 2nd level, a black flame zealot gains the ability to use poison safely, as the assassin ability.
Death Attack: At 3rd level, the black flame zealot can make a special sneak attack called a death attack. This ability adds to the rogue's sneak attack ability, adding an extra 1d6 points of damage. This bonus rises to +2d6 at 6th level, and +3d6 at 9th level. If used against an opponent not already in combat, a successful Death Attack forces the victim to make a Fortitude save or become paralyzed.
Sacred Flame: Beginning at 7th level, at will, a black flame zealot can command the melee weapons in his possession to burn with a black, deadly fire. The weapons gain the flaming ability, dealing 1d6 points of fire damage per successful attack in addition to its normal weapon damage.
Death Touch: Avengers and Black Flame Zealots gain a death touch ability (1 minute cooldown). This ability takes 2 rounds to cast and rolls 1d6 for each level of Avenger, BFZ, and Assassin and compares that to the target's health. If the roll is higher, the creature dies (if not immune to death magic and crits). This is a replacement ability to make up for the loss of DC on Death Attack (it doesn't account for class levels).

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5 Child Of Night on Sat Oct 30, 2010 10:27 am

Night
Children of night are more than spellcasters, more than scholars, and they claim to be more than mortal. For those who have the will and the depth of knowledge to join their ranks, ascension beyond the earthly form awaits, for the children of night become the stuff of shadow itself.
Requirements
Skills: Lore 12.
Spellcasting: 2nd level.
MUST worship Shar
Class Features
HD: d6
BAB: Low
High Saves: Will
Weapon and Armor proficiency: None
Class Skills: Craft Armor, Craft Weapon, Concentration, Hide, Intimidate, Listen, Lore, Move Silently, Spellcraft, and Spot.
Skill points: 2 + Int modifier
Class Abilities
Level 1: Cloak of Shadows, Cold Resistance 5, Spellcasting Progression
Level 2:
Level 3: Dancing Shadows 1/day
Level 4:
Level 5: Cold Resistance 10
Level 6:
Level 7: Dancing Shadows 2/day
Level 8:
Level 9: Cold Resistance 15
Level 10: Dancing Shadows 3/day, Night Form
Spellcasting: Beginning at 2nd level and every level after that, you gain new spells per day and an increase in caster level and spells known as if you had also attained a level in a casting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained such as bonus feats. If you had more than one spellcasting class before becoming a child of night, you must decide which class to progress in. This is a 9/10 progression class in either Divine, Arcane, or Invocation magic.
Cloak of Shadows: Your flesh takes on a hazy, almost translucent hue, granting a bonus equal to your child of night level on Hide checks. At 6th level you become immune to poisons and diseases. At 8th level, your form permanently becomes hazy and you continually have a blur effect (20% concealment).
Cold Resistance: At 1st level, the shaow in your essence provides cold resistance 5. This resistance increases to 10 at 5th level and 15 at 9th level.
Dancing Shadows: At 3rd level, you can grant yourself total concealment for one round per class level. At 7th level and above, you can use dancing shadows twice per day. At 10th level, you can use dancing shadows three times per day.
Night Form: For 1 minute per day, you can take the form of a Nightwalker while retaining your ability to cast spells.



Last edited by jeffinak on Sat Nov 06, 2010 6:42 pm; edited 1 time in total

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6 Daggerspell Shaper on Sat Oct 30, 2010 10:28 am

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

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7 Dragon Slayer on Sat Oct 30, 2010 10:30 am

Dragon Slayer
They come from all walks of life, from all cultures and societies. They may be poor or wealthy, strong or wise, good or evil, skilled with blade or spell. But all dragonslayers share a singular courage and strength of heart, a necessary commodity in their line of work.
This class provides spellcasting progression in either Arcane, Divine, or Invocation based casters.
Requirements
Base Attack Bonus: +5.
Feats: Dodge, Iron Will.
Skills: Tumble 2.
Class Features
HD: d10
BAB: High
High Saves: Fort, Will
Weapon proficiency: Simple and Martial
Armor proficiency: All armor and shields (including Tower Shields)
Class Skills: Craft Armor, Craft Weapon, Intimidate, Lore, Parry, Search, and Tumble.
Skill points: 2 + Int modifier
Class Abilities
Level 1: Aura of Courage, Damage Bonus (vs Dragons), Spellcasting Progression
Level 2: True Strike 1/day, Spell Penetration
Level 3: DR 1/-
Level 4:
Level 5: Energy Resistance 5
Level 6: DR 2/-, Lightning Reflexes
Level 7: Greater Spell Penetration
Level 8:
Level 9: DR 3/-
Level 10: Energy Resistance 10, True Strike 2/day
Spellcasting: At each odd level (1, 3, 5, 7, 9), you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane, divine, or invocation based spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a dragonslayer, you must decide which class to progress in. This includes Assassin, Avenger, and Blackguard.
Aura of Courage: At 1st level, a dragonslayer gains immunity to fear. Allies within 10 feet of the dragonslayer gain a +4 bonus on saving throws against fear effects.
Damage Bonus: A dragonslayer gains a bonus on weapon damage rolls against dragons equal to his class level.
True Strike: At 2nd level, a dragonslayer may use true strike once per day. At 10th level, a dragonslayer may use true strike twice per day.
Spell Penetration: A dragonslayer gains Spell Penetration as a bonus feat at 2nd level.
Damage Reduction: At 3rd level, a dragonslayer gains damage reduction 1/-. This improves to damage reduction 2/- at 6th level, and to damage reduction 3/- at 9th level. This damage reduction only stacks with the DR granted by Greater Resiliency and the epic damage reduction feats.
Energy Resistance: At 5th level, a dragonslayer gains resistance to acid 5, cold 5, electricity 5, fire 5, and sonic 5. These resistances improve to 10 at 10th level.
Lightning Reflexes: A dragonslayer gains Lightning Reflexes as a bonus feat at 6th level.
Greater Spell Penetration: A dragonslayer gains Greater Spell Penetration as a bonus feat at 7th level.

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8 Eldritch Disciple on Sat Oct 30, 2010 10:31 am

Eldritch Disciple
All warlocks harbor at least a grudging respect for the entities responsible for their powers. They are clearly beings of great mystical might, and thus worthy of regard. A rare few warlocks go beyond this attitude to actual reverence or worship of the fiendish, fey, or extraplanar powers that have made them far more than mortal. Such is the life of an eldritch disciple devoted to a deity who granted her the arcane talents of the warlock. Though her powers might take different forms, she knows that the source is the same.
This class provides spellcasting progression in either Divine, or Invocation based casters.
Requirements:
Class: Warlock
Divine Spellcasting: Level 2
Feat: Turn Undead
Skills: Lore 8
Class Features:
HD: d8
BAB: Medium
High Saves: Fort, Will
Weapon proficiency: None
Armor proficiency: None
Skill points: 2 + Int modifier
Class Skills: Bluff, Concentration, Craft Armor, Craft Weapon, Diplomacy, Heal, Intimidate, Lore, and Spellcraft.
Class Abilities:
Level 1: Turn Undead, Spellcasting Progression, Gift of the Divine Patron
Level 2:
Level 3:
Level 4: Gift of the Divine Patron
Level 5: Bonus Feat: Touch of Healing
Level 6:
Level 7: Gift of the Divine Patron
Level 8:
Level 9:
Level 10: Gift of the Divine Patron
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine or invocation based spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a eldritch disciple, you must decide which class to progress in. Eldritch blast dice are advanced as though taking warlock levels regardless of which spellcasting progression is chosen.
Turn Undead: Eldritch disciple levels stack with all other classes for the purpose of turning undead.
Gift of the Divine Patron: At 1st level, you gain a sacred gift of power from your divine patron (who is also the source of your divine spells and, directly or indirectly, your warlock invocations). You can spend one of your turn undead attempts to active these powers. You gain another gift at 4th, 7th, and 10th level.
Gift (Damage Reduction): This ability is granted at level 1. You gain temporary damage reduction (overcome by cold iron) equal to 1/2 your class level (minimum 1). This damage reduction stacks with the damage reduction granted by the warlock class. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round).
Gift (Healing Blast): This ability is granted at level 4. You gain the ability to change your eldritch blast in a wave of healing energy (20' radius, centered on you). The blast heals living creatures instead of dealing damage to them (the damage healed is equal to the damage normally dealt).
Gift (Fiendish Resistance): This ability is granted at level 7. You gain resistance to acid and fire equal to 10 + your class level. This resistance stacks with the energy resistance granted by the warlock class. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round).
Gift (Wild Frenzy): At 10th level you gain the ability to enter a wild frenzy. You gain a +2 bonus on attack rolls with weapons and eldritch blasts and a +2 bonus on damage rolls for weapons, along with temporary hit points equal to twice your class level. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round).

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9 Forest Master on Sat Oct 30, 2010 10:32 am

Forest Master
PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 10 levels.
Guardians of the pristine wilderness and defenders of the ancient trees, forest masters are the living embodiments of sentient nature. They walk the shadows under the woods and destroy those who would lay waste to the wild lands. Where druids hold all aspects of nature dear - the forest masters consider the forests more ancient than the coming of animals or sentient races in the most sacred spots of the world.
Druids most often become forest masters, but it is not unheard of for rangers or clerics of nature deities to follow this path.
Requirements:
BAB: +5
Skills: Lore 13, Survival 8
Feats: Alertness, Toughness, Power Attack, Weapon Focus (Warmace)
Divine Spellcasting: Level 3
Class Features:
Hit Die: d8
Base Attack Bonus: Medium.
High Saves: Fort, Will.
Weapon Proficiencies: Martial.
Armor Proficiencies: None.
Skill Points: 2 + Int modifier.
Class Skills: Concentration, Craft Weapon, Craft Armor, Heal, Hide, Intimidate, Listen, Lore, Move Silently, Spot, Survival.
Class Abilities:
Level 1: Tree Brother, Spellcasting Progression
Level 2: Forest Dominion, Forest's Hammer
Level 3: Oaken Skin (Natural Armor +3)
Level 4: Oak Strength, Bonus Feat: Knockdown
Level 5: Spruce Growth, Oaken Skin (Natural Armor +5)
Level 6: Forest's Hammer (Bursting)
Level 7: Oakheart, Oaken Skin (Natural Armor +7)
Level 8: Deep Roots
Level 9: Forest's Hammer (Cleaving)
Level 10: Forest Might
Spellcasting Progression: At levels 1, 2, 3, 5, 6, 7, 9, and 10 you gain new spells per day and an increase in caster level (and spells known) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. If you had more than one divine spellcasting class before becoming a forest master, you must decide which class gains the increased casting ability.
Tree Brother
The forest master may assume tree shape once per day granting the equivalent of the sanctuary spell.
Forest Dominion
At 2nd level, the forest master gains the ability to damage all plants within 30 ft. His effective level for this ability is his class level (plus any cleric levels if you have the Plant domain), and he may use it eight times per day. The damage done is equal to 1d6 per effective level with a Will save for half (DC is 10 + effective level + Cha modifier).
Forest's Hammer
Beginning at 2nd level, a forest master begins to awaken magical abilities within the wood and metal that make up his warmace. Any warmace used by a forest master is treated as if it were a +2 weapon with either the frost or shock property (the forest master can change which of these elements infuse the weapon at will).
Beginning at 6th-level, the forest master's warmace acts as a +2 icy burst or shocking burst weapon (as the forest master's chooses).
At 9th level, the forest master's warmace acts as a +3 mighty cleaving weapon in addition to the elemental properties.
Oaken Skin
At 3rd level, the forest master's skin changes into a tough, bark-like hide, granting him natural armor +3. This bonus increases to +5 at 5th level and +7 at 7th level. This is an enhance bonus and does not stack with any other natural AC bonus.
Oak Strength
Beginning at 4th level, the forest master gains a +2 bonus to Strength and the ability to make Knockdown attacks (bonus feat). This strength bonus is granted with the Epic feats Great Strength I and II.
Spruce Growth
At 5th level, once per day the forest master can temporarily increase his size and strength as if using a <i>righteous might</i> spell.
Oakheart
Upon reaching 7th level, the forest master's body becomes a thing of wood and leaf rather than meat and bone. His type changes to plant. As such, he is immune to mind-affecting effects, poison, sleep, paralysis, stunning, and hostile polymorphing. He is no longer subject to critical hits or sneak attacks. However, the forest master becomes vulnerable to fire, and suffers double damage from fire attacks if he fails a Reflex saving throw, or half damage if he succeeds.
Deep Roots
Beginning at 8th level, once per day the forest master may sink roots into the ground. While rooted, the forest master gains fast healing 5, but has an effective Dexterity score of 1 and may not move from the spot in which he stands or the effect ends.
Forest Might:
At 10th level, the primordial forest infuses the forest master with power. He gains a +2 bonus to Strength (thus +4 total), +2 bonus to Constitution, and he takes only half damage from piercing weapons. He also gains 1 point of regeneration. These attribute bonuses are granted with the Epic feats Great Strength III and IV as well as Greath Constitution I and Great Constitution II.

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10 Heartwarder on Sat Oct 30, 2010 10:33 am

Heartwarder
PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 10 levels.
Sune Firehair encourages beauty, passion, and love wherever they may be found. Heartwarders are aesthetes and hedonists who actively seek out pleasure and beauty in all things and who nurture the creation of beautiful objects.
Most heartwarders are clerics, cleric/bards, favored souls, or cleric/rogues although other class combinations are not unknown. Many are employed as artists, crafters, performers, or instructors.
Requirements:
Alignment: Any good.
Skills: Bluff 3, Diplomacy 6
Feats: Dodge, Mobility, Spell Focus (Enchantment)
Special: Three levels in any base casting class (Bard, Cleric, Druid, Favored Soul, Paladin, Ranger, Spirit Shaman, Sorcerer, or Warlock).
Class Features:
HD: d4
BAB: Medium
High Saves: Fort, Will
Weapon and Armor proficiency: None
Skill points: 2 + Int modifier
Class Skills: Bluff, Craft Armor, Craft Weapon, Concentration, Diplomacy, Heal, Lore, Perform, Spellcraft.
Class Abilities:
Level 1: Great Charisma I, Spellcasting Progression
Level 2: Heart of Passion
Level 3: Great Charisma II
Level 4: Lips of Rapture
Level 5: Great Charisma III
Level 6: Voice of a Siren
Level 7: Great Charisma IV
Level 8:
Level 9: Great Charisma V
Level 10: Fey Metamorphosis
Spellcasting Progression: At each heartwarder level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting, arcane spellcasting, or invocation-based class she belonged to before adding the prestige class. If a character had more than one spellcasting class before becoming a heartwarder, she must decide which class she increases when she gains a level.
Great Charisma: As the heartwarder gains levels in this prestige class, she becomes increasingly more persuasive and attractive.
Heart of Passion: At 2nd level, a heartwarder displays such passionate belief in whatever she does or says that she can sway the thoughts of the most rigid critic. This ability translates into a +2 bonus on all Charisma-based skill checks (Bluff, Diplomacy, Intimidate, Perform, Use Magic Device).
Lips of Rapture: At 4th level, a heartwarder's kiss confers a state of bliss upon its recipient, conferring a +2 morale bonus on attacks, weapon damage, checks, and saves. This ability lasts 5 rounds, and can be used five times a day. The one downside to a heartwarder's kiss is that it also dazes the subject for one round.
Voice of a Siren: At 6th level, a heartwarder's voice is so enticing that she weakens the ability of opponents to resist her spells. She gains the Spell Penetration feat.
Fey Metamorphosis: At 10th level, a heartwarder is so attuned to the forces of natural beauty that she transcends mortal definitions of beauty. She gains the low-light vision ability and becomes immune to charm and dominate.

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11 Hospitaler on Sat Oct 30, 2010 10:34 am

Hospitaler
PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 10 levels.
Hospitalers are a fighting force of necessity, sworn to poverty, obedience, and the defense of those in their care. It is the duty of knights hospitaler to protect people traveling on religious pilgrimages. Over the years, this single duty has expanded to include the construction and administration of hospitals and refugee facilities.
Requirements:
Alignment: Any nonchaotic.
Base Attack Bonus: +5
Spellcasting: Able to cast 1st level divine spells.
Skills: Diplomacy 5 ranks
Class Features:
Hit Die: d8
Base Attack Bonus: High.
High Saves: Fortitude.
Weapon Proficiencies: Simple and martial weapons.
Armor Proficiencies: All armors (light, medium, and heavy) as well as shields (excluding tower shields).
Skill Points: 2 + Int modifier.
Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Heal, Lore, and Parry
Class Abilities:
Level 1: Lay on Hands, Bonus Feat, Divine Spellcasting
Level 2:
Level 3: Remove Disease 1/day
Level 4:
Level 5: Bonus Feat
Level 6:
Level 7: Remove Disease 2/day
Level 8:
Level 9: Bonus Feat
Level 10:
Divine Spellcasting: Hospitalers gain new spells per day and an added level of effective spellcasting in the Cleric class. This spellcasting ability increase is gained at the levels 2, 3, 4, 6, 7, 8, and 10.
Bonus Feats: Hospitalers gain bonus feats as a fighter at levels 1, 5, and 9. The bonus feats are drawn from the following list: Armor Specialization (any), Battle Dancer, Blind Fight, Champion of the Wild's Extra Wrath feats, Cleave, Combat Mastery (any), Deadly Defense, Deflect Arrow, Disarm, Dodge, Elemental Archer's Improved Elemental Shield, Elemental Archer's Improved Elemental Storm, Epic Toughness, Epic Weapon Focus (any), Exotic Weapon Proficiency, Expertise, Fiery Fist, Fiery Ki Defense, Great Attribute increase line, Great Cleave, Greater Weapon Focus (any), Improved Critical (any), Improved Disarm, Improved Expertise, Improved Initiative, Improved Knockdown, Improved Parry, Improved Power Attack, Improved Unarmed Strike, Improved Whirlwind Attack, Knockdown, Manyshot, Mobility, Oversized Two-Weapon Fighting, Penetrating Shot, Point Blank Shot, Power Attack, Rapid Reload, Rapid Shot, Spring Attack, Stunning Fist, Toughness, Two-Weapon Defense line, Weapon Focus (any), Weapon Finesse, and Whirlwind Attack.
Remove Disease: Starting at 3rd level a hospitaler can remove disease with a touch once per day. This increase to two uses per day at 7th level.
Lay on Hands: Beginning at 1st level, a hospitaler with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her hospitaler level times her Charisma bonus. For example, a 7th-level hospitaler with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. Hospitaler levels stack with Paladin and Divine Champion for determining the effects of the heal.

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12 Knight of Tierdrial on Sat Oct 30, 2010 10:35 am

Knight of Tierdrial
PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 10 levels.
Knights of Tierdrial study the martial and mystical arts with equal fervor, seeking to find a graceful balance between blade and spell. The knight of Tierdrial takes pride in her ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies. Though few in number, the knights of Tierdrial uphold the honor of their fallen nation.
Knights of Tierdrial split their time between physical training to become better soldiers and mystical study to learn more powerful spells or invocations. They tend to be driven individuals, because simultaneously perfecting their spellcasting and combat prowess requires immense time and effort. They are drawn from all walks of life including the divine, the arcane, and those who invoke the power of greater beings. Sorcerers and Wizards are excluded from joining the order due to the time their studies take and their general lack of martial aptitude.
Requirements:
BAB: +4
Feats: Spellcasting Prodigy, Dodge, and Martial Weapon proficiency or Bard Weapon proficiency.
Skills: Concentration 2, Lore 8, Tumble 2.
Class Features:
HD: d8
BAB: High
High Saves: Fort, Will
Weapon and Armor proficiency: None
Skill points: 2 + Int modifier
Class Skills: Concentration, Craft Armor, Craft Weapon, Diplomacy, Heal, Intimidate, Lore, Parry, Perform, Spellcraft, Tumble, and Use Magic Device.
Class Abilities:
Level 1: Spellcasting Progression, Skill Focus (Lore)
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:
Level 10:
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in any spellcasting class to which you belonged before adding the prestige class level except for the Sorcerer and Wizard. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a knight of Tierdrial, you must decide which class to progress in.
Available spellcasting progression choices include: Assassin, Avenger, Bard, Blackguard, Cleric, Druid, Favored Soul, Paladin, Ranger, Spirit Shaman, and Warlock.
Special Notes: Warlocks progress with their eldritch blast as well as invocations. Assassin, Avenger, and Blackguard spellbooks cap at level 10 for spells known but caster level continues to 20.
This PrC will default to off for the MP versions

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13 Master Of Radiance on Sat Oct 30, 2010 10:37 am

Master Of Radiance
PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 5 levels.
Masters of radiance channel the pure, undiluted power of the sun. Often originating in a good-aligned druid sect that reveres the sun, they have a holy purpose to scour the earth clean of undead. Wielding the sun's radiance as a weapon, they are the bane of any evil creature that lurks in the darkness.
Most masters of radiance are druids, due to their historical connection to sun-worshipping sects. Some clerics, cleric/rangers, or even rare paladin/rangers can also qualify for this class, bringing a combination of holy zeal and reverence for nature to their crusade against the undead.
Requirements:
Alignment: Any nonevil.
Skills: Lore 8
Divine Spellcasting: Level 3
Class Features:
HD: d8
BAB: Medium
High Saves: Fort, Will
Weapon and Armor proficiency: None
Skill points: 4 + Int modifier
Class Skills: Craft Weapon, Craft Armor, Concentration, Diplomacy, Heal, Lore, Spellcraft, Spot
Class Abilities:
Level 1: Radiant Aura 1/day, Turn Undead, Divine Spellcasting progression
Level 2: Searing Light
Level 3: Radiant Aura 2/day
Level 4:
Level 5: Beam of Sunlight, Radiant Aura 3/day
Divine Spellcasting: Beginning at 2nd level, a master of radiance gains new spells per day as if she had also gained a level in a divine spell-casting class to which she belonged before adding the prestige class level.
Turn Undead: Master of radiance class levels stack with levels of all other classes that also grant the ability to turn undead for the purpose of determining the character's effective cleric level for turning. The character gains the Turn Undead feat if they did not already have it.
Radiant Aura: A master of radiance can emanate an aura of brilliant light that weakens undead creatures. The aura provides bright illumination in a 30-foot radius around the character, and shadowy illumination for an additional 30 feet beyond that. Undead creatures (and those sensitive to light) take a -2 penalty on attack rolls, armor class, and saving throws. Each use lasts 1 minute. It also dispells any darkness spell of 5th level or lower in the area.
Searing Light: Beginning at 2nd level, a master of radiance can use <i>searing light</i> once per round as long as her radiant aura is active. Treat the character's caster level for this effect as the equal to her highest divine caster level + 2.
Beam of Sunlight: A 5th-level master of radiance can evoke a dazzling beam of intense light (the equivalent of a beam from the sunbeam spell) once per round as long as her radiant aura is active. Treat the character's caster level for this effect as the equal to her highest divine caster level + 2.

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14 Shadowbane Stalker on Sat Oct 30, 2010 10:39 am

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

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15 Shining Blade on Sat Oct 30, 2010 10:39 am

Shining Blade
PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 10 levels.
A Shining Blade is taught a focus on promoting good through the use of armed force. Those among their deity's followers, both clerics and paladins, who aspire to become weapons in their deity's unending war against evil hope one day to enter the shining blades. The shining blades is an order of knights dedicated to prowess in melee combat, which is achieved through prayer, devotion, and asceticism.
Most shining blades are clerics or paladins. Some members of the order believe that a minimum of training as a cleric, combined with the intense martial discipline of the fighter is ideal to achieve the goal the shining blades seek, while others follow a single class exclusively. Very few multiclass arcane spellcasters, rogues, or monks feel drawn to the shining blades.
Requirements:
Alignment: Lawful Good
Base Attack Bonus: +6
Spellcasting: Able to cast 1st level divine spells.
Skills: Lore 7 ranks.
Class Features:
Hit Die: d10
Base Attack Bonus: High.
High Saves: Fortitude, Will.
Weapon Proficiencies: Simple and martial weapons.
Armor Proficiencies: All armors (light, medium, and heavy) as well as shields (excluding tower shields).
Skill Points: 2 + Int modifier.
Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Heal, Lore, Parry, Spellcraft.
Divine Spellcasting: At each even-numbered shining blade level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level.
Shocking Blade: Twice per day as a standard action, a shining blade can cause a melee weapon he is holding to become a shock weapon, dealing an extra 1d6 points of electricity damage on a successful hit. The weapon is enchanced this way for up to a number of rounds equal to the shining blade's level plus his Charisma modifier (if any), but only so long as the shining blade is holding the weapon. This increases to 3 times/day at 3rd level, 4 times/day at 5th, 5 times/day at 7th, and 6 times/day at 9th.
Holy Blade:At 5th level, the shining blade can cause a melee weapon he is holding to become a holy weapon, dealing an extra 2d6 points of divine damage against evil on a successful hit. The weapon is enhanced this way for up to a number of rounds equal to the shining blade's level plus his Charisma modifier (if any). In a given combat a shining blade can spend one standard action to make his weapon holy and another to make it a shock weapon with Shocking Blade. Holy Blade shares the same number of uses/day as Shocking Blade.
At 9th level the Shocking Blade and Holy Blade abilities will also grant a +2 attack bonus. If both abilities are used on the same weapon the bonus will stack.

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16 Skullclan Hunter on Sat Oct 30, 2010 10:40 am

Skullclan Hunter
PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 10 levels.
The skullclan hunter is the acclaimed foe of unlife. She champions life by tracking and eradicating all creatures that mock it with evil intent. Her devotion to her task is such that she spends moonless nights and weary days tracking undead to their lairs, or when possible, joining a military band that is likely to come against a legion of the dead.
A skullclan hunter is most often a rogue who has had a terrible encounter with a creature of unlife. Because of that encounter, she comes to realize that using her own skills against living creatures only serves to create more fodder for unlife to take root, so she dedicates herself to the eradication of undead. Following through on this decision, she takes up the cleric (or paladin) class to gain the ability to turn undead (and perhaps to acquire the needed knowledge to fight undead more quickly). Multiclass rogue/clerics are the characters best suited for this class.
Requirements:
Alignment: Any good.
Skills: Lore 8.
Feat: Turn Undead
Special: Sneak Attack 2d6 (or equivalent)
Class Features:
HD: d6
BAB: Medium
High Saves: Ref, Will
Weapon and Armor proficiency: None
Skill points: 6 + Int modifier
Class Skills: Bluff, Craft Weapon, Craft Armor, Craft Alchemy, Craft Trap, Diplomacy, Disable Device, Hide, Intimidate, Listen, Lore, Move Silently, Open Lock, Search, Spot, Survival, and Tumble.
Class Abilities:
Level 1: Track
Level 2: Divine Strike
Level 3: Immunity to Fear, Sneak Attack +1d6
Level 4: Immunity to Disease, Protection from Evil
Level 5: Sword of Light
Level 6: Sneak Attack +2d6
Level 7: Immunity to Paralysis
Level 8: Immunity to Ability Damage
Level 9: Sneak Attack +3d6, Sword of Darkness
Level 10: Immunity to Energy Drain
Track: A skullclan hunter gains the ability to track to seek out undead and those that aid them.
Divine Strike: Due to her specialized skill, training, and connection with the forces of light, a skullclan hunter of 2nd level or higher can make a special attack that is infused with positive energy. Effectively, this ability allows her sneak attack damage dice to affect undead. However, you inflict only one-half your normal sneak attack damage (rounded down) when determining bonus damage for such attacks. Any weapons wielded by the skullclan hunter gain the (Death's Ruin) ability.
Hunter's Immunities: As she grows in power, a skullclan hunter develops immunities to special attacks that are common among undead creatures. At 3rd level, she gains immunity to all fear. At 4th level, she gains immunity to disease. At 7th level she gains immunity to paralysis. At 8th level she gains immunity to ability drain or damage. At 10th level she gains immunity to energy drain.
Sneak Attack: At 3rd level, a skullclan hunter's sneak attack damage increases by 1d6. This extra damage stacks with the sneak attack she already deals. At 6th level, her sneak attack bonus damage increases to 2d6. At 9th level, it increases to 3d6.
Protection from Evil: Starting at 4th level, a skullclan hunter benefits from a permanent <i>protection from evil</i> effect upon herself.
Sword of Light: Any weapon wielded by a skullclan hunter of 5th level or higher gains a 1d6 divine bonus damage against undead.
Sword of Darkness: Any weapon wielded by a skullclan hunter of 9th level or higher gains a 2d6 divine bonus damage against undead (replacing Sword of Light).

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17 StormLord on Sat Oct 30, 2010 11:43 pm

Stormlords wield thunder and lightning like a warrior wields his sword. Because of their command of one of the most destructive aspects of nature, Stormlords are viewed with awe and fear by lesser folk, regardless of their motivation.
A Stormlord is a kind of battle cleric. The character continues to develop her divine spellcasting without any loss of spell levels or spells per day, gains several nice bonuses to certain weapons, and exceptional resistance to electrical damage. The weapon bonuses apply only to Stormlord weapons, meaning the Spear, Throwing axe,Dart, and Shuriken. Clerics tend to make the best Stormlords, but most any divine spellcasting character will be able to unlock the class.
Requirements
MUST worship Talos
Saving throws: Fortitude +4
Feats: Toughness, Great Fortitude, Weapon Focus in a Stormlord weapon (Spear, Throwing axe, Dart, orShuriken)
Spellcasting: Able to cast 3rd-level divine spells.
Class Features Edit
Hit die: d8

Proficiencies: None
Skill points: 2 + Int modifier

Class skills: Concentration, Craft Alchemy, Diplomacy, Intimidate, Lore, Spellcraft, Survival

Base attack bonus progression: Medium

Saving throws
high: Will, Fortitude

low: Reflex

 Spells Per Day/Spells Known: When a new Stormlord level is gained, the character gains new spells per day as though he had gained a level in whatever divine spellcasting class gave him access to 3rd-level divine spells. If the character has more than one applicable divine spellcasting class, he must pick one to improve.
Class Progression Edit
Level Features Gained
1 +1 Divine Spellcasting Level, Enhanced Weapons +1, Electricity Resistance 5/-

2 +1 Divine Spellcasting Level, Shock Weapon

3 +1 Divine Spellcasting Level
4 +1 Divine Spellcasting Level, Electricity Resistance 10/-
5 +1 Divine Spellcasting Level, Shocking Burst Weapon

6 +1 Divine Spellcasting Level, Enhanced Weapons +2

7 +1 Divine Spellcasting Level, Electricity Resistance 15/-
8 +1 Divine Spellcasting Level, Shocking Burst and Sonic Weapon

9 +1 Divine Spellcasting Level, Enhanced Weapons +3, Electricity Immunity

10 +1 Divine Spellcasting Level, Extended Storm Avatar


Electricity Resistance Edit
Stormlords are granted resistance to Electrical Damage 5/- at 1st level, 10/- at 4th level, and 15/- at 7th level.
Enhanced Weapons Edit
Stormlord weapons (Spear, Throwing axe, Dart, or Shuriken) get +1 a enhancement bonus at 1st level, +2 at 6th level, and +3 at 9th level. This enhancement bonus stacks with any enhancement bonus on the weapon, so if you have a Spear +5 you'll actually get a +8 enhancement at level 9.
Shock Weapon Edit
At the 2nd level, a Stormlord may add 1d8 Electricity damage to their weapon for 20 rounds (if they are wielding a Stormlord weapon: Spear, Throwing Axe, Dart, or Shuriken).
Notes:
 This ability sometimes does not affect your weapon if it already has elemental damage on it, such as +1d6 fire damage or +2 magical damage.
 The damage bonus actually gets temporarily applied to your weapon and will show up in its description when you examine it.
 This ability has no limit on uses per day.
Shocking Burst Weapon Edit
At the 5th level, Shock Weapon adds 1d8 Electrical plus an extra 2d8 on critical hits for 20 rounds.
Shocking Burst and Sonic Weapon Edit
Same as Shocking Burst, with an added 1d8 Sonic Damage (for a total of 2d8, plus 2d8 on critical hits). Gained at 8th level.
Electricity Immunity Edit
At the 9th level, a Stormlord is fully Immune to Electrical Damage.
Extended Storm Avatar Edit
At the 10th level, a Stormlord may cast Storm Avatar as though Druid with caster level equal to character level withExtend Spell, once per day. This provides an increased movement speed, immunity to ranged attacks andKnockdown, +3d6 bonus electrical damage on attacks with melee weapons, and will last 1 round per character level (not class or caster level).



Last edited by jeffinak on Sat Nov 06, 2010 6:43 pm; edited 1 time in total

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18 Sacred Fist on Sat Oct 30, 2010 11:43 pm


Sacred Fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred Fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them or their deity. Sacred Fists are strong in faith, will and body.
Clerics are excellent candidates for Sacred Fist orders. Paladins may also choose to join them, but are seldom comfortable surrendering the trappings of their calling. Fighters, rogues, bards and even ex-monks may make good candidates, provided they have enough levels in a class that grants divine spells. Druids occasionally find the class's combat skills useful, but sorcerers and wizards find little to interest them.
Requirements Edit
Base attack bonus: +4
Skill ranks: Lore 8
Feats: Improved Unarmed Strike, Stunning Fist, Combat Casting
Spells: Able to cast 1st-level divine spell.
Class features progression Edit
Hit die: d8

Proficiencies: None
Skill points: 4 + Int modifier

Class skills: Concentration, Heal, Lore, Spellcraft, Tumble

Base attack bonus progression: High

Saving throws
high: Fortitude, Reflex

low: Will


Class Progression Edit
Level Features Gained
1 +1 divine spellcasting level, Unarmed damage, AC bonus +1, Code of Conduct
2 +1 divine spellcasting level
3 +1 divine spellcasting level, Fast movement

4 Sacred flames 1/day

5 +1 divine spellcasting level, AC Bonus +2
6 +1 divine spellcasting level, Uncanny Dodge

7 +1 divine spellcasting level
8 Sacred flames 2/day

9 +1 divine spellcasting level
10 +1 divine spellcasting level, Inner Armor, AC Bonus +3
AC bonus Edit
When unencumbered, wearing no or light armor and not using a shield a sacred fist gains a +1 AC bonus. This increases to +2 at level 5 and +3 at 10.
Sacred Fist Code of Conduct Edit
Sacred fists have vowed to refrain from using weapons. Whenever a sacred fist equips any weapon they suffer a -8 attack penalty.
Fast movement Edit
At level 3 a sacred fist gains a +10ft speed bonus. At level 6 this becomes +20ft, at 8th +30ft. Wearing medium or heavy armor or encumberance disables this bonus. If the sacred fist also has monk levels then the levels stack for the purpose of determining the speed bonus.
Sacred Fist fast movements works even in light armor, unlike Monk which only works in no armor (robes).
Spell progression Edit
When a new sacred fist level is gained, except at 4th and 8th level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming an sacred fist, he must decide to which class he adds the new level for purposes of determining spells per day.
Unarmed damage Edit
A sacred fist's unarmed damage follows the same progression as monk. If the sacred fist also has monk levels then the levels stack for the purpose of determining the damage.
Sacred flames Edit
At 4th level, a sacred fist may use a standard action to invoke sacred flames around his hands and feet. These flames add to the sacred fist's unarmed damage. The additional damage is equal to the sacred fist's class levelsplus his wisdom modifier (if any).
Half the damage is fire damage(rounded up), and the rest is sacred energy and thus not subject to effects that reduce fire damage. The sacred flame lasts for 1 minute and can be invoked once per day. At 8th level, sacred flames can be used twice per day.
Uncanny Dodge Edit
At 6th level, the Sacred Fist retains any Dexterity bonus to AC when flat-footed or when struck by an invisible attacker.
Inner armor Edit
At 10th level, a sacred fist may use inner armour once per day. This provides +4 sacred bonus to AC, +4 sacred bonus to all saves, 25 spell resistance for a number of rounds equal to his wisdom modifier.

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19 Doomguide on Sun Oct 31, 2010 12:01 am

Doomguide

n a world filled with wise outsiders and magical divination, there's little question about what happens to a being's soul after death. Perhaps surprisingly, this knowledge has done little to assuage the fears of the people of Faerûn, who remain frightened that some demon might carry off their spirits while in transit to the Fugue Plane. Worse, many fear that their bodies will be unearthed and animated by the kind of debased death-obsessed spellcasters who seem common since the fall of Myrkul during the Time of Troubles.
Those who worry about life after death turn to the doomguides of Kelemvor, an elite order of spellcasting warriors in service to the Judge of the Damned, to answer their fears with promises of a painless transition and a fair judgment in the afterlife. When not administering to the needs of those about to die, doomguides halt the spread of necromancy by cleansing Faerûn of the taint of unlife through careful application of faith, spells, and bladecraft. As both compassionate undertakers and vigorous foes of undead, doomguides represent the inherent dualism that defines death in the Realms. Doomguides come exclusively from the ranks of Kelemvor's clergy.
The church teems with clerics who adhere to one side of the death equation over the other. On one side are those who prefer to usher the sick and dying into the next world through peaceful application of kind words and soothing spells. The contrasting philosophy is practiced by those who zealously thrust their maces into the ribcages of animate skeletons and view bedside ministry as a necessary but occasionally boring interlude between great battles against undead adversaries. A doomguide must balance between these two extremes. Further, doomguides serve the church in a less obvious way, often acting as couriers from one temple to another. Seldom attached to a particular temple, doomguides are expected to travel the world, spreading the word of Kelemvor and the lessons of a peaceful, beautiful afterlife across all Faerûn.
While all doomguides are clerics of Kelemvor to some extent, some train as fighters to better destroy undead, some are wizards or sorcerers trying to undermine necromancy from the arcane side of the problem. Few rogues or monks become doomguides, and religion and alignment prevent barbarians, bards, druids, paladins, or rangers from becoming doomguides.
Doomguides often lead bands of adventurers to clear out enclaves of undead or punish a particularly powerful or vile necromancer. Occasionally, they officiate at important funerals - or provide life-restoring magic to those who have served the church in the past and still have important work to conduct in this world. Their requirement for travel makes encountering a doomguide in the wilderness nearly as likely as encountering one in more urban surroundings.

Requirements Edit
Alignment: Any Lawful
Feats: Extra Turning, Great Fortitude
Skills: Diplomacy 5 Ranks
Spellcasting: Able to cast 3rd-level Divine spells
Class features progression Edit
Hit die: d6

Proficiencies: Weapons (exotic)

Skill points: 2 + Int modifier

Class skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Heal, Lore, Spellcraft

Base attack bonus progression: Medium

Saving throws
high: Fortitude,Will

low: Reflex

Additional progressions
Level Features gained
1 Kelemvor's Boon

2 Improved Turning

3 Extra Turning II

4 Save Bonus

5 Bond of Fatal Touch (Ghost Touch) CHA Mod/day

6 Sacred Vengeance

7 Bond of Fatal Touch (Undead Bane) CHA Mod/day
8 Save Bonus, Ethereal Purge 1/day

9 Bond of Fatal Touch (Disruption) CHA Mod/day
10 Extra Turning III, Empower Turning, Kelemvor's Grace

Deity Edit
Worship of Kelemvor is not required for the Doomguide class. At 1st level, a Doomguide's deity choice is automatically changed to worship of Kelemvor.
Divine Spellcasting Edit
At each Doomguide level, the character gains new spells as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained.
Kelemvor's Boon Edit
This ability combines your Doomguide and Cleric levels for the purpose of turning undead and divine spellcasting.
Improved Turning Edit
At Level 2, Doomguides gains Improved Turning.
Extra Turning Edit
At level 3, Doomguides gain Extra Turning II. At level 10, they gain Extra Turning III.
Sacred Vengeance Edit
At level 6, Doomguides gain Sacred Vengeance.
Empower Turning Edit
At level 10, Doomguides gain Empower Turning.
Save Bonus Edit
At 4th level, Doomguides get a +4 bonus to saving throws against death effects and to overcome a negative level. Upon reaching 8th level, a Doomguide gets +8 bonus to saving throws against death and makes all saving throws to overcome a negative level.
Bond of Fatal Touch Edit
The Doomguide's devotion to Kelemvor and dedication to the teachings of the Lord of the Crystal Spire has helped him to establish a certain supernatural link to Fatal Touch, Kelemvor's powerful Bastard Sword. These links manifest in the form of a pale green nimbus around a weapon, representing the ability of the Doomguide to increase the power of the weapon he wields. The ability lasts for 1 round each time it is used and can be invoked as a free action a number of times per day equal to the Doomguide's charisma bonus (minimum 1). A Doomguide must decide to use the ability before attacking and if the attack misses that use is wasted. At 5th level the bond grants wielded weapons the ghost touch property. At 7th level weapons wielded by a Doomguide gain both ghost touch and undead bane properties. At 9th level wielded weapons gain the ghost touch, undead bane and disruption properties even if they are not bludgeoning weapons. The weapons normal abilities still applies.
 Note: The text in game actually mentions Kelemvor's powerful scythe, and the picture for Bond of Fatal Touch is a scythe, but this ability can be used with any weapon. It will always miss if the target is not undead.
Ethereal Purge Edit
Once per day the Doomguide may surround himself with a sphere of power with a radius of 5 feet per class level that forces all ethereal creatures in the area to manifest on or shift themselves to the material plane, as appropriate. For example, it forces ghosts to manifest and ethereal creatures are forced into material plane. Such creatures may attempt a will save (dc 10 + 1/2 Doomguide's Class level + Doomguide's Wisdom bonus) to resist this effect. Those who fail suffer the above effects and are prevented from returning to the ethereal plane for 1 minute per class level. Note: This spell-ability technically works as a Concealment negating effect, meaning anyone caught in the area will lose their concealment bonus, including party members protected by Displacement/Improved Invisibility (and yes, this includes the caster as well). Also, due to a bug, even creatures without any concealment on them must attempt a will save, even though there is nothing to negate there.

Kelemvor's Grace Edit
A Doomguide gains complete immunity to energy drain and death effects. Furthermore, allies within 10 feet of him gain a +4 bonus on saving throws against death effects and to saving throws to overcome a negative level.
 Note that saving throw increase against negative levels is not implemented and it cannot be implemented, because negative levels are applied in a wide variety of ways (Energy Drain, Enervation, Monster special abilities). Energy Drain and Enervation don't even allow a save, while monster special abilities usually allow a save of SAVING_THROW_TYPE_NEGATIVE type. So the best that can be done is add a +4 saving throw increase against negative energy, but this won't help against spells that apply negative levels.
 Bug: While the saving throw increase is set as a supernatural effect, the actual AoE effect is not, so it is possible to dispel this aura from doomguides, and then the saving throw bonus granted by it is lost as well.

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