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Dagesh
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Registration date : 2008-10-21

PostSubject: Prestige Classes   Thu Oct 22, 2009 8:44 am

Arcane Devotee
(PRESTIGE CLASS)
Every major faith numbers sorcerers and wizards among its fervent followers. While some wizards ally themselves with churches close to their own beliefs out of caution and convenience, others are devout representatives of their faith and willingly subordinate their own causes to those of their patron deity,
becoming arcane devotees. Naturally, arcane devotees are always arcane spellcasters. Sorcerers and wizards are the most common type, but some music-oriented deities tend to have more bard devotees, and a rare few of the more evil deities have been known to have assassin devotees that focus on cruel and terrible forms of death magic

-Hit die: d4.
-Weapon and Armor Proficiency: Arcane devotees gain no proficiency in any weapon or armor.
- Skill Points: 2 + Int Modifier.
-Caster Level: The caster's spell caster level adds the previous caster class plus any levels in this class.
-Class Skills: The arcane devotee's class skills (and the key ability for each skill) are Concentration (CON), Craft [Any] (INT), Knowledge [Any] (INT), and
Spellcraft (INT).

Skill Points: 2 + INT bonus each level

Weapon and Armor Proficiency: An Arcane Devotee learns some of the rudiments of combat and is proficient with all simple weapons, with light armors and with
shields.

REQUIREMENTS:
Any Deity
Spellcasting: Ablility to cast 4th-level arcane spells
Skills: Knowledge (religion) 8 ranks, Spellcraft 8 ranks

ABILITIES:

Level
1: +0 AB; Bonus Feat
2: +1 AB; Sacred Defense +1, Alignment Focus
3: +1 AB; Bonus Feat
4: +2 AB; Sacred Defense +2
5: +2 AB; Divine Shroud

Bonus Feats:
Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration

Sacred Defense
The bonus value is added to the arcane devotee's spell resistance. These do stack.

Alignment Focus
A 2nd level arcane devotee raises his/her caster level by 2

Divine Shroud
Once per day, a 5th level arcane devotee may surround him/herself with a shroud of glowing divine power that protects the devotee from enemy spells. The
shroud grants spell resistance of 12 + the character's caster level. It lasts as long a number of rounds equal to the caster's Charisma bonus + 5.
------------------------------------------
Arcane Trickster
(PRESTIGE CLASS)
Arcane Tricksters combine their knowledge of spells with a taste for intrigue, larceny or just plain mischief. They are among the most adaptable of
adventurers. Arcane Tricksters tend to use a seat of the pants approach to adventuring, loading up on spells that improve their stealth and mobility.

- Hit Dice: d4.
- Proficiencies: Arcane Tricksters gain no weapon, armor or shield proficiencies.
- Skill Points: 4 + Int Modifier.
-Caster Level: The caster's spell effective caster level is equal to levels in previous arcane class + arcane trickster levels.
-The arcane trickster’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con),
Craft [Any] (Int), Diplomacy (Cha), Disable Trap (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge
[Any] (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis),
Tumble (Dex).

REQUIREMENTS:

Alignment: Non Lawful
Skills: Knowledge (arcana) 4 ranks, Disable Trap 7, Escape Artist 7.
Sneak Attack: 2d6
Ability to cast level 3 spells.

ABILITIES:

Level
1: +0 AB; Ranged Legerdemain - Trap & Pick Lock at 30' range, once per day
2: +1 AB: Sneak Attack 1d6.
3: +1 AB
4: +2 AB; Sneak Attack 2d6.
5: +2 AB; Ranged Legerdemain - Improves to two uses a day
6: +3 AB; Sneak Attack 3d6.
7: +3 AB
8: +4 AB; Sneak Attack 4d6.
9: +4 AB; Ranged Legerdemain - Three uses a day.
10: +5 AB; Sneak Attack 5d6,

------------------------------------------------------
Archmage
(PRESTIGE CLASS)

The highest art is magic-often referred to as the Art. Its most advanced practitioners are frequently archmages, bending spells in ways unavailable to other
spellcasters. The archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of his/her spell capability in
order to master these arcane secrets.

-Hit die: d4.
-Weapon and Armor Proficiency: Archmages gain no proficiency in any weapon or armor.
- Skill Points: 2 + Int Modifier.
-Caster Level: The caster's spell caster level adds the previous caster class plus any levels in this class.
-Class Skills: The archmage's class skills (and the key ability for each skill) are Concentration (CON), Knowledge [Any] (INT), Search (INT), and Spellcraft
(INT).

REQUIREMENTS:
Spellcasting: Ablility to cast 7th-level arcane spells
Skills: Knowledge (arcana) 15 ranks, Spellcraft 15 ranks
Feats: Skill Focus (Spellcraft), Spell Focus in two schools of magic

ABILITIES:

Level
1: +0 AB; Bonus Feat
2: +1 AB; Bonus Feat
3: +1 AB; Bonus Feat
4: +2 AB; Bonus Feat
5: +2 AB; Bonus Feat

Bonus Feats:

Arcane Fire
The archamge gains the ability to channel arcane spell energy into arcane fire, manifesting as a bolt of raw magical energy. It is a long ranged touch attack
that deals 3d6 per level of archmage. For example, a level 5 archmage will roll 15d6 damage

Mastery of Elements
The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally does. For example, an archmage could cast a
fireball that does sonic instead of fire damage. The element chosen will replace acid, cold, fire, electrical, or sonic damage.

Spell Power + Bonus
This ability increases the caster's effective caster level by the bonus amount. It also stacks with previous bonuses.

Master Wand Crafter
The archmage has mastered the crafting of wands. This allows the archmage to craft wands for half the normal cost.

Master Scribe
The archmage has mastered the scribing scrolls. This allows the archmage to scribe scrolls for half the normal cost.

Master Potion Crafter
The archmage has mastered the crafting of potions. This allows the archmage to craft potions for half the normal cost.

Master Extend Spell
The archmage has mastered the ability to triple those spells cast with the Extend Spell feat instead of double the time it lasts.

Master Empower Spell
The archmage has mastered the ability to imbue a spell with raw energy making it more potent. Spells cast with the Empower Spell feat are doubled instead of
empowered by the normal 1-1/2
-----------------------------------------------------------
Eldritch Knight
(PRESTIGE CLASS)
A bridge between arcane and steel, the eldritch knight seeks to master both. Though this knight does not gain any new spells, her caster level combines this class plus any other arcane class. She also trains well in melee giving her +1 attack bonus per level.

-Hit die: d6.
-Weapon and Armor Proficiency: Eldritch knights gain no proficiency in any weapon or armor.
-Skill Points: 2 + Int Modifier.
-Caster Level: The caster's spell caster level adds the previous caster class plus any levels in this class.
-The eldritch knight’s class skills (and the key ability for each skill) are Concentration (Con), Craft [Any] (Int), Jump (Str), Knowledge (arcana) (Int),
Knowledge (royalty and nobility) (Int), Sense Motive (Wis), Spellcraft (Int).


REQUIREMENTS:
Weapon Proficiency: Martial
Spells: Able to cast 3rd level arcane spells

ABILITIES:

Level
1: +1 AB; Bonus Feat (fighter)
2: +2 AB; +1 level of existing arcane spellcasting class
3: +3 AB; +1 level of existing arcane spellcasting class
4: +4 AB; +1 level of existing arcane spellcasting class
5: +5 AB; +1 level of existing arcane spellcasting class
6: +6 AB; +1 level of existing arcane spellcasting class
7: +7 AB; +1 level of existing arcane spellcasting class
8: +8 AB; +1 level of existing arcane spellcasting class
9: +9 AB; +1 level of existing arcane spellcasting class
10: +10 AB; +1 level of existing arcane spellcasting class

Bonus Feat (fighter):
This bonus feat is from the normal fighter bonus feats.
--------------------------------------------
Divine Champion
(PRESTIGE CLASS)

Divine champions are mighty warriors who dedicate themselves to their deity's cause, defending holy ground, destroying enemies of the church, and slaying
mythical beasts and clerics of opposed faiths. For deities that do not count paladins among their followers, divine, champions fill the role of the
church-sponsored warrior. Most divine champions come from a military background. Barbarians, fighters, monks, paladins, and rangers are the most common divine champions, but some of the more militant clerics and druids decide to become divine champions. Bards, rogues, sorcerers, and wizards rarely become
divine champions unless they are particularly devout and skilled in warfare.

-Hit Die: d10.
-Proficiencies: All simple and martial weapons, light and medium armor, and shields.
-Skill Points: 2 + Int Modifier.
-The divine champion's class skills (and the key ability for each skill) are Animal Empathy (CHA), Climb (STR), Craft [Any] (Int), Jump (STR), Knowledge
(religion) (INT), and Spot (WIS).

REQUIREMENTS:

Base Attack Bonus: +7
Feats: Weapon Focus in a melee weapon.
Skills: Knowledge (religion) 3 ranks
Patron: A divine champion must have a patron deity, and it must be the deity of which he/she is a champion

ABILITIES:

Level
1: +1 AB; Lay on Hands; Fighter Feat
2: +2 AB; Sacred Defense +1
3: +3 AB; Smite Evil; Fighter Feat
4: +4 AB; Sacred Defense +2
5: +5 AB; Divine Wrath; Fighter Feat
6: +6 AB; Sacred Defense +3
7: +7 AB; Fighter Feat
8: +8 AB; Sacred Defense +4
9: +9 AB; Fighter Feat
10: +10 AB; Sacred Defense +5

Bonus Feats:

Divine Champions receive a bonus feat (fighter) every second level.

Lay on Hands
Can heal damage equal to class level multiplied by their Charisma modifier, deals damage to undead creatures.

Sacred Defense
Divine champions add the specified number to all saving throws.

Smite Evil
Once per day divine champions may add their Charisma bonus to attack roll and do +1 point of damage per level of Champion and Paladin.

Divine Wrath
Once per day divine champions gain +3 to attack, damage and saving throws and damage reduction +1/5 for a number of rounds equal to their Charisma bonus.

---------------------------------------
Hierophant
(PRESTIGE CLASS)
A divine spellcaster who rises high in the service of his/her diety gains access to spells and abilities of which lesser faithful can only dream. The
hierophant prestige class is open to powerful divine spellcasters who are approaching access to the strongest and most difficult divine spells. They delay
the acquisition of these greatest gifts in exchange for a deeper understanding of and ability to control the power they channel.

-Hit Die: d8.
-Weapon and Armor Proficiency: Hierophants gain no proficiency in any weapon or armor.
-Skill Points: 2 + Int Modifier.
-The hierophant's class skills (and the key ability for each skill) are Concentration (CON), Craft [Any] (INT), Diplomacy (CHA), Heal (WIS), Knowledge
(arcana) (INT), Knowledge (religion) (INT), and Spellcraft (INT).

REQUIREMENTS:

Spellcasting: Able to cast 7th level divine spells.
Skills: Knowledge (religion) or Knowledge (nature) 15 ranks.
Feats: Any metamagic.

ABILITIES:

Level
1: +0 AB; Bonus Feat
2: +1 AB; Bonus Feat
3: +1 AB; Bonus Feat
4: +2 AB; Bonus Feat
5: +2 AB; Bonus Feat

Bonus Feats:

Blast Infidel:
The hierophant can use negative energy spells to their maximum effect on creatures with a different patron than the hierophant. Any spell with a description
that involves inflicting or channeling negative energy (ex. Inflict Wounds) cast on such creatures works as if under the effect of a Maximized Spell feat
(without using a higher-level spell slot). Undead affected by this ability heal the appropriate amount of damage, regardless of their patron (if any).

Faith Healing:
The hierophant can use healing spells to their maximum effect on creatures with the same good/evil alignment as the hierophant. Any spell with the healing
descriptor cast on such creatures works as if under the effects of a Maximize Spell feat (without using a higher-level spell slot).

Master of Energy:
The hierophant channels positive or negative energy much more effectively, increasing the ability to affect undead. Add a +4 bonus to the hierophant’s
turning checks and turning damage.

Spell Power +2:
The hierophant's caster level is effectively +2 to their current caster level. Spells that take DC, spell resistance, and time from the caster's level are
affected.

Metamagic feats:
The hierophant can choose a metamagic feat.
---------------------------------------
Potion Master
(PRESTIGE CLASS)
Most others gloss over potion crafting as if it were only a simple means which most need not take seriously. The potion master, however, has developed the
art of potion crafting to a level of liquid poetry. As the potion master progresses, new discoveries are made with the bubbling brews imbuing them with
extreme potency.

-Hit die: d4.
-Weapon and Armor Proficiency: Potion masters gain no proficiency in any weapon or armor.
- Skill Points: 4 + Int Modifier.
-Caster Level: The caster's spell caster level adds the previous caster class plus any levels in this class.
--The potion master's class skills (and the key ability for each skill) are Apply Poison (DEX), Concentration (CON), Craft [Any] (INT), Knowledge [Any] (INT), and Spellcraft (INT).

REQUIREMENTS:
Skills: Knowledge (nature) 8 ranks, Craft Potion 8 ranks
Feat: Craft Potion

ABILITIES:

Level
1: +0 AB; Potion Success
2: +1 AB; Improved Potions
3: +1 AB; Imbued Potions
4: +2 AB; Extend Potions
5: +2 AB; Maximize Potions

Bonus Feats:

Potion Success
The potion master has learned to never fail in an attempt to create a potion. All potion crafting attempts automatically succeed.

Improved Potions
The level limit for potion crafting with spells is increased by one. For example, the default level limit for potion crafting by spells is 3. This would
increase the highest spell craftable to 4.

Imbued Potions
All potions crafted by spells have an increased caster level of 2. This means that a caster casting at level 6 will imbue the potion with a level 8 caster
level making them more effective.

Extend Potions
All potions with a time limit are doubled automatically.

Maximize Potions
All potions that use a dice roll to determine effectiveness are automatically maximized.
------------------------------------------
Templar
(PRESTIGE CLASS)
Skilled in protection and service to her deity, the templar is a devoted servant to her deity. She protects a deity's artifacts or temples and either assists those seeking her aid or smites those with ill intent to their deity.

-Hit Die: d10.
-Skill Points at Each Level: 2 + Int modifier.
-Weapon and Armor Proficiency: Templars gain no proficiencies with any weapon or armor.
-The templar’s class skills (and the key ability for each skill) are Craft [Any] (Int), Climb (Str), Concentration (Con), Discipline (Str), Heal (Wis), Jump (Str), Lore (Int), Parry (Dex).

REQUIREMENTS:
-Skill: Knowledge (Religion, Arcane, or Nature) 8
-Feat: Alertness


ABILITIES:
Level
1: +1 AB; Damage Reduction 1/-, Favored Enemy
2: +2 AB; Templar's Protection
3: +3 AB; DR 2/-, Fighter Bonus Feat
4: +4 AB; Opportunist
5: +5 AB; Protector's Strength

Bonus Feats:

Templar's Protection
-Once per day the templar's influence calms the nerves of herself and allies around her thus giving a bonus to their ability to dodge opponent's blows. The bonus gives 1 Dodge AC per 2 of the templar's Charisma modifiers at a maximum of 5. This lasts for a number of rounds equal to the templar's Charisma modifier.

Protector's Strength
-Once per day the templar's skill in protection has honed his ability to attack with unparalleled tenacity giving him a bonus to his attack bonus. This bonus acts as the Bull's Strength spell. This lasts for a number of rounds equal to the templar's Charisma modifier.


------------------------------------------
Thaumaturgist
(PRESTIGE CLASS)
Walking planes as comfortably as her own home, the thaumaturgist has become attuned to controlling those creatures she summons as well as calling a few most mages do not have the power to control. With such power the thaumaturgist is able to lengthen the time a summoned creature will assist as well as some further bonuses to those same creatures.

-Hit Die: d4.
-Skill Points at Each Level: 2 + Int modifier.
-Weapon and Armor Proficiency: Thaumaturgists gain no proficiency with any weapon or armor.
-Caster Level: The caster's spell caster level adds the previous caster class plus any levels in this class.
-The thaumaturgist’s class skills (and the key ability for each skill) are Concentration (Con), Craft [Any] (Int), Diplomacy (Cha), Knowledge (religion) (Int), Knowledge (planar) (Int), Sense Motive (Wis), and Spellcraft (Int).

REQUIREMENTS:
Spell Focus: Conjuration
Skill: Knowledge (planar) 13

ABILITIES:

Level
1: +0 AB; Ally
2: +1 AB; Augment Summoning
3: +1 AB; Extended Summoning
4: +2 AB; Greater Ally
5: +2 AB; Planar Cohort

Bonus Feats:

Ally
The thaumaturgist calls a summoned ally to his/her aid. This also works alongside other creatures summoned by spells. The greater ally lasts for 24 hours.

Augment Summoning
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Extended Summoning
At 3rd level and higher, all spells from the summoning subschool that the thaumaturgist casts have their durations doubled, as if the Extend Spell feat had
been applied to them. The levels of the summoning spells don’t change, however. This ability stacks with the effect of the Extend Spell feat, which does
change the spell’s level.

Greater Ally
Works as the ally feat but calls a stronger ally to assist the thaumaturgist. The greater ally lasts for 24 hours.

Planar Cohort
The thaumaturgist summons forth a cohort from deep within the planes. The planar cohort has a strength score of 10 + the thaumaturgist's rank in Knowledge
(arcane). The planar cohort lasts for 1 round/thaumaturgist's effective caster level.


Last edited by Dagesh on Thu Dec 10, 2009 11:43 am; edited 7 times in total
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