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Warrior Prestige Classes

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1 Warrior Prestige Classes on Sun Oct 31, 2010 1:37 am

Blackguard

(PRESTIGE CLASS)

The blackguard epitomizes evil. <unreadable> with demons and devils and serving dark dieties, the blackguard is hated and feared by all. The blackguard has many options available to <unreadable> forth dark minions and servants to do his bidding, attacking with stealth and honorless <unreadable>, or straightforward smiting of the forces of good that stand in his way. Therefore, almost any class is suited to take the blackguard prestige class.

Requirements:
• Alignment: Any evil.
• Base Attack Bonus: +6
• Skills: Hide 5 ranks.
• Feats: Cleave, Power Attack.


Class Features:
• Hit Die: d10
• Base Attack Bonus: High
• High Saves: Fortitude
• Weapon Proficiencies: Simple and martial weapons.
• Armor Proficiencies: All types of armor (light, medium, and heavy) and shields (except for tower shields).
• Skill Points: 2 + Int modifier
• Class Skills: Concentration, Craft Armor, Craft Trap, Craft Weapon, Diplomacy, Discipline, Heal, Hide, Intimidate, Lore, and Parry.
• Smite Good: Once a day, a blackguard of 2nd level or higher may attempt to smite a good-aligned enemy with one normal melee attack. The blackguard adds their Charisma bonus to the attack roll and adds 1 extra point of damage per class level.
• Dark Blessing: At 2nd level, the blackguard adds his Charisma bonus to all saving throws.
• Aura of Despair: Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.
• Turn Undead: At 3rd level, the blackguard gains the ability to turn or destroy undead as a paladin of his class level.
• Create Undead: At 3rd level, the blackguard can use create undead as a spell-like ability once per day.
• Summon Fiend: At 5th level, the blackguard can summon a fiendish aly in much the same way a wizard summons a familiar.
• Sneak Attack: At 4th level, the blackguard gains the sneak attack ability. This ability functions exactly like the rogue ability of the same name. the bonus damage is +1d6 at 4th level, +2d6 at 7th level, and +3d6 at 9th level.
• Spells: At 2nd level, the blackguard gains the ability to cast bull’s strength once per day. At 6th level he may also cast inflict serious wounds once per day. At 7th level, the blackguard gains the ability to cast contagion once per day, and at 8th level, he may cast inflict critical wounds once per day.

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2 Divine Champion on Sun Oct 31, 2010 1:37 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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3 Duelist on Sun Oct 31, 2010 1:38 am

Duelist

(PRESTIGE CLASS)

The duelist is a nimble, intelligence fighter trained in making precise attacks with light weapons, such as the rapier. She always takes full advantage of her quick reflexes and wits in a fight. Rather than wearing bulky armor; a duelist feels the best way to protect herself is not to get hit at all. Duelists are most often fighters or rangers, but almost as often rogues or bards. Wizards, sorcerers, and monks make surprisingly good duelists due to those classes’ lack of reliance on armor.

Requirements:
• Base Attack Bonus: +6
• Skills: Parry 5 ranks, Tumble 5 ranks.
• Feats: Dodge, Mobility, Weapon Finesse.


Class Features:
• Hit Die: d10
• Base Attack Bonus: High
• High Saves: Reflex
• Weapon Proficiencies: Simple and martial weapons.
• Armor Proficiencies: None.
• Skill Points: 4 + Int modifier
• Class Skills: Bluff, Craft Weapon, Discipline, Listen, Parry, Spot, Taunt, and Tumble
• Canny Defense: When not wearing armor or using a shield, the duelist adds her Intelligence bonus to her AC, with a maximum bonus equal to her Duelist level.
• Improved Reaction: At 2nd level, the duelist can improve her speed and reaction time, triggering the equivalent of the haste spell as if cast by a sorcerer of the duelist’s class level. This ability can be used once per day at 2nd level, three times per day at 4th level, four times per day at 6th level, five times per day at 8th level, and 6 times per day at 10th level.
• Enhanced Mobility: At 3rd level, the duelist gains an additional +4 dodge bonus to AC against attacks of opportunity provoked by movement. This bonus stacks with that granted by the Mobility feat.
• Grace: At 4th level, the duelist gains a +2 bonus on Reflex saves.
• Precise Strike: At 5th level, the duelist’s skill and precision allows her to inflict much more grievous wounds than her weapon might suggest. Whenever the duelist attacks with a light or one-handed piercing weapon, she adds 1d6 to her damage. This bonus increases to 2d6 at 10th level.
• Flourish: A 6th-level duelist can make an impressive, flashy attack with a light or one-handed piercing weapon that catcher her foe off guard. This attack deals 2d6 additional points of piercing damage. There is no limit to the number of times per day the duelist may use this ability, but a 30-second “cool down” period is required between uses.
• Elaborate Parry: At 7th level, the duelist masters the art of defense with her blade. Whenever she wields a light or one-handed piercing weapon, she adds her duelist level to Parry checks.
• Deflect Arrows: A 9th level duelist gains Deflect Arrows as a bonus feat.

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4 Dwarven Defender on Sun Oct 31, 2010 1:39 am



(PRESTIGE CLASS)

The dwarven defender is a sponsored champion of a dwarven cause, a dwarf aristocrat, a dwarven deity, or the dwarven way of life. As the name might imply, this character is a skilled combatant trained in the arts of defense. A line of dwarven defenders is a far better defense than a 10- foot-thick wall of stone, and much more dangerous. Most dwarven defenders are fighters, paladins, rangers, or clerics, although ex-barbarians, sorcerers, wizards, and druids can certainly all benefit from the defensive capabilities of this prestige class. Rogues, bards, and monks usually depend too heavily on mobility to use the abilities of the dwarven defender class to their fullest.

Requirements:
• Race: Dwarf
• Alignment: Any lawful.
• Base Attack Bonus: +7.
• Feats: Dodge, Toughness.

Class Features:
• Hit Die: d12
• Base Attack Bonus: High.
• High Saves: Fortitude and Will.
• Weapon Proficiencies: Simple and martial weapons.
• Armor Proficiencies: All types of armor (light, medium, and heavy), as well as shields (except for tower shields).
• Weapon and Armor Proficiency: A dwarven defender is proficient with all simple and martial weapons, all types of armor, and shields.
• Skill Points: 2 + Int modifier
• Class Skills: Craft Alchemy, Craft Armor, Craft Weapon, Discipline, Listen, Parry, and Spot.
• Improved Defenses: The dwarven defender receives a +1 dodge bonus to AC at 1st level. This bonus improves by an additional +1 at 4th, 7th, and 10th level.
• Uncanny Dodge: At 2nd level the dwarven defender retains his Dexterity bonus to AC even when caught flat-footed.
• Trap Sense: At 4th level the dwarven defender gets a +1 Reflex bonus against all traps. At 9th level this bonus increases by an additional +1.
• Damage Reduction: At 6th level, the dwarven defender gains DR 3/-. This increases to DR 6/- at 10th level.
• Improved Uncanny Dodge: At 6th level the dwarven defender can no longer be sneak attacked except by a rogue 4 or more levels higher than him.

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5 Eldritch Knight on Sun Oct 31, 2010 1:40 am



(PRESTIGE CLASS)

Studying the martial and arcane arts to equal degree, the eldritch knight is a versatile combatant who can cast a fireball on her foes or charge them with sword drawn. The eldritch knight 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.

Requirements:
• Feats: Weapon Proficiency: (Martial)
• Spellcasting: Able to cast 3rd level arcane spells.

Class Features:
• Hit Die: <this was not in the pictures>
• Base Attack Bonus: High
• High Saves: Fortitude
• Weapon Proficiencies: None.
• Armor Proficiencies: None.
• Skill Points: 2 + Int modifier
• Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Discipline, Lore, Parry, and Spellcraft
• Bonus Feats: The eldritch knight gains Combat Casting and Skill Focus (Concentration) at first level.
• Arcane Spellcasting: At each level (except 1st level) an eldritch knight gains new spells per day plus another effective casting level, as if he progressed in an arcane spellcasting class that he had prior to becoming an eldritch knight. If a character has multiple arcane spellcasting classes when becoming an eldritch knight, he must choose which arcane spellcasting class will benefit from all levels of eldritch knight.

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6 Frenzied Berserker on Sun Oct 31, 2010 1:41 am



(PRESTIGE CLASS)

The random madness of the thunderstorm and the unpredictability of the slaadi come together in the soul of the frenzied berserker. Unlike most other characters, she does not fight to achieve some heroic goal or defeat a loathsome villain. Those are mere excuses – it is the thrill of combat that draws her. For the frenzied berserker, the insanity of battle is much like an addictive drug – she must constantly seek out more conflict to feed her craving for battle. Because of their traditional love for battle, barbarians are the ones who most frequently adopt this prestige class. Spellcasting characters almost never become frenzied berserkers.

Requirements:
• Alignment: Any nonlawful.
• Base Attack Bonus: +6.
• Feats: Cleave, Great Cleave, Power Attack.

Class Features:
• Hit Die: d12
• Base Attack Bonus: High
• High Saves: Fortitude.
• Weapon Proficiencies: None.
• Armor Proficiencies: None.
• Skill Points: 2 + Int modifier
• Class Skills: Discipline, Intimidate, Parry.
• Deathless Frenzy: At 4th level, when the frenzied berserker is frenzying he has the equivalent of the 4th level cleric spell death ward in place. The frenzied berserker is immune to any death spells, spell-like abilities, and death effects.
• Die Hard: A 1st-level frenzied berserker gains Die Hard as a bonus feat.
• Supreme Cleave: At 2nd level, whenever the frenzied berserker drops an opponent in melee, he gains two cleave attacks against an adjacent foe instead of one.
• Improved Power Attack: At 5th level, when the frenzied berserker uses the Power Attack feat, he gains a +5 damage bonus instead of +3. when he uses Improved Power Attack, his damage bonus is +9 instead of +6. This ability does not change the penalties incurred on the attack roll (-3 and -6, respectively).
• Inspire Frenzy: Once per day at 6th level, the frenzied berserker may cause all of his allies to gain the effects of his frenzy ability. If the frenzied berserker has the greater frenzy ability, his companions gain the benefits of a greater frenzy as well.
• Greater Frenzy: At 7th level, the frenzied berserker gains a +10 bonus to Strength while frenzying instead of +6.
• Supreme Power Attack: At 10th level, when the frenzied berserker uses the Power Attack feat, he gains a +6 damage bonus instead of +3. when he uses Improved Power Attack, his damage bonus is +12 instead of +6. This ability does not change the penalties incurred on the attack roll (-3 and -6, respectively).

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7 Neverwinter Nine on Sun Oct 31, 2010 1:41 am



(PRESTIGE CLASS)

The Neverwinter Nine are part of a close circle of bodyguards that protect Lord Nasher and, to a greater extent, Neverwinter itself. The Neverwinter Nine are selfless wardens with powers to shield others from harm and react to danger with equal parts focus and fury. While bodyguards by title, the Neverwinter Nines’ abilities aren’t strictly defensive; they are trained to kill swiftly, not to endlessly absorb punishment until more help arrives. Members of the Nine come from all walks of life, though the job is most suited for fighters, rangers, paladins, rogues, and monks who have the necessary mix of martial prowess and combat reflexes.

Requirements:
• Base Attack Bonus: +6
• Special: Member of the Neverwinter Nine.

Class Features:
• Hit Die: d8
• Base Attack Bonus: High
• High Saves: Reflex and Will
• Weapon Proficiencies: None.
• Armor Proficiencies: None.
• Skill Points: 4 + Int modifier
• Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Diplomacy, Discipline, Heal, Intimidate, Listen, Lore, Search, Spot, and Parry.
• Protective Aura: At 1st level, the Nine gain an aura that grants +2 to all saving throws, +1 deflection bonus to armor class for all allies within 10 feet. This bonus does NOT apply to the Nine, only to his allies. At 4th level, this bonus increases to +3 saving throws, +2 deflection bonus, and the protection extends to allies within 15 feet.
• Guarding the Lord: Beginning at 3rd level, the Nine can protect one selected ally within 30 feet. This protection acts as the shield other spell cast at the Nine’s character level. The only difference with the spell is that the target only takes 30% damage (instead of 50%), and the member of the Nine takes half the initial damage rounded down (instead of the remaining). This ability can be used three times per day.
• Frantic Reactions: At 3rd level, the Nine can rush across the battlefield and defeat the enemies plaguing his allies. This translates to a 10% increase in movement speed, +2 bonus to AC against attacks of opportunity provoked by movement and +2d6 sneak attack damage.
• All-Out Assault: At 5th level, the Nine can concentrate for a round and focus his strength making all of his melee attacks for the next three rounds inflict maximum damage. However, at the end of each of these three rounds, the Nine takes 10 points of damage from the incredible strain. This ability can be used once per day.

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8 Dragon Disciple on Sun Oct 31, 2010 1:45 am



(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)
It is known that certain dragons can take humanoid form and even have humanoid lovers. Sometimes a child is born of this union, and every child of that child unto the thousandth generation claims a bit of dragon blood, be it ever so small. Usually, little comes of it, though mighty sorcerers occasionally credit their powers to draconic heritage. For some, however, dragon blood beckons irresistibly. These characters become dragon disciples, who use their magical power as a catalyst to ignite their dragon blood, realizing its fullest potential. Members of this prestige class draw on the potent blood of the dragon coursing in their veins. Dragon disciples may be of any alignment.
Requirements:
Skills: Lore 8 ranks.
Class: Assassin, Avenger, Bard, or Sorcerer.
Class Features:
Hit Die: d12
Base Attack Bonus: Medium.
High Saves: Fortitude and Will.
Weapon Proficiencies: None.
Armor Proficiencies: None.
Skill Points: 2 + Int modifier.
Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Diplomacy, Listen, Lore, Parry, Search, Spellcraft, and Spot.
Natural Armor Increase: At 1st level, the dragon disciple's skin toughens and begins to grow scaly, granting him a +1 natural armor bonus to AC. This bonus improves to +2 at 4th level, +3 at 7th level, and +4 at 10th level.
Draconic Ability Scores: As the dragon disciple's oneness with his draconic blood increases, his ability scores improve significantly. At 2nd level, he gains a +2 to Strength. At 4th level, this bonus increases to +4. At 7th level, the dragon disciple gains a +2 to Constitution, and at 8th level he gains +2 Intelligence. Finally, at 10th level, he gains an additional +4 bonus to Strength (for a total of +Cool and a +2 to Charisma.
Breath Weapon: At 3rd level, the dragon disciple gains the ability to breathe a cone of elemental energy dependent on their dragon choice that deals 2d10 points of damage to all creatures within its area. This damage increases to 4d10 at 7th level and 6d10 at 10th level. Targets may make a Reflex save (DC 10 + 1/2 the dragon disciple's class level + the character's Charisma bonus). This ability may be used once per day.
Blind-Fight: At 5th level, the dragon disciple gains the ability to fight well, even if blinded or against invisible creatures. A character with this ability gets to reroll her miss chance percentile one time to see if she actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.
Half-Dragon: At 10th level, the dragon disciple's transformation is complete. He becomes a half-dragon, and gains darkvision as well as immunity to sleep, paralysis, and their dragon's breath weapon element.
Dragon Disciples choose which color dragon's blood flows through their veins.
Black, Green, and Copper dragon disciples deal Acid damage and gain Acid immunity. Blue and Bronze dragon disciples deal Lightning damage and gain Electrical immunity. White and Silver dragon disciples deal Cold damage and gain Cold immunity.

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9 Weapon Master on Sun Oct 31, 2010 1:46 am

Weapon Master

(PRESTIGE CLASS)

For a weapon master, perfection is found in the mastery of a single melee weapon. A weapon master seeks to unite this weapon of choice with the body to make them one and to use the weapon as naturally and without thought as any other limb. Monks who follow this path may choose unarmed attacks as their weapon of choice.

Requirements:
• Base Attack Bonus: +5
• Feats: Weapon Focus in a melee weapon, Dodge, Mobility, Combat Expertise, Spring Attack, and Whirlwind Attack.
• Skills: Intimidate 4 or more ranks.

Class Features:
• Hit Die: d10
• Base Attack Bonus: High.
• High Saves: Reflex
• Weapon Proficiencies: None.
• Armor Proficiencies: None.
• Skill Points: 2 + Int modifier
• Class Skills: Craft Weapon, Discipline, Intimidate, Lore, Parry, and Taunt.
• Weapon of Choice: When a character acquires his first level of weapon master, he must select a single melee weapon type (for example, longsword or dwarven waraxe) as his weapon of choice. His weapon master abilities only function when he has a weapon of that type equipped.
• Ki Damage: Once per day a 1st-level weapon master may choose to make a special attack with his weapon of choice. If this attack hits, it automatically inflicts maximum damage.
• Increase Multiplier: At 5th level, the weapon master’s critical multiplier with his chosen weapon increases by +1. (i.e. x2 becomes x3, x3 becomes x4, etc.).
• Superior Weapon Focus: A 5th level weapon master gains Superior Weapon Focus with his weapon of choice as a bonus feat.
• Ki Critical: At 7th level, the weapon master increases his threat range by 2 when using his weapon of choice. For example, a longsword normally has a threat range of 19-20. In the hands of a 7th level weapon master, it threatens on a 17-20. This ability does not stack with the Improved Critical feat or with any spell or effect that increases a weapon’s threat range.

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10 Sacred Fist on Sun Oct 31, 2010 1:47 am


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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11 Anointed Knight on Sun Oct 31, 2010 1:49 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 anointed knight is a holy soldier who has taken great pains to learn the intricacies of alchemy in order to become a more capable combatant. Armed with an ancestral weapon, she searches for obscure lore, consults with alchemists and sages, and communes with the powers of good. Her unquenchable thirst for knowledge is matched only by her extraordinary combat prowess.
An anointed knight crafts and draws power from magically created oils. By anointing herself with these oils, she unlocks new supernatural powers within her being. She also coats her ancestral weapon with special oils that bestow additional qualities upon the weapon.
Anointed knights are typically paladins or fighters with one or more wizard or cleric levels. Occasionally, an anointed knight emerges from the ranks of single-class wizards, sorcerers, clerics, or bards.
Requirements
Alignment: Any good.
Skills: Craft Alchemy 3, Lore 3, Spellcraft 1.
BAB: +5
Feats: Iron Will
Class Features
HD: d10
BAB: High
High Saves: Fort, Will
Weapon and Armor proficiency: All simple and martial weapons, all types of armor, and all types of shields.
Class Skills: Craft Weapon, Craft Armor, Craft Alchemy, Concentration, Diplomacy, Heal, Lore, Parry, Spellcraft.
Skill points: 4 + Int modifier
Class Abilities
Level 1: Anoint Self (Holy Sight)
Level 2: Anoint ancestral weapon
Level 3: Bonus feat
Level 4: Anoint Self (Celestial Strategy)
Level 5: Unbroken Flesh
Level 6: Bonus feat
Level 7: Anoint Self (Call to Battle)
Level 8: Sacred Flesh
Level 9: Bonus feat
Level 10: Bonus feat
Anoint Self: An anointed knight concocts a magical oil with which to anoint herself. Once the oil is applied, the anointed knight permanently gains a new supernatural ability listed below.
Level 1: Holy Sight (Blind-Fight)
Level 4: Celestial Strategy (Toughness)
Level 7: Call to Battle (Alertness)
Anoint Ancestral Weapon: An anointed knight concocts a magic oil with which to coat her ancestral weapon. Once the oil is applied, the ancestral weapon gains a new supernatural ability chosen from the list below for 2 hours per level.
List of Choices:
Flaming
Frost
Vampiric +2
Shock
Massive Criticals (2d10)
Unbroken Flesh: The anointed knight uses a special concoction of magical oils to apply to her flesh at 5th-level granting permanent damage reduction of 3/-. Note: Only Greater Resiliency and the Epic Damage Reduction feats stack with this DR.
Sacred Flesh: Through sacred rituals and special magical oils, an 8th-level anointed knight gains spell resistance equal to 10 + character level.
Bonus Feat: At 3rd level, and again at 6th, 9th, and 10th level, the anointed knight gains a bonus feat. This feat must be drawn from the following feats and the anointed knight must meet all the prerequisites for it: Armor Specialization (Heavy), Armor Specialization (Medium), Battle Dancer, Cleave, Combat Expertise, Deadly Defense, Deflect Arrows, Dodge, Elemental Archer's Improved Elemental Shield, Elemental Archer's Improved Elemental Storm, Epic Ability increases, Epic Toughness, Exotic Weapon Proficiency, Fiery Fist, Fiery Ki Defense, Great Cleave, Greater Two-Weapon Defense, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Knockdown, Improved Two-Weapon Fighting, Improved Unarmed Strike, Indomitable Soul, Knockdown, Mobility, Oversized Two-Weapon Fighting, Penetrating Shot, Point Blank Shot, Power Attack, Rapid Shot, Spring Attack, Steadfast Determination, Stunning Fist, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Mastery (Ranged), Weapon Mastery (Unarmed), Weapon Specialization, Whirlwind Attack.

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12 Bladesinger on Sun Oct 31, 2010 1:50 am

Bladesinger
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.
Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole. In battle, a bladesinger's lithe movements and subtle tactics are beautiful, belying their deadly martial efficiency.
Multiclass fighter/wizards are the most obvious candidates for the prestige class, although any elf who can wield a martial weapon and cast arcane spells can become a bladesinger. Bladesinger ranger/wizards, rogue/wizards, and even bards are not unknown.
Requirements:
Race: Elf or half-elf.
Skills: Concentration 4, Tumble 2
Feats: Combat Casting, Combat Expertise, Dodge, Weapon Focus (longsword or rapier)
BAB: +5
Spells: Able to cast arcane spells of 2nd level.
Class Features:
Hit Die: d8
Base Attack Bonus: High.
High Saves: Reflex, Will.
Weapon Proficiencies: None.
Armor Proficiencies: Light.
Skill Points: 2 + Int modifier.
Class Skills: Bluff, Concentration, Craft Weapon, Craft Alchemy, Craft Armor, Craft Trap, Lore, Parry, Perform, Spellcraft, Tumble.
Class Abilities
Level 1: Bladesong Style, Spellcasting Progression
Level 2: Skill Focus: Concentration, Mobility
Level 3:
Level 4: Song of Celerity 1/day
Level 5: Spring Attack
Level 6: Armored Caster
Level 7:
Level 8: Song of Celerity 2/day, Battle Caster
Level 9:
Level 10: Song of Fury
Spellcasting Progression: At each odd bladesinger level (1, 3, 5, 7, and 9), the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. If a character had more than one arcane spellcasting class before becoming a bladesinger, she must decide which class she increases when she gains a level.
Bladesong Style
When wielding a longsword or rapier in one hand (and nothing in the other), a bladesinger gains a dodge bonus to Armor Class equal to her class level, up to a maximum of her Intelligence bonus. If the bladesinger wears medium or heavy armor, she loses all benefits of the bladesong style.
Mobility
At 2nd level, a bladesinger gains Mobility as a bonus feat.
Song of Celerity
Once per day, a bladesinger of 4th level or higher may grant her party the benefits of the haste spell for a number of rounds equal to her class level.
Spring Attack
At 5th level, a bladesinger gains Spring Attack as a bonus feat.
Armored Caster
At 6th level, bladesingers reduce spell failure penalties from wearing light armor by 15%. However, they suffer the full arcane spell failure penalties from casting spells while wearing medium or heavy armor, or while equipped with shields.
Battle Caster
At 8th level, bladesingers reduce spell failure penalties from wearing medium armor by 30 and light armor by 15%. However, they suffer the full arcane spell failure penalties from casting spells while wearing heavy armor or while equipped with shields.
Song of Fury
When a 10th-level bladesinger makes a full attack with a longsword or rapier in one hand (and nothing in the other), she can make one extra attack in a round at her highest base attack bonus, but this attack and each other attack made in that round take a -2 penalty.

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13 Champion of The Silver Flame on Sun Oct 31, 2010 1:51 am


Champions of the Silver Flame are dedicated to fighting supernatural forces of evil and extraplanar threats. They are spiritual heroes who channel the power of the Silver Flame to ward off evil outsiders, destroy evil spirits, and smite the material forms of the forces of evil. They are paragons of good and stand as the bulwarks of faith between the darkness and the light.
Requirements
Alignment: Lawful Good.
Class: Paladin
Feats: Smite Evil 2/day
Skills: Lore 8.
Spellcasting: Able to cast 2nd level divine spells.
Required Spell: Angelskin
Special: May not have any levels in the Bone Knight prestige class.
Class Features
HD: d10
BAB: High
High Saves: Fort, Will
Weapon proficiency: None
Armor proficiency: Tower shields.
Class Skills: Concentration, Craft Weapon, Craft Armor, Diplomacy, Heal, Intimidate, Lore, Parry, and Spellcraft.
Skill points: 2 + Int modifier
Class Abilities
Level 1: Bonus Feat: Extra Turning, Blessing of the Champion, Spellcasting Progression, Turn Undead
Level 2:
Level 3: Darkvision, Bonus Feat: Extra Smiting, Resist Compulsion
Level 4:
Level 5:
Level 6: Weapon of Flame
Level 7:
Level 8:
Level 9: Weapon of Sacred Flame
Level 10: Warding Flame
Turn Undead: Champion of the Silver Flame levels stack with all other classes for the purpose of turning undead.
Spellcasting: At each level, a champion of the Silver Flame gains new spells per day (and spells known, if applicable) as if she had also gained a Paladin level.
Blessing of the Champion: A champion of the Silver Flame dispenses the fury of the Silver Flame with her weapons. The champion gains a +1 bonus on Attack rolls and a +1 divine damage bonus. The damage bonus granted by blessing of the champion does not stack with the Sanctify Strikes feat.
Darkvision: If she does not already have it, a champion of the Silver Flame gains darkvision at 3rd level.
Resist Compulsion: Beginning at 3rd level, a champion of the Silver Flame receives a +2 sacred bonus on saving throws against all mind-affecting spells and effects.
Weapons of Flame: Starting at 6th level, a champion of the Silver Flame deals an extra 1d6 points of fire damage on a successful hit.
Weapons of Sacred Flame: Starting at 9th level, a champion of the Silver Flame deals an extra 1d6 points of sacred (divine) damage on a successful hit in addition to the bonus granted by weapons of flame. This divine damage bonus replaces the bonus granted by Blessing of the Champion and does not stack with the Sanctify Strikes feat.
Warding Flame: At 10th level, a champion of the Silver Flame can bathe herself in silver flame. As long as the warding flame covers her, she gains a +2 sacred bonus to Armor Class and saving throws. In addition, she gains spell resistance 12 + character level

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14 Champion of the Wild on Sun Oct 31, 2010 1:52 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.
In order to become a champion of the wild, an initiate must excel in swordplay and exhibit patience, grace, and compassion. To take joy only in feat of arms is to live a crude and diminished life. There is more to life than fighting well, and the true champion knows this. Champions of the wild embody discipline and skill and relies on quickness, agility, and an almost scholarly study of the most difficult and advanced techniques of swordplay instead of brute power.
Requirements:
Alignment: Any non-evil.
BAB: +7
Skills: Diplomacy 4, Lore 2
Feats: Martial Weapons, Heavy Armor, Combat Expertise, Dodge, Weapon Focus (Longsword, Rapier, or Scimitar)
Class Features:
HD: d10
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, Spellcraft, and Tumble.
Class Abilities:
Level 1: Touch of the Wild, Bonus Feat
Level 2: Elegant Strike
Level 3: Superior Defense +1
Level 4: Bonus Feat
Level 5: Dash
Level 6: Superior Defense +2
Level 7: Bonus Feat
Level 8: Wrath of the Wild 1/day
Level 9: Superior Defense +3
Level 10: Bonus Feat
Touch of the Wild: Upon entering this class, you gain the ability to heal wounds by touch, much like a paladin's lay on hands ability. Paladin levels stack with class levels as long as you have a Charisma score higher than 11.
Bonus Feat: At 1st level and every three levels thereafter, you gain a bonus feat 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.
Elegant Strike: Upon reaching 2nd level, you become able to place your attacks where they deal greater damage. You apply your Dexterity bonus as a bonus on damage rolls (in addition to any Strength bonus you may have) with any of the following weapons: longsword, rapier, scimitar, or universal sword.
Superior Defense: At 3rd level, you learn special techniques for making the best use of your natural agility even while wearing restrictive armor. You gain a +1 Dodge AC bonus at 3rd level. At 6th level the bonus improves to +2 and at 9th level it increases by +3.
Wrath of the Wild: At 8th level, you gain the ability to briefly channel the divine power of a wild deity, enveloping one melee weapon you wield in a veil of incandescent light. You gain a +2 sacred bonus on attack rolls and deal an extra 2d6 points of damage with each melee attack you make for a number of rounds equal to 4 + your Cha modifier.
New Feats are available to gain additional uses per day of Wrath of the Wild:
Extra Wrath of the Wild I (improves to 3 uses/day).
Extra Wrath of the Wild II (improves to 5 uses/day).

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15 Dervish on Sun Oct 31, 2010 1:58 am

Dervish
PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.
Wild, exotic, and as dangerous as her whirling blades, the dervish epitomizes speed, quickness, and abandon. Her motions appear to be as random as they are graceful, but the steps of her lethal dance play out according to their own rhythm.
Nearly all dervishes belong to nomadic cultures. These nomads are not simple wanderers with no roots to call their own - they have their ancient traditions, and their societies simply do not consider permanent settlements an important part of their nature. They are gypsies, keeping their own traditions and forging their own familial and societal bonds while they move throughout the world. Often, these tribes adopt the attitudes and even some of the laws of the lands they live in - for the sake of expedience, if nothing else. The dervish treats fighting styles the same way. A dervish learns the dance of war as she grows up among her family and her tribe. She watches others as she travels, however, and brings new steps to the dance as she goes.
Fighters, rangers, and monks often take up the role of the dervish. Many paladins look at the wildness of the dance and assume it has some roots in chaos, but those who look past the seeming randomness can find things to learn. Barbarians seldom choose to learn the ways of the dance - the dervish depends on subtlety more than brute force. The way of the dervish has been known to appeal to some druids, bards, and even sorcerers - those who wish to learn a type of fighting that does not rely on heavy arms or armor find the class interesting.
Requirements:
Skills: Perform 3, Tumble 3
Feats: Combat Expertise, Dodge, Mobility, Weapon Focus (any slashing melee weapon)
BAB: +5
Class Features:
Hit Die: d10
Base Attack Bonus: High.
High Saves: Reflex, Will.
Weapon Proficiencies: None.
Armor Proficiencies: None.
Skill Points: 4 + Int modifier.
Class Skills: Bluff, Craft Weapon, Craft Armor, Listen, Lore, Perform, and Tumble.
Class Abilities
Level 1: AC Bonus (+1), Dervish Dance 1/day, Skill Focus (Tumble)
Level 2: Bonus Feat: Dash
Level 3: Spring Attack, Dervish Dance 2/day
Level 4: Dance of Death
Level 5: AC Bonus (+2), Dervish Dance 3/day
Level 6: Improved Initiative
Level 7: Defensive Parry, Dervish Dance 4/day
Level 8:
Level 9: AC Bonus (+3), Tireless dance, Dervish Dance 5/day
Level 10: A Thousand Cuts
AC Bonus: At 1st level, a dervish gains a +1 dodge bonus to AC. This bonus improves to +2 at 5th level and +3 at 9th level.
A dervish gains this bonus to Armor Class as long as she is wearing no armor or light armor and not carrying a shield. She loses this bonus when she is immobilized or helpless, when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.
Dervish Dance: A dervish can become a whirling dancer of death a certain number of times per day. She gains a bonus on her attack and damage rolls; +1 at 1st level, and it increases by an extra +1 at every odd-numbered level thereafter.
A dervish may only perform a dervish dance while wielding a slashing weapon (she may use multiple weapons only if both weapons are of the slashing type). She cannot perform a dervish dance in any armor heavier than light or if she is using a shield.
A dervish dance lasts 1 round for every 2 ranks of Perform that the character has. At the end of a dervish dance, the character becomes fatigued for 1 minute (unless she is a 9th-level dervish, at which point this limitation no longer applies).
Fatigue causes a -2 penalty to Strength and Dexterity as well as a 10% movement speed reduction.
Dance of Death: At 4th level, a dervish gains the benefit of the Cleave feat while performing a dervish dance, even if she does not meet the prerequisites for the feat. At 10th level this improves to Great Cleave.
Defensive Parry: When she attains 7th level, a dervish gains an extra +4 bonus to Dodge Armor Class when she chooses to fight defensively (Combat Expertise or Improved Combat Expertise is activated).
Tireless Dance: When a dervish reaches 9th level, the character no longer becomes fatigued at the end of a dervish dance.
A Thousand Cuts: When a dervish reaches 10th level, once per day she gains a +2d6 slashing damage bonus on her attacks for 6 seconds.

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16 Dragon Warrior on Sun Oct 31, 2010 1:59 am


PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.
Dragon warriors are dedicated warriors, members of special, self-selected class who revere dragon-kind and emulate dragons' ferocious martial abilities to the point of taking on some draconic traits.
Each dragon warrior is bound to a single dragon clan, of which there are ten. Five good dragon clans are each devoted to a kind of metallic dragon, and five evil dragon clans are each devoted to a kind of chromatic dragon. In time the fires of the clan dragon awakens within her.
Martial classes of all types can apply for membership in dragon clans. If the dragon's roar is as a song to one's ears, she should consider becoming a dragon warrior.
Requirements:
BAB: +5
Skills: Lore 2
Special: May not have levels in the Dragon Disciple prestige class.
Class Features:
HD: d10
BAB: Medium
High Saves: Fort, Will
Weapon proficiency: None
Armor proficiency: None
Skill points: 2 + Int modifier
Class Skills: Craft Weapon, Craft Armor, Concentration, Diplomacy, Intimidate, Lore, Parry.
Class Abilities
Level 1: Dragon Disciple, Dragon Breath, Resistance to Energy 5
Level 2: Dragon Breath 2/day
Level 3: Immune to Fear
Level 4: Elemental weapon +1d6
Level 5: Resistance to Energy 10
Level 6: Dragon Breath 3/day
Level 7: Resistance to Energy 15
Level 8: Blind-Fight
Level 9: Elemental weapon +2d6
Level 10: Resistance to Energy 20
Dragon Breath: A dragon warrior can use a breath weapon once per day as a standard action. The type of breath weapon depends on the chosen dragon type. The breath weapon deals 1d8 points of damage per class level in a 30' cone. The Reflex save DC for the breath weapon is 10 + the dragon warrior's class level + the dragon warrior's Con modifier.
Resistance to Energy: A dragon warrior gains resistance 5 against attacks involving the same energy types as the character's breath weapon (for example, acid for a green dragon warrior). At 5th level, the resistance improves to 10. At 7th level it improves to 15, and at 10th level it becomes 20.
Immune to Fear: Starting at 3rd level, a dragon warrior is immune to fear effects due their interaction with the great wyrms.
Elemental Weaponry: Starting at 4th level, a dragon warrior can endow her weapons with elemental energy while she wields them in battle. This energy is of the same type as her breath weapon. At 4th level, this bonus deals an extra 1d6 points of energy damage, and this extra damage increases to 2d6 at 9th level. This ability lasts for one hour per class level at a time (no limit on uses).

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17 Dragon Slayer on Sun Oct 31, 2010 2:00 am


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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18 Dread Pirate on Sun Oct 31, 2010 2:02 am



Thugs and cutthroats in every port lay claim to the title "pirate," but actually making a fortune through piracy is no easy task. A dread pirate, however, has mastered every aspect of larceny on the high seas.
Some dread pirates accomplish their goals through fear, killing indiscriminately and ruling their ships at rapier-point. Others minimize bloodshed and exhibit a curious sort of chivalry.
A dread pirate's lifestyle is ideal for most rogues, because the job requires a number of skills that other classes don't have the time or inclination to learn.
Requirements:
Alignment: Any nonlawful.
Base Attack Bonus: +4.
Feats: Weapon Finesse.
Skills: Appraise 8, Lore 8.
Class Features:
Hit Die: d8
Base Attack Bonus: High.
High Saves: Ref.
Weapon Proficiencies: All simple and martial.
Armor Proficiencies: Light armor.
Skill Points: 6 + Int modifier.
Class Skills: Appraise, Bluff, Craft Armor, Craft Weapon, Intimidate, Listen, Lore, Perform, Search, Sleight of Hand, Spot, and Tumble.
Class Abilities:
Level 1: Two Weapon Fighting
Level 2: Fearsome Reputation +2
Level 3: Rally the Crew +1
Level 4: Spring Attack
Level 5: Luck of Heroes
Level 6: Fearsome Reputation +4
Level 7: Rally the Crew +2
Level 8: Skill Focus (Tumble)
Level 9: Fight to the Death
Level 10: Fearsome Reputation +6, Leadership
Fearsome Reputation: By the time he attains 2nd level, a dread pirate has developed a reputation on the high seas and gains a +2 bonus on Diplomacy checks. This bonus increases to +4 at 6th level and to +6 at 10th level.
Rally the Crew: Starting at 3rd level, a dread pirate can inspire his allies (including himself) to great bravery in combat once per day. This inspiration grants them a +1 bonus on saving throws against charm and fear effects, a +1 attack bonus, and a +1 bonus on weapon damage rolls. This is an instantly activated ability and lasts for 1 minute per class level. At 7th level, a dread pirate can use this ability twice per day, and the bonus increases to +2.
If a dread pirate has the inspire courage bardic music ability, he adds this bonus whenever he uses the inspire courage ability. For example, an 8th-level bard/3rd-level dread pirate would provide a +3 bonus on attack rolls and weapon damage rolls. Inspire Courage does not gain the benefit of the Fight to the Death ability.
Fight to the Death: At 9th level and higher, a dread pirate can inspire his allies to carry on against tremendous odds. Each ally affected by the dread pirate's rally the crew ability also gains temporary hit points equal to 10 + the dread pirate's Cha bonus (minimum 10), gains a dodge bonus to Armor Class equal to the dread pirate's Cha bonus (minimum +1), and gains a number of bonus hit points equal to their level. These bonuses last for 1 round per dread pirate level.

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19 Elemental Archer on Sun Oct 31, 2010 2:03 am


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.
Elemental archers focus on channeling the elemental planes to supplement their combat prowess with ranged or thrown weapons. Through exhaustive training, elemental archers are capable of opening small rifts in one of the planes, infusing their attacks with elemental energy or shielding themselves from harm. These fearsome displays of raw elemental fury are rarely tolerated in most civilized lands which makes the class a perfect fit for the solitary Genasi though any race may become an elemental archer.
Druids and Rangers are the most likely characters to become elemental archers due to their ties to nature and the elements. It is not uncommon for Clerics and Favored Souls of a deity whose portfolio includes the elemental planes to follow the path as well. Those with a taste for the arcane and focus on elemental spells are also good candidates.
Requirements:
Base Attack Bonus: +8
Required Feats: Point Blank Shot, Manyshot, Weapon Focus in a ranged or thrown weapon.
Class Features:
Hit Die: d8
Base Attack Bonus: High.
High Saves: Reflex.
Weapon Proficiencies: None.
Armor Proficiencies: None.
Skill Points: 4 + Int modifier.
Class Skills: Concentration, Craft Armor, Craft Weapon, Intimidate, Listen, Lore, Spot, Survival, Tumble
Class Abilities:
Level 1: Path of Elements, Elemental Shot
Level 2: Accurate Shot (+1)
Level 3: Elemental Shield (5 minute cooldown)
Level 4: Accurate Shot (+2)
Level 5: Elemental Shield (2m:30s cooldown) , Elemental Storm (5 minute cooldown)
All class abilities require that a ranged or thrown weapon be equipped for the ability to work.
Path of Elements: At first level, the elemental archer must choose one of the four elements they wish to channel. All following abilities will use this element for their energy type. Genasi gain a +2 elemental damage bonus with Elemental Shot if they choose the same element as their heritage (stacking with the bonus from elemental shot).
Elemental Shot: At first level, the elemental archer channels their chosen plane through their hands, causing their shots to strike with elemental damage. For each level of Elemental Archer, the player gains 1 point of elemental damage on each shot made. Genasi gain a +2 elemental damage bonus if they choose the same element as their heritage (stacking with the bonus from elemental shot).
Accurate Shot - At level 2 their accuracy at channeling the elements improves, granting them a +1 attack bonus. This bonus improves to +2 at level 4.
Elemental Shield - At 3rd level, the elemental archer is capable of directing their chosen elemental energy into a protective shield about them once every 5 minutes. They gain a damage shield of their element that also adds a shield AC bonus. The shield AC bonus is equal to half their class level (+3 at level 5) and the damage shield's damage is d4 + half their class level (d4 + 3 at 5th). It lasts for a number of rounds equal to their con bonus plus their class level. The elemental archer is able to use this shield more often once they achieve 5th level (every 2 minutes, 30 seconds).
Elemental Storm - Beginning at 5th level, an elemental archer can tap the raw fury of their native plane and direct it against a group of foes. You unleash a hail of attacks imbued with elemental damage in a 40' circle, dealing your weapon damage + 2d6 of your chosen element if you succeed with a ranged touch attack. You can affect up to 5 targets.
***
New Feats will be added for the Elemental Archer:
Improved Elemental Shield: The elemental shield adds an AC bonus equal to class level instead of half of their class level. The damage dealt improves to d4 + class level. Duration is doubled.
Improved Elemental Storm: The elemental storm becomes a raging conflagration of energy. The damage bonus increases to 4d6 and the number of targets increases to 10.

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20 Elemental Warrior on Sun Oct 31, 2010 2:04 am


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.
The elemental warrior sees that great strength comes from focusing on the most basic aspects of reality. The sages say that the worlds are formed through combinations of fire, water, earth, and air, and that any problem can be overcome with the correction application of these forces. The elemental warrior becomes attuned to one of these building blocks of reality, channeling its power to great effect.
Fighters, monks, paladins, and barbarians make the best elemental warriors. This prestige class is focused on fighting and applying the elements in just the right way to bring down even the toughest adversary. Bards, rogues, rangers, and druids also may find this class useful if they often find themselves involved in close combat; a few levels of elemental warrior give them access to a range of weapons and defenses that will make them much more versatile.
Requirements:
Skills: Lore 5
Base Attack Bonus: +7
Class Features:
HD: d10
BAB: Medium
High Saves: Fortitude
Weapon and Armor proficiency: None
Skill points: 2 + Int modifier
Class Skills: Craft Weapon, Craft Armor, Intimidate, Lore, Parry, and Taunt.
Class Abilities:
Level 1: Elemental Affinity
Level 2: Elemental Manifestation
Level 3: Elemental Weapon
Level 4: Elemental Movement (Bonus feat: Dash), Elemental Sanctuary
Level 5: Elemental Strike
Elemental Affinity: An elemental warrior is attuned to one of the Elemental Planes, which imbues her with certain related abilities. At 1st level, she selects one of the four elements (air, earth, fire, or water) as the one for which she has an affinity. She gains resistance 10 to a particular energy type based on her chosen element (electricity for air, acid for earth, fire for fire, and cold for water).
Elemental Manifestation: An elemental warrior of 2nd level or higher can cause her body to manifest aspects of her chosen element. The effect lasts for 1 minute and may be used a number of times per day equal to her class level.
Air: All ranged attacks against her have a 20% miss chance.
Earth: The elemental warrior's skin is partially sheathed in rocky hide. Her natural armor bonus increased by 3 (this is an enhancement bonus).
Fire: A sheath of flame envelops the elemental warrior. Any opponent who lands a successful melee attack against her takes 1d6 points of fire damage.
Water: The elemental warrior becomes coated in water. She gains damage reduction 3/piercing.
Elemental Weapon: At 3rd level and higher, an elemental warrior can imbue her melee weapons with the energy of her chosen element. The imbued weapons deals an extra 2d6 points of energy damage on each hit. The effect lasts for 1 minute and can be used a number of times per day equal to her class level. The bonus is applied to the character so works with all types of weapons.
When an elemental warrior reaches 5th level, this ability improves. The extra damage remains the same, but on a successful critical hit, the weapons release a burst of energy that deals an additional 4d6 damage (Massive Criticals: 4d6).
Elemental Movement: At 4th level, an elemental warrior's base land speed increases by 10 feet (Bonus Feat: Dash).
Elemental Sanctuary: At 4th level, elemental warriors of all kinds also gain the ability to plane shift once per day for 1 minute (equivalent to the ethereal jaunt spell for 10 rounds).
Elemental Strike: Once per day, a 5th-level elemental warrior can channel her chosen element to deal a devastating melee touch attack. No save is allowed against the damage dealt by the attack, but a successful Fortitude save negates the secondary effect. The save DC for these effects is 15 + the elemental warrior's Con modifier.
Air, Earth: Target takes 10d6 points of blunt damage from the crushing touch attack and is knocked down (Fort save negates knockdown).
Fire: Target takes 10d6 points of fire damage and catches fire for 1d4 rounds (Fort save negates catching on fire). The target takes 1d6 fire damage for each round they are on fire unless they make a Reflex save, in which case the flames end.
Water: Target takes 10d6 points of magic damage as moisture is drawn from its body and becomes nauseated for 1 round (Fort save negates nausea).
New Feats: Extra Elemental Strike (adds 2 uses per day of Elemental Strike)

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21 Fist Of The Forest on Sun Oct 31, 2010 2:06 am


To be one with the wild, you must become wild yourself. It's only natural."
Though the two classes seem to have little in common, the paths of the monk and the barbarian often converge in the fist of the forest. Monks and other disciplined characters seek heightened connections with nature through a primal devotion to its defense. Barbarians and other wild characters seem to simply end up on this path if they are fated for it.
Requirements
Base Attack Bonus: +4
Feats: Great Fortitude, Improved Unarmed Strike, Power Attack
Skills: Survival 4.
Class Features
HD: d10
BAB: High
High Saves: Fort, Ref
Weapon and Armor proficiency: None
Class Skills: Craft Armor, Craft Weapon, Diplomacy, Heal, Intimidate, Listen, Lore, Parry, Move Silently, Spot, Survival, and Tumble.
Skill points: 2 + Int modifier
Class Abilities
Level 1: AC Bonus, Bonus Feat: Dash, Feral Stance 1/day, Unarmed Damage Increase
Level 2: Uncanny Dodge, Ki Strike (Magic)
Level 3: Feral Stance 2/day, Blind-Fight
AC Bonus: While unarmored, you gain a bonus to your dodge Armor Class equal to your Constitution bonus (if any). Only your base Constitution is used for this bonus (spell/item enhancements are not used). This bonus will not work while wildshaped.
Feral Trance: Once per day, you can enter a feral battle trance. While you are in this state, the raw power of the beast flows through you. For the duration of the trance, you gain a +4 bonus to Dexterity and a +2 bonus on attack rolls. A feral trance lasts for a number of rounds equal to 3 + your Con modifier. At 3rd level, you can use this ability twice per day. The Extend Rage feat increases the duration by 5 rounds.
Unarmed Damage Increase: Your unarmed attacks deal more damage than usual. You deal +1d6 blunt damage when not wielding any weapons.

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22 Ghost-Faced Killer on Sun Oct 31, 2010 2:07 am


From out of nothing the specter of death appears, an armored shadow with a brilliant blade held high. In a flash the blade falls, severing life from limb in a bloody arc. All around, screams of terror and shouts of fear erupt, as quaking hands draw blades to fight the masked murderer. His target dead, the ghost-faced killer walks calmly away as swords and fists pass harmlessly through his nearly transparent body.
Requirements:
Base Attack Bonus: +5.
Feats: Improved Initiative, Power Attack.
Skills: Hide 6, Concentration 4, Intimidate 8, Move Silently 6.
Class Features:
Hit Die: d8
Base Attack Bonus: High.
High Saves: Fort.
Weapon Proficiencies: All simple and martial.
Armor Proficiencies: Light armor.
Skill Points: 4 + Int modifier.
Class Skills: Bluff, Craft Armor, Craft Weapon, Concentration, Hide, Intimidate, Listen, Lore, Move Silently, Open Lock, Search, Spot, and Tumble.
Class Abilities:
Level 1: Ghost Step 1/day
Level 2: Sneak Attack +1d6
Level 3: Frightful Attack 1/day
Level 4: Ghost Step 2/day
Level 5: Sneak Attack +2d6
Level 6: Frightful Attack 2/day
Level 7: Ghost Step 3/day
Level 8: Sneak Attack +3d6
Level 9: Frightful Attack 3/day
Level 10: Ghost Step 4/day, Bonus Feat: Cleave
Ghost Step: A ghost-faced killer can become invisible for 3 rounds. At 6th level, a ghost-faced killer can become ethereal when using ghost step instead of becoming invisible. This is an instantly activated ability. The ghost-faced killer can use this ability once per day at 1st level, 2/day at 4th level, 3/day at 7th level, and 4/day at 10th level.
Frightful Attack: Beginning at 3rd level, a ghost-faced killer can panic onlookers and even frighten his victim to death by making a sudden strike attack. The ghost-faced killer makes a single melee attack and the victim must make a Will save (DC 10 + ghost-faced killer's class level + Cha modifier).
If the victim succeeds, she is shaken for 1 round per class level; if she fails, she dies instantly of fear. Creatures immune to mind-affecting effects, immune to fear, or with hit dice that exceed the ghost-faced killer's character level are immune to this frightful attack.
In additional, all creatures within 30 feet who see the frightful attack become shaken for 1 round per class level. A successful Will save (DC 16 + ghost-faced killer's class level + Cha modifier) negates this effect.

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23 Shadowbane Stalker on Sun Oct 31, 2010 2:10 am


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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24 Shining Blade on Sun Oct 31, 2010 2:11 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.
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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25 Tempest on Sun Oct 31, 2010 2:13 am

Tempest
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.
A tempest is the point of calm within a whirling barrier of deadly blades. Poets use colorful terms such as "dancing" to describe the movement of a tempest and her two blades, but mastery of this fighting style is not about dancing, nor is it about impressing anyone - least of all poets. A tempest focuses on learning the secrets of two-weapon fighting for a single purpose: the destruction of her enemies.
Requirements:
Base Attack Bonus: +6
Required Feats: Dodge, Mobility, Spring Attack, Improved Two-Weapon Fighting (including Ranger version)
Class Features:
Hit Die: d10
Base Attack Bonus: High.
High Saves: Fortitude.
Weapon Proficiencies: None.
Armor Proficiencies: None.
Skill Points: 2 + Int modifier.
Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Lore, Parry, Sleight of Hand, Taunt, and Tumble.
Class Abilities:
Bonus Feats: At level 3, the Tempest is granted Greater Two-Weapon Fighting. At level 5, the Tempest is granted Whirlwind Attack.
Tempest Defense: When wielding two weapons and wearing light or no armor, the Tempest gains the ability to defend herself with more skill and to seek out the gaps in an opponents defense. At level 1, the tempest gains a +1 Dodge AC bonus. At level 2, the tempest gains a +1 Attack Bonus in addition to the AC bonus. At level 3 the Dodge bonus improves to +2. At level 4 the Attack bonus improves to +2. At level 5, the Dodge bonus improves to +3.
Tempest Whirlwind: The Tempest's skill with two weapons has improved to the point her whirlwind attack is a deadly dance of blades. This is an improved Whirlwind Attack that deals an additional 2d6 slashing damage on each attack made.
If the Tempest was a Ranger, the normal Two-Weapon and Improved Two-Weapon feats are granted at level 1.

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