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Assassin
Living Trump (coming soon)
Loremaster
Shadowdancer
ASSASSIN
Hit Die: d6.
Requirements:
Class Skills: The assassins class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick Pocket (Dex), Read Lips (Int, exclusive skill), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha, exclusive skill), and Use Rope (Dex).
Weapon and Armor Proficiency: Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields.
Base Class Attack Fort Ref Will Level Bonus Save Save Save Special ----- ------ ---- ---- ---- -------
1st +0 +0 +2 +0 Sneak attack +1d6, death attack, poison use 2nd +1 +0 +3 +0 +1 save vs. poison, uncanny dodge (Dex bonus to AC) 3rd +2 +1 +3 +1 Sneak attack +2d6 4th +3 +1 +4 +1 +2 save vs. poison 5th +3 +1 +4 +1 Sneak attack +3d6, uncanny dodge (can’t be flanked) 6th +4 +2 +5 +2 +3 save vs. poison 7th +5 +2 +5 +2 +3 Sneak attack +4d6 8th +6 +2 +6 +2 +4 save vs. poison 9th +6 +3 +6 +3 Sneak attack +5d6 10th +7 +3 +7 +3 +5 save vs. poison, uncanny dodge (+1 vs. traps)
——— Spells per Day ——— Level 1st 2nd 3rd 4th ----- --- --- --- ---
1st 0 — — — 2nd 1 — — — 3rd 1 0 — — 4th 1 1 — — 5th 1 1 0 — 6th 1 1 1 — 7th 2 1 1 0 8th 2 1 1 1 9th 2 2 1 1 10th 2 2 2 1
Class Features
Sneak Attack: Any time the assassins target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the assassins attack deals +1d6 points of damage. This extra damage increases by +1d6 points every other level (+2d6 at 3rd level, +3d6 at 5th level, and so on). Should the assassin score a critical hit with a sneak attack, this extra damage is not multiplied.
It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less.
With a sap or an unarmed strike, the assassin can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual 4 penalty, because he must make optimal use of his weapon in order to execute the sneak attack.
An assassin can only sneak attack living creatures with discernible anatomiesundead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the assassin must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The assassin cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.
If an assassin gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.
Death Attack: If the assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassins choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails her Fortitude saving throw (DC 10 + the assassins class level + the assassins Intelligence modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victims mind and body become enervated, rendering her completely helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victims saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Spells: Beginning at 1st level, an assassin gains the ability to cast a small number of arcane spells. To cast a spell, the assassin must have an Intelligence score of at least 10 + the spells level, so an assassin with an Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the assassins Intelligence modifier (if any). When the assassin gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the assassin gets only bonus spells. An assassin without a bonus spell for that level cannot yet cast a spell of that level. The assassins spell list appears below. An assassin prepares and casts spells just as a wizard does.
Saving Throw Bonus vs. Poison: Assassins train with poisons of all types and slowly grow more and more resistant to their effects. This is reflected by a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two levels the assassin gains (+1 at 2nd level, +2 at 4th level, +3 at 6th level, and so on).
Uncanny Dodge: Starting at 2nd level, the assassin gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.)
At 5th level, the assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him).
At 10th level, the assassin gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps.
If the assassin has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability and determine the characters uncanny dodge ability on that basis.
Assassins choose their spells from the following list:
1st levelchange self, detect poison, ghost
sound, obscuring mist, spider climb.
2nd levelalter self, darkness, pass without trace, undetectable alignment.
3rd leveldeeper darkness, invisibility, misdirection, nondetection.
4th leveldimension door, freedom of movement, improved invisibility, poison.
LOREMASTER
Hit Die: d4.
Requirements:
Class Skills: The loremasters class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Concentration (Con), Decipher Script (Int, exclusive skill), Gather Information (Cha), Handle Animals (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Perform (Cha), Profession (Wis), Scry (Int), Speak Language, Spellcraft (Int), and Use Magic Device (Cha, exclusive skill).
Weapon and Armor Proficiency: Loremasters gain no proficiency in any weapon or armor.
Table: The Loremaster
Base Attack Fort Ref Will Class Level Bonus Save Save Save Special Spells per Day ----------- ------ ---- ---- ---- ------- --------------
1st +0 +0 +0 +2 Secret +1 level of existing class 2nd +1 +0 +0 +3 Lore +1 level of existing class 3rd +1 +1 +1 +3 Secret +1 level of existing class 4th +2 +1 +1 +4 Bonus language +1 level of existing class 5th +2 +1 +1 +4 Secret +1 level of existing class 6th +3 +2 +2 +5 Greater lore +1 level of existing class 7th +3 +2 +2 +5 Secret +1 level of existing class 8th +4 +2 +2 +6 Bonus language +1 level of existing class 9th +4 +3 +3 +6 Secret +1 level of existing class 10th +5 +3 +3 +7 True lore +1 level of existing class
Spells per Day: A loremaster continues training in magic as well as her field of research. Thus, when a new loremaster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of loremaster to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one spellcasting class before she became a loremaster, she must decide to which class she adds each level of loremaster for purposes of determining spells per day when she adds the new level.
Secret: In their studies, loremasters stumble upon all sorts of applicable knowledge and secrets. At 1st level and every two levels afterward (3rd, 5th, 7th, and 9th levels), the loremaster chooses one secret from Table: Loremaster Secrets. Her level plus Intelligence modifier determines which secrets she can choose. She cant choose the same secret twice.
Table: Loremaster Secrets
Level + Int Modifier Secret Effect ------------ ------ ------
1 Instant mastery 4 ranks of a skill in which the character has no ranks 2 Secret health +3 hit points 3 Secrets of inner strength +1 bonus to Will saves 4 The lore of true stamina +1 bonus to Fortitude saves 5 Secret knowledge +1 bonus to Reflex saves of avoidance 6 Weapon trick +1 bonus to attack rolls 7 Dodge trick +1 dodge bonus to AC 8 Applicable knowledge Any one feat 9 Newfound arcana 1 bonus 1st-level spell* 10 More newfound arcana 1 bonus 2nd-level spell*
*As if gained through having a high ability score.
Lore: Loremasters gather knowledge. At 2nd level, they gain the ability to know legends or information regarding various topics, just like a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the Knowledge check. See page 29 in the Players Handbook for more information on bardic knowledge.
Bonus Languages: Loremasters, in their laborious studies, learn new languages in order to access more knowledge. The loremaster can choose any new language at 4th and 8th level.
Greater Lore: At 6th level, a loremaster gains the ability to identify magic items, as the spell, as an extraordinary ability. She may do this once per item examined.
True Lore: At 10th level, once per day a loremaster can use her knowledge to gain the effects of a legend lore spell or an analyze dweomer spell. True lore is an extraordinary ability.
SHADOWDANCER
Hit Die: d8.
Requirements:
Class Skills: The shadowdancers class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Search (Int), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Weapon and Armor Proficiency: Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields.
Table: The Shadowdancer
Class Base Fort Ref Will Level Attack Bonus Save Save Save Special ----- ------ ---- ---- ---- ---- -------
1st +0 +0 +2 +0 Hide in plain sight 2nd +1 +0 +3 +0 Evasion, darkvision, uncanny dodge (Dex bonus to AC) 3rd +2 +1 +3 +1 Shadow illusion, summon shadow 4th +3 +1 +4 +1 Shadow jump (20 ft.) 5th +3 +1 +4 +1 Defensive roll, uncanny dodge (can’t be flanked) 6th +4 +2 +5 +2 Shadow jump (40 ft.), summon shadow 7th +5 +2 +5 +2 Slippery mind 8th +6 +2 +6 +2 Shadow jump (80 ft). 9th +6 +3 +6 +3 Summon shadow 10th +7 +3 +7 +3 Shadow jump (160 ft.), improved evasion, uncanny dodge (+1 vs. traps)
Hide in Plain Sight: Shadowdancers can use the Hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, shadowdancers can hide themselves from view in the open without anything to actually hide behind. They cannot, however, hide in their own shadows. Hide in plain sight is a supernatural ability.
Evasion: At 2nd level, a Shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.
Darkvision: At 2nd level, a Shadowdancer can see in the dark as though she were permanently under the affect of a darkvision spell. This is a supernatural ability.
Uncanny Dodge: Starting at 2nd level, the shadowdancer gains the extraordinary ability to react to danger before her senses would normally allow her to even be aware of it. At 2nd level and above, she retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.)
At 5th level, the shadowdancer can no longer be flanked, since she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least 4 levels higher than the shadowdancer can flank her (and thus sneak attack her).
At 10th level, the shadowdancer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus to Reflex saves made to avoid traps.
If the shadowdancer has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability and determine the characters uncanny dodge ability on that basis.
Shadow Illusion: When a shadowdancer reaches 3rd level, she can create visual illusions from surrounding shadows. This spell-like ability is identical to the arcane spell silent image and may be employed once per day.
Summon Shadow: At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadows alignment matches that of the shadowdancer. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer allows her to summon an additional shadow and adds +2 HD (and the requisite base attack and base save bonus increases) to all her shadow companions.
If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a Fortitude saving throw (DC 15). If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancers experience can never go below 0 as the result of a shadows dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for a year and a day.
Shadow Jump: At 4th level, the shadowdancer gains the ability to travel between shadows (not Shadows) as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. The shadowdancer can jump up to a total of 20 feet each day in this way, although this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels thereafter, the distance a shadowdancer can jump each day doubles (40 feet at 6th level, 80 feet at 8th level, and 160 feet at 10th level). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. (A 6th-level shadowdancer who jumps 32 feet cannot jump again until the next day.) At 10th level, this ability can be used to jump to the next Shadow (not shadow), though this will make the character unable to jump for the rest of the day.
Defensive Roll: Starting at 5th level, the shadowdancer can roll with a potentially lethal blow to take less damage from it. Once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the shadowdancer can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she cant attempt the defensive roll.
Slippery Mind: This extraordinary ability, gained at 7th level, represents the shadowdancers ability to wriggle free from magical effects that would otherwise control or compel her. If the shadowdancer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spells effects proceed normally.
Improved Evasion: This extraordinary ability, gained at 10th level, works like evasion (see above). The shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage (breath weapon, fireball, and so on). Whats more, she takes only half damage even if she fails her saving throw, since the shadowdancers reflexes allow her to get out of harms way with incredible speed.
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