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Animal LordEdit

(Complete Adventurer variant, p. 22)

Each animal lord forms a bond with one group of animals. Apelords, bearlords, birdlords, catlords, horselords, sharklords, snakelords, and wolflords all exist. Animals in his selected group accept an animal lord as a kindred soul and a leader. They offer him their support, and he watches over them in turn.

Barbarians, rangers, and druids are the most likely characters to adopt this class. Barbarians prefer the more physically powerful options, including apelord, bearlord, and horselord. Rangers gravitate toward the stealthier selections, such as catlord and wolflord. Most birdlords are druids with the ability to use wild shape, but druids are equally likely to select any type of animal to bond with. Some scouts, rogues, and even rare monks find this path rewarding as well. Among the races, elves and half-elves are the most common examples of animal lords due to their close bond to nature.

A character can choose this prestige class more than once but must select a different group of associated animals and start at 1st level each time. Levels of different animal lord classes do not stack when determining level-based class features.

RequirementsEdit

Base Attack Bonus: +5

Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil

Skills: Handle Animal 4 ranks , Knowledge (nature) 2 ranks

Apelord: Climb 4, Toughness Bearlord: Intimidate 4, Endurance Birdlord: Spot 4, Improved Flight† Catlord: Move Silently 4, Weapon Finesse Horselord: Jump 4, Run Sharklord: Swim 4, Improved Swimming† Snakelord: Escape Artist 4, Combat Reflexes Wolflord: Survival 4, Track

†New feat described on page 110.

Hit dieEdit

d10

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Animal lords gain no proficiency with any weapon or armor.

Animal Bond (Ex): An animal lord develops a bond with animals of his selected group (see below). He gains a +4 bonus on Handle Animal and wild empathy checks made to influence animals from his chosen group. If an animal lord has the animal companion class feature, he adds his animal lord level to his effective druid level for the purposes of determining his animal companion's bonus Hit Dice, special abilities, and so forth.

The eight groups of animals included here, along with examples taken from the Monster Manual, are as follows.  Apelord: ape, baboon, dire ape, monkey. Bearlord: black bear, brown bear, dire bear, polar bear. Birdlord: eagle, giant eagle†, giant owl†, hawk, owl, raven. Catlord: cat, cheetah, dire lion, dire tiger, leopard, lion, tiger. Horselord: horse (all), pony, warpony. Sharklord: dire shark, shark (all). Snakelord: constrictor, giant constrictor, viper (all). Wolflord: dire wolf, wolf. †These creatures are included even though they are not of the animal type.

Detect Animals (Sp): Beginning at 1st level, an animal lord can detect the presence of any animals of his selected group at will, as if using detect animals or plants with a caster level equal to his class level.

Wild Empathy (Ex): An animal lord can improve the attitude of an animal. See the druid class feature, page 35 of the Player's Handbook. If an animal lord has wild empathy from another class, his level stack for determining the bonus.

First Totem: At 2nd level, an animal lord gains a +4 bonus on checks made with a specific skill, determined by his selected group as follows. Apelord: Climb; Bearlord: Intimidate; Birdlord: Spot; Catlord: Move Silently; Horselord: Jump; Sharklord: Swim; Snakelord: Escape Artist; Wolflord: Survival.

Low-Light Vision (Ex): At 2nd level, an animal lord gains low-light vision, allowing him to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. He retains the ability to distinguish color and detail under these conditions. If an animal lord already has low-light vision from another source (such as his race), his low-light vision improves, allowing him to see three times as far as a human in conditions of shadowy illumination.

Wild Aspect (Su): At 3rd level and higher, an animal lord can take on an aspect of the animals of his selected group. Assuming a wild aspect is a swift action that does not provoke attacks of opportunity (see Swift Actions and Immediate Actions, page 137). Unless otherwise noted, the effect lasts for 1 minute per level. An animal lord can use this ability once per day at 3rd level, plus one additional time per day for every three levels gained after 3rd (twice per day at 6th level and three times per day at 9th level). When an animal lord reaches 7th level, his wild aspect becomes more powerful, as described below.

If an animal lord has the wild shape ability, he can spend one daily use of wild shape to assume his wild aspect instead (the duration is as normal for the wild aspect). If an animal lord already has a natural attack of the type gained by his wild aspect, use whichever damage figure is superior while the wild aspect is active. If an animal lord wields a weapon while using his wild aspect, he can use the natural attacks gained as natural secondary weapons if he uses his weapon as a primary attack, provided they are still available (an apelord couldn't use a secondary claw attack, for example, if he wields a two-handed weapon).

Apelord: An apelord gains two primary claw attacks. Each claw deals 1d4 points of damage (or 1d3 points for Small apelords). If an apelord hits an opponent with both claw attacks, he rends the foe for an additional 2d4 points of damage (or 2d3 points for Small apelords), plus 1-1/2 times his Strength bonus. At 7th level, the claw damage increases to 1d6 points (or 1d4 points for Small apelords) and the rend damage to 2d6 points (or 2d4 points for Small apelords).

Bearlord: A bearlord gains two primary claw attacks. Each claw deals 1d4 points of damage (or 1d3 points for Small bearlords). If a bearlord hits with a claw attack, he can attempt to start a grapple as a free action without provoking attacks of opportunity. The bearlord still follows all the other normal grappling rules. At 7th level, the claw damage increases to 1d6 points (or 1d4 points for Small bearlords).

Birdlord: A birdlord grows feathery wings, allowing him to fly at his base land speed (average maneuverability). At 7th level, the duration increases to 10 minutes per level.

Catlord: A catlord gains two primary claw attacks. Each claw deals 1d4 points of damage (or 1d3 points for Small catlords). If a catlord charges, he can attack with both claws at the end of his charge. At 7th level, the claw damage increases to 1d6 points (or 1d4 points for Small catlords).

Horselord: A horselord's speed, as well as the speed of any horse upon which he rides, improves by 10 feet for a duration of 1 hour per level. At 7th level, the speed increase improves to 20 feet.

Sharklord: A sharklord gains a devastating bite as a primary natural attack. The bite deals 1d8 points of damage (or 1d6 points for Small sharklords). A sharklord also gains the ability to breathe water while his wild aspect is active. At 7th level, the bite damage increases to 2d6 points (or 1d8 points for Small sharklords).

Snakelord: A snakelord gains a poisonous bite as a primary natural attack for 1 round per level. This bite deals 1d4 points of damage (or 1d3 points for Small snakelords). The poison's Fortitude save DC is 10 + animal lord level + Con modifier, and it deals initial and secondary damage of 1d3 points of Constitution. At 7th level, the bite damage increases to 1d6 points (or 1d4 points for Small snakelords), and the initial and secondary poison damage increases to 1d4 points of Constitution.

Wolflord: A wolflord gains the scent ability (see page 314 of the Monster Manual) for 10 minutes per level. At 7th level, the duration increases to 1 hour per level.

Speak with Animals (Sp): Beginning at 4th level, an animal lord can use speak with animals (as the spell) once per day to converse with animals of his selected group.

Summon Animal (Sp): Beginning at 5th level, an animal lord can summon one or more animals of his selected group once per day. This ability functions identically to summon nature's ally V, except that an animal lord can summon creatures only from his selected group, as detailed below. The duration of the effect is 1 minute per class level.

Apelord: 1d3 dire apes or 1d4+1 apes. Bearlord: 1 polar bear, 1d3 brown bears, or 1d4+1 black bears.  Birdlord: 1d4+1 eagles, giant eagles 1, giant owls 1, hawks, ravens, or owls. Catlord: 1 dire lion, 1d3 tigers, or 1d4+1 lions. Horselord: 1d4+1 heavy horses, heavy warhorses, light horses, light warhorses, ponies, or warponies. Sharklord: 1d3 Huge sharks 2 or 1d4+1 Large sharks 2. Snakelord: 1 giant constrictor snake, 1d3 Huge vipers, or 1d4+1 constrictor snakes or Large vipers. Wolflord: 1d4+1 dire wolves or wolves. 1 May be summoned only by nonevil birdlords. 2 May be summoned only into an aquatic or watery environment.

Second Totem: At 6th level, an animal lord gains a bonus feat related to his selected group, even if he doesn't meet the prerequisites. If the animal lord already has the feat, he can choose any other feat for which he meets the prerequisites. Apelord: Brachiation†;Bearlord: Improved Grapple; Birdlord: Flyby Attack (see page 303 of the Monster Manual); Catlord: Lightning Reflexes; Horselord:Trample; Sharklord: Improved Critical (bite); Snakelord: Improved Initiative; Wolflord: Improved Trip. †New feat described on page 106.

Animal Growth (Sp): Once per day, an animal lord of 7th level or higher can use animal growth on a single animal from his selected group as a swift action (see Swift Actions and Immediate Actions, page 137) as a spellcaster of his class level. This ability otherwise functions just like the spell.

Animal Telepathy (Su): Beginning at 8th level, an animal lord can converse telepathically with any animal of his selected group that he can see within 100 feet.

Third Totem: At 10th level, an animal lord gains a permanent 2-point increase to one of his ability scores, determined by his chosen animal group as follows. Apelord: +2 Strength; Bearlord: +2 Constitution; Birdlord: +2 Wisdom; Catlord: +2 Dexterity; Horselord: +2 Constitution; Sharklord: +2 Strength; Snakelord: +2 Charisma; Wolflord: +2 Strength.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Animal bond, detect animals, wild empathy
2nd +2 +3 +3 +0 First totem, low-light vision
3rd +3 +3 +3 +1 Wild aspect 1/day
4th +4 +4 +4 +1 Speak with animals
5th +5 +4 +4 +1 Summon animal
6th +6 +5 +5 +2 Second totem, wild aspect 2/day
7th +7 +5 +5 +2 Animal growth
8th +8 +6 +6 +2 Animal telepathy
9th +9 +6 +6 +3 Wild aspect 3/day
10th +10 +7 +7 +3 Third totem

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Climb STR
Escape Artist DEX
Handle Animal CHA
Intimidate CHA
Jump STR
Knowledge (nature) INT
Listen WIS
Move Silently DEX
Spot WIS
Survival WIS
Swim STR

BeastmasterEdit

(Complete Adventurer variant, p. 26)

A beastmaster feels more at home among the animals of nature than fellow sentient beings. Over time, these wanderers befriend a wide variety of animals, from mighty dire lions to tiny weasels. Eventually, a beastmaster takes on aspects of her animal companions, becoming almost as much animal as humanoid.

Druids and rangers are the most common beastmasters, thanks to those characters’ natural link with the animal world. Some barbarians, fighters, or scouts also become beastmasters, particularly those with a strong affinity for nature (such as elves or halflings). Characters of other classes rarely pursue this path.

NPC beastmasters are typically loners, relying on their animal companions for friendship on their travels. Good-aligned beastmasters might use their powers to right injustices, even allying themselves with rural villages for a time. Evil-aligned beastmasters are often openly hostile to civilization, becoming reclusive xenophobes.

RequirementsEdit

Skills: Handle Animal 8 ranks , Survival 4 ranks

Feats: Skill Focus (Handle Animal)

Hit dieEdit

d10

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Beastmasters gain no proficiency with any weapon or armor.

Animal Companion (Ex): A beastmaster gains the service of a loyal animal companion. See the druid class feature, pages 35—36 of the Player's Handbook. Treat the beastmaster as a druid whose level is equal to the beastmaster's class level + 3. A beastmaster can select one of the animals available to a 1st-level druid and then apply the modifications as appropriate for a 4th-level druid's animal companion, or she can select a typical version of one of the animals available to a 4th-level druid.

As a beastmaster gains class levels, her animal companion gains Hit Dice and other special abilities just as a druid's animal companion does. Use the beastmaster's class level + 3 to determine the animal companion's special abilities. If a beastmaster already has an animal companion from another class, her beastmaster class levels stack with class levels from all other classes that grant an animal companion. For example, a 5th-level druid/2nd-level beastmaster would be treated as a 10th-level druid for the purpose of improving the statistics of her animal companion (and which alternative animal companions she could select).

Wild Empathy (Ex): A beastmaster can improve the attitude of an animal. See the druid class feature, page 35 of the Player's Handbook. If a beastmaster has wild empathy from another class, her levels stack for determining the bonus.

Alertness: A beastmaster's senses grow keen as she learns some of the tricks of the animal kingdom. Accordingly, she gains Alertness as a bonus feat at 2nd level.

Speak with Animals (Sp): Starting at 3rd level, a beastmaster can use speak with animals once per day as the spell cast by a caster of her class level. She can use this ability twice per day at 6th level and three times per day at 9th level.

Extra Animal Companion (Ex): At 4th level, a beastmaster gains a second animal companion, chosen from the list of animal companions available to a 1st-level druid. Treat the beastmaster as a druid whose level is equal to the beastmaster's class level — 3 for the purpose of improving the animal companion's statistics (or of selecting an alternative companion at higher levels).

At 7th level, a beastmaster gains a third animal companion, chosen from the list of animal companions available to a 1st-level druid. Treat the beastmaster as a druid whose level is equal to the beastmaster's class level — 6 for the purpose of improving the animal companion's statistics (or of selecting an alternative companion at higher levels).

At 10th level, a beastmaster gains a fourth animal companion, chosen from the list of animal companions available to a 1st-level druid. Treat the beastmaster as a druid whose level is equal to the beastmaster's class level — 9 for the purpose of improving the animal companion's statistics (or of selecting an alternative companion at higher levels).

Other class levels in classes that offer an animal companion don't stack for the purpose of determining the power of a beastmaster's additional animal companions, nor do they allow her to choose additional animal companions from the alternative lists.

Low-Light Vision (Ex): At 5th level, a beastmaster gains low-light vision, allowing her to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. She retains the ability to distinguish color and detail under these conditions. If she already has low-light vision from another source (such as her race), her low-light vision improves, allowing her to see three times as far as a human in conditions of shadowy illumination.

Scent (Ex): At 8th level, a beastmaster gains the scent ability (see page 314 of the Monster Manual).

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Animal companion, wild empathy
2nd +2 +3 +3 +0 Alertness
3rd +3 +3 +3 +1 Speak with animals 1/day
4th +4 +4 +4 +1 Extra animal companion (—3)
5th +5 +4 +4 +1 Low-light vision
6th +6 +5 +5 +2 Speak with animals 2/day
7th +7 +5 +5 +2 Extra animal companion (—6)
8th +8 +6 +6 +2 Scent
9th +9 +6 +6 +3 Speak with animals 3/day
10th +10 +7 +7 +3 Extra animal companion (—9)

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Climb STR
Handle Animal CHA
Heal WIS
Hide DEX
Jump STR
Knowledge (nature) INT
Listen WIS
Ride DEX
Spot WIS
Survival WIS
Swim STR

BloodhoundEdit

(Complete Adventurer variant, p. 28)

A bloodhound tracks down wrongdoers and brings them to whatever justice awaits them. Low-level bloodhounds depend on their keen senses and careful training to hunt their targets. As they gain experience, their obsessive determination gives them supernatural abilities that make them nearly unstoppable.

Though some bloodhounds leave calling cards or even brands on their targets, most don’t kill their quarry if they can help it. They prefer instead to subdue their targets and bring them in. For those of good alignment, this practice satisfies some deeply held belief in the cause of justice. For neutral and evil bloodhounds, it ensures a steady stream of income from catching the same targets over and over when they break out of jail.

Rangers and barbarians make the best bloodhounds, but rogues, bards, druids, and fighters can also excel in this role. Occasionally, a paladin shoulders the mantle, but never for money. Most bloodhounds are human, though elves and half-elves sometimes find this lifestyle satisfying. Some of the best bloodhounds are humanoids such as gnolls, hobgoblins, and bugbears.

RequirementsEdit

Base Attack Bonus: +4

Skills: Gather Information 4 ranks , Move Silently 4 ranks , Survival 4 ranks

Feats: Endurance , Track

Hit dieEdit

d10

Skill pointsEdit

6 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Bloodhounds are proficient with all simple and martial weapons, and with light armor.

Mark (Ex): A bloodhound can target, or mark, an individual humanoid or monstrous humanoid foe to better hunt that enemy. To do so, the bloodhound must focus on a foe who is present and visible, or on the depiction or description of one who is not, for 10 minutes. Any interruption ruins the attempt and forces the bloodhound to start the process again. Once this study is complete, that target is called a mark.

A bloodhound adds his bloodhound level as an insight bonus on all Gather Information, Listen, Search, Spot, and Survival checks made to determine the whereabouts of a mark. As a bloodhound gains levels, he gains additional abilities that can be used against a mark.

If a bloodhound chooses a new mark before apprehending an existing one, the latter becomes unmarked, and the bloodhound loses experience points equal to the amount he would have earned for defeating that creature. A bloodhound can choose a mark only once a week.

Initially, a bloodhound can have only one mark at a time. For every three bloodhound levels gained beyond 1st, a bloodhound can have one additional mark, but only if all the marks are chosen during the same process (see above). For example, a 4th-level bloodhound could mark two bugbears in the same group of prisoners, or the depictions of a bugbear and a hobgoblin if both were studied at the same time. If a bloodhound gives up on apprehending any of his marks, all remaining marked creatures become unmarked as described above.

Swift Tracker (Ex): A bloodhound can move at his normal speed while following tracks. See the ranger class feature, page 48 of thePlayer's Handbook.

Nonlethal Force (Ex): Starting at 2nd level, a bloodhound can use a melee weapon that deals lethal damage to deal nonlethal damage instead without taking the usual —4 penalty on his attack roll.

Ready and Waiting (Ex): Beginning at 2nd level, a bloodhound is ready for trickery at all times. He can ready an action against his mark, even outside of the initiative sequence. If the mark triggers the bloodhound's readied action at any point within the next 10 minutes, the bloodhound can carry out his readied action as if the two were engaged in combat (as long as the bloodhound is capable of carrying out that action). If the bloodhound is incapable of carrying out the action—for instance, if he is too far away to strike the mark with a readied melee attack—the readied action is lost.

Bring 'em Back Alive (Ex): At 3rd level and higher, a bloodhound can turn a potentially killing blow into an incapacitating one—all the better to bring a mark back for punishment. At the bloodhound's option, any melee attack that would reduce a foe to —2 or fewer hit points reduces the foe to —1 hit points instead. A bloodhound must choose to use this ability immediately upon reducing his foe to —2 or fewer hit points, and before making any other action (or even continuing a full attack). A raging bloodhound can't use this ability.

Tenacious Pursuit (Ex): At 3rd level and above, a bloodhound tracking a mark gains a +4 bonus on Constitution checks made to resist nonlethal damage from a forced march (see page 164 of the Player's Handbook). In addition, a bloodhound tracking a mark can increase his own speed by 10 feet, up to a maximum value equal to the mark's speed. This bonus stacks with all other speed increases. At 6th level, the speed increase improves to 20 feet, and it goes up to 30 feet at 9th level.

Hunter's Dedication (Ex): Beginning at 4th level, a bloodhound adds his Constitution bonus (if any) to Will saves made to resist the special attacks or spells of his mark.

Move Like the Wind (Ex): Starting at 4th level, a bloodhound can move stealthily even at a quick pace. He no longer takes a —5 penalty on Hide and Move Silently checks when moving at any speed up to his normal speed, and he takes only a —10 penalty (instead of a —20 penalty) on Hide and Move Silently checks when running. (He takes the normal —20 penalty when attacking or charging.)

Crippling Strike (Ex): Starting at 5th level, a bloodhound can deliver strikes against his mark with such precision that each successful attack also deals 2 points of Strength damage to the mark. A bloodhound can deliver a crippling strike with a melee attack, or with a ranged wind attack from a distance of up to 30 feet. See the rogue class feature, page 51 of the Player's Handbook.

Track the Trackless (Su): Starting at 5th level, a bloodhound can track a creature moving under the influence of pass without trace or a similar effect, though he takes a —20 penalty on his Survival checks when doing so.

See Invisibility (Su): This ability, gained at 6th level, functions like a see invisibility spell, except that it is constantly in effect and it reveals only invisible marks.

Shielded Mind (Su): At 6th level, a bloodhound gains spell resistance against divination spells equal to 15 + his bloodhound level. This benefit does not stack with other forms of spell resistance.

Locate Creature (Sp): Once per day, a bloodhound of 7th level or higher can produce an effect identical to that of a locate creaturespell with a caster level equal to the bloodhound's character level.

Freedom of Movement (Su): Starting at 8th level, a bloodhound can act normally regardless of magical effects that impede movement, as if he were affected by a freedom of movement spell. The effect lasts for a total time per day of 1 round per point of Wisdom bonus he possesses (minimum 1 round). The effect occurs automatically as soon as it is applied, lasts until it runs out or is no longer needed, and can be used multiple times per day (up to the total daily limit of rounds). The character's caster level is equal to his bloodhound level.

Scent (Ex): At 9th level, a bloodhound gains the scent ability (see page 314 of the Monster Manual).

Find the Path (Sp): A 10th-level bloodhound can use find the path twice per day as the spell. His caster level is to his bloodhound level.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Mark (1), swift tracker
2nd +2 +3 +3 +0 Nonlethal force, ready and waiting
3rd +3 +3 +3 +1 Bring 'em back alive, tenacious pursuit (speed +10 ft.)
4th +4 +4 +4 +1 Hunter's dedication, mark (2), move like the wind
5th +5 +4 +4 +1 Crippling strike, track the trackless
6th +6 +5 +5 +2 See invisibility, shielded mind, tenacious pursuit (speed +20ft.)
7th +7 +5 +5 +2 Locate creature, mark (3)
8th +8 +6 +6 +2 Freedom of movement
9th +9 +6 +6 +3 Scent, tenacious pursuit (speed +30ft.)
10th +10 +7 +7 +3 Find the path, mark (4)

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Climb STR
Diplomacy CHA
Disguise CHA
Gather Information CHA
Heal WIS
Hide DEX
Intimidate CHA
Jump STR
Listen WIS
Move Silently DEX
Open Lock DEX
Ride DEX
Search INT
Sense Motive WIS
Spot WIS
Survival WIS
Swim STR
Use Rope DEX

Daggerspell MageEdit

(Complete Adventurer variant, p. 31)

Daggerspell mages see the quick movements of their deadly daggers as an attendant part of their spellcasting. These sometimes reclusive figures remain spellcasters first and melee combatants second. Daggerspell mages, like their colleagues the daggerspell shapers, seek truth and justice, but they define such concepts in the heat of the moment. Daggerspell mages do not see morality as an absolute, and their ideals are guided by their sense of what is right and fair.

Daggerspell mages are closely related to the daggerspell shapers, the other half of the organization known as the Daggerspell Guardians (see page 167). Both preserve the work of good folk and balance the concerns of civilized communities against the sanctity of nature, but where a shaper is quiet and calculating, a daggerspell mage is wild and impulsive. The two halves of the organization work together amicably, but they have decidedly different approaches to most problems.

Almost every daggerspell mage begins his career as a wizard or sorcerer, taking a level or two of rogue after a few successful adventures. Drawn to the exotic fighting style and balanced ideas of the Daggerspell Guardian, these individuals enjoy the enigmatic reputation and unorthodox techniques of the guild. Although members of the guild are primarily spellcasters, some follow more complicated multiclass pathways that include fighter or paladin levels. These characters follow all precepts of the guild, but they are more likely to defend truth with the sharp points of their daggers than with the arcane power of their spells.

RequirementsEdit

Alignment: Any nonevil

Skills: Concentration 8 ranks

Feats: Weapon Focus (Dagger) , Two-Weapon Fighting

Special: Arcane caster level 5th. Special: Sneak attack +1d6.

Hit dieEdit

d6

Skill pointsEdit

6 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Daggerspell mages gain no proficiency with any weapon or armor.

Daggercast (Ex): Daggerspell mages seamlessly blend the use of their twin daggers with powerful spellcasting abilities. A daggerspell mage can cast a spell with somatic and material components even when holding a dagger in each hand. If a daggerspell mage holds anything other than a dagger, he must have at least one hand free to cast a spell with somatic or material components. Casting a spell in this way still provokes attacks of opportunity normally. In addition, a daggerspell mage can deliver a touch spell with a dagger attack (either a melee touch attack or a normal melee attack, but not with a thrown dagger).

Invocation of the Knife (Su): Beginning at 2nd level, daggerspell mages develop a strong mystical connection between their arcane spellcasting abilities and the daggers that they wield. Whenever a daggerspell mage casts an arcane spell that deals energy damage, he can turn half of the damage dealt by the spell into magic slashing damage rather than energy damage. Energy resistance does not apply to this damage, but damage reduction might. This power does not affect a creature's ability to resist the affected spell with a saving throw or spell resistance. Using this ability does not require an action; its use is part of the action required to cast the affected spell. Only spells with a duration of instantaneous can be modified by this ability.

Spells per Day/Spells Known: Beginning at 2nd level, a daggerspell mage gains new spells per day at each level (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If he had more than one arcane spellcasting class before becoming a daggerspell mage, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

Sneak Attack (Ex): Beginning at 3rd level, a daggerspell mage deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 6th level and 3d6 points at 9th level. See the rogue class feature, page 50 of the Player's Handbook. If a daggerspell mage gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.

Double Daggercast (Ex): As a daggerspell mage advances in level, the connection between his spellcasting abilities and his two-dagger fighting style strengthens. At 5th level and higher, a mage can hold the charge for one touch spell for each dagger that he is holding in his hands. He must designate which dagger holds each touch spell at the time the spell is cast. If one of these daggers leaves the daggerspell mage's hands, the spell immediately discharges harmlessly (unless the dagger is thrown by a mage with the arcane throw ability; see below).

Arcane Infusion (Su): At 7th level and higher, a daggerspell mage can infuse arcane spell power into his daggers, temporarily enabling them to deal extra energy damage. To use this ability, a mage must lose a prepared arcane spell from memory (or give up a potential spell slot for the day if he casts spells as a sorcerer). The daggerspell mage chooses one dagger that he is holding and an energy type (fire, cold, or electricity) when this ability is activated. The chosen dagger deals an extra 1d6 points of damage of the chosen energy type. This effect lasts for a number of rounds equal to the spell level sacrificed. Multiple uses of this ability on the same dagger don't stack, even if different energy types are chosen. If the dagger is thrown, the energy damage applies to that attack, but then the effect immediately dissipates. Using this ability is a swift action that does not provoke attacks of opportunity (see Swift Actions and Immediate Actions, page 137).

Arcane Throw (Ex): At 8th level and higher, a daggerspell mage can imbue arcane spell power into his thrown daggers. The mage can deliver a touch spell with a thrown dagger just as if he were making a melee attack. If the dagger hits, the touch spell is discharged against the creature or object struck. If the dagger misses its intended target, the dagger returns to the mage just before his next turn (as if it had the returning special ability; see page 225 of the Dungeon Master's Guide) and retains the spell just as if the mage had missed with a melee attack.

Daggerspell Flurry (Ex): A 10th-level daggerspell mage can blend spellcasting with a flurry of dagger attacks. When using this ability, a daggerspell mage can quicken one spell as part of a full attack with his daggers. Doing this has no effect on the spell's effective level. A daggerspell mage must make at least one melee attack in any round in which he uses this ability, and he cannot make an attack with anything other than a dagger (although if a spell cast in conjunction with this ability requires an attack roll, he can still make the spell's attack). A daggerspell mage can use this ability a number of times per day equal to his Dexterity modifier (minimum 1).

AdvancementEdit

Level BAB Fort Ref Will Special Spells per Day/Spells Known
1st +0 +0 +2 +2 Daggercast
2nd +1 +0 +3 +3 Invocation of the knife +1 level of existing arcane spellcasting class
3rd +2 +1 +3 +3 Sneak attack +1d6 +1 level of existing arcane spellcasting class
4th +3 +1 +4 +4 +1 level of existing arcane spellcasting class
5th +3 +1 +4 +4 Double daggercast +1 level of existing arcane spellcasting class
6th +4 +2 +5 +5 Sneak attack +2d6 +1 level of existing arcane spellcasting class
7th +5 +2 +5 +5 Arcane infusion +1 level of existing arcane spellcasting class
8th +6 +2 +6 +6 Arcane throw +1 level of existing arcane spellcasting class
9th +6 +3 +6 +6 Sneak attack +3d6 +1 level of existing arcane spellcasting class
10th +7 +3 +7 +7 Daggerspell flurry +1 level of existing arcane spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Concentration CON
Craft INT
Handle Animal CHA
Heal WIS
Hide DEX
Jump STR
Knowledge (arcana) INT
Listen WIS
Move Silently DEX
Profession WIS
Ride DEX
Spellcraft INT
Spot WIS
Survival WIS
Swim STR
Tumble DEX

Daggerspell ShaperEdit

(Complete Adventurer variant, p. 36)

Daggerspell shapers see the precise martial powers of their twin-dagger style and their magic as an extension of one powerful philosophy. The shapers seek truth in all things, believing that you can separate right from wrong and nature from corruption with the clean slice of a blade. Although never numerous, shapers are respected as judges, warriors, and defenders of the weak.

Daggerspell shapers are closely related to the other half of their guild, the daggerspell mages. Both preserve the work of good folk and balance the concerns of civilized communities against the sanctity of nature, but where a daggerspell mage is wild and impulsive, a shaper is quiet and calculating. The two halves of the Daggerspell Guardians organization (see page 167) work together amicably, but they have decidedly different approaches to most problems.

Almost every daggerspell shaper begins her career as a druid, taking a level or two of rogue or scout after a few successful adventures. These individuals are drawn to the exotic fighting style and balanced ideals of the guild. Although most daggerspell shapers are primarily spellcasters, some have more complicated multiclass pathways that include ranger or barbarian levels. These shapers follow all the precepts of the guild, but they are more likely to defend nature with the steel of their daggers than with their spells.

RequirementsEdit

Alignment: Any nonevil.

Skills: Concentration 8 ranks

Feats: Weapon Focus (Dagger) , Two-Weapon Fighting

Special: Wild shape class feature. Special: Either sneak attack +1d6 or skirmish +1d6.

Hit dieEdit

d6

Skill pointsEdit

6 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Daggerspell shapers gain no proficiency with any weapon or armor.

Daggercast (Ex): Daggerspell shapers seamlessly blend the use of their twin daggers with powerful spellcasting abilities. A daggerspell shaper can cast a spell with somatic and material components even when holding a dagger in each hand. If a daggerspell shaper holds anything other than a dagger, she must have at least one hand free to cast a spell with somatic or material components. Casting a spell in this way still provokes attacks of opportunity normally.

In addition, a daggerspell shaper can deliver a touch spell with a dagger attack (either a melee touch attack or a normal melee attack, but not with a thrown dagger).

Wild Shape (Su): A daggerspell shaper can change into a Small or Medium animal and back again, and can do so more often than most other characters with the wild shape ability. See the druid class feature, page 37 of the Player's Handbook. This ability lasts for 1 hour per class level or until she changes back. Levels of the daggerspell shaper prestige class stack with druid levels for the purpose of determining the maximum duration of the wild shape ability; they do not stack for any other purpose (such as the size and type of creature that a shaper can become).

A daggerspell shaper gains one additional daily use of her wild shape ability at 1st level, 5th level, and 10th level.

At 2nd level, a daggerspell shaper becomes able to use her wild shape ability to take the form of a Tiny animal. At 4th level, she can use wild shape to take the form of a Large animal.

Dagger Claws (Su): When a daggerspell shaper of 2nd level or higher uses wild shape, she adds any magical properties of daggers that she is holding in each hand into the natural attacks of her new form. The magic of a single dagger affects only the natural attacks made with the corresponding limb in the shaper's animal form, not all her attacks. For example, a 2nd-level daggerspell shaper holding a +1 flaming dagger in one hand and a +2 keen dagger in the other hand transforms into a leopard. The daggers affect the claw attacks of her new form as follows: One gains a +1 bonus on attack and damage rolls and also gains the flaming special ability, and the other gains a +2 bonus on attack and damage rolls and also gains the keen special ability. If the assumed form does not have a claw or slam attack with a limb that corresponds to the druid's natural limbs, this ability has no effect. The bonuses from this ability last for the duration of the wild shape effect. When a shaper uses this ability, her natural weapons in animal form overcome damage reduction exactly as do the daggers that she was holding when she transformed. In the example above, the shaper would be able to overcome a foe's damage reduction as if both of her natural weapons were magic.

Spells per Day/Spells Known: Beginning at 2nd level, a daggerspell shaper gains new spells per day at each level (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one divine spellcasting class before becoming a daggerspell shaper, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

Sneak Attack (Ex): Beginning at 3rd level, a daggerspell shaper deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 6th level and 3d6 points at 9th level. See the rogue class feature, page 50 of the Player's Handbook. If a daggerspell shaper gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.

Fast Wild Shape (Ex): Starting at 7th level, a daggerspell shaper can use her wild shape ability as a move action rather than as a standard action.

Enhanced Wild Shape (Su): Starting at 8th level, a daggerspell shaper can preserve the physical enhancements granted by her equipment even when in wild shape. Whenever the shaper uses wild shape, she retains any enhancement bonuses to Strength, Dexterity, or Constitution granted by any equipment she wears, even if the equipment can't be worn normally by her new form.

Daggerspell Flurry (Ex): A 10th-level daggerspell shaper can blend spellcasting with a flurry of dagger attacks. When using this ability, the shaper can quicken one spell as part of a full attack with her daggers. Doing this has no effect on the spell's effective level. A daggerspell shaper must make at least one melee attack in any round in which she uses this ability, and she cannot make an attack with anything other than a dagger (although if a spell cast in conjunction with this ability requires an attack roll, she can still make the spell's attack).

A daggerspell shaper can use this ability a number of times per day equal to her Dexterity bonus (minimum 1).

AdvancementEdit

Level BAB Fort Ref Will Special Spells per Day/Spells Known
1st +0 +0 +2 +2 Daggercast, wild shape (+1/day)
2nd +1 +0 +3 +3 Dagger claws, wild shape (Tiny) +1 level of existing divine spellcasting class
3rd +2 +1 +3 +3 Sneak attack +1d6 +1 level of existing divine spellcasting class
4th +3 +1 +4 +4 Wild shape (Large) +1 level of existing divine spellcasting class
5th +3 +1 +4 +4 Wild shape (+2/day) +1 level of existing divine spellcasting class
6th +4 +2 +5 +5 Sneak attack +2d6 +1 level of existing divine spellcasting class
7th +5 +2 +5 +5 Fast wild shape +1 level of existing divine spellcasting class
8th +6 +2 +6 +6 Enhanced wild shape +1 level of existing divine spellcasting class
9th +6 +3 +6 +6 Sneak attack +3d6 +1 level of existing divine spellcasting class
10th +7 +3 +7 +7 Daggerspell flurry, wild shape (+3/day) +1 level of existing divine spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Concentration CON
Craft INT
Handle Animal CHA
Heal WIS
Hide DEX
Jump STR
Knowledge (nature) INT
Listen WIS
Move Silently DEX
Profession WIS
Ride DEX
Spellcraft INT
Spot WIS
Survival WIS
Swim STR
Tumble DEX

Dread PirateEdit

(Complete Adventurer variant, p. 39)

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, perhaps realizing that the captain and crew of a prize ship are more likely to surrender if they believe they will live to see port again. Now and then a dread pirate takes his chivalric streak a step farther and preys only on the ships of enemy nations—or even solely on other pirates.

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. However, the class also attracts some spellcasters, who can use magic to conceal their ships or incapacitate a prize vessel’s crew.

RequirementsEdit

Base Attack Bonus: +4

Alignment: Any nonlawful.

Skills: Appraise 8 ranks , Profession (Sailor) 8 ranks , Swim 4 ranks , Use Rope 4 ranks

Feats: Quick Draw , Weapon Finesse

Special: The character must own a ship worth at least 10,000 gp. The method of acquisition—purchase, force of arms, or skullduggery—makes no difference, as long as he can freely operate it on the high seas.

Hit dieEdit

d8

Skill pointsEdit

6 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Dread pirates are proficient with all simple weapons, with light martial weapons, and with the rapier. Dread pirates are proficient with light armor but not with shields.

Seamanship (Ex): A dread pirate adds his class level as an insight bonus on all Profession (sailor) checks. Allies within sight or hearing of a dread pirate add an insight bonus equal to half this number on their Profession (sailor) checks.

Two-Weapon Fighting: A dread pirate wearing light or no armor is treated as having the Two-Weapon Fighting feat, even if he does not have the prerequisites for the feat.

Fearsome Reputation (Ex): By the time he attains 2nd level, a dread pirate has developed a reputation on the high seas. At this point, he must choose whether to cultivate a reputation as an honorable pirate (avoiding undue bloodshed, honoring flags of truce, and the like) or as a dishonorable pirate (favoring mayhem and dire treatment of prisoners).

An honorable dread pirate gains a +2 circumstance bonus on Diplomacy checks, while a dishonorable one gains a +2 circumstance bonus on Intimidate checks. This bonus increases to +4 at 6th level and to +6 at 10th level. In addition, a dread pirate gains other abilities at higher levels based on his chosen reputation.

A dread pirate's actual activities or alignment need not match his reputation. However, a radical shift away from his reputation might negate or even reverse that reputation at the DM's option. Also, a dread pirate in disguise does not gain any effect granted by his reputation (including the special abilities described below that depend on the dread pirate's reputation).

Rally the Crew (Ex): Starting at 3rd level, an honorable dread pirate can inspire his allies (including himself) to great bravery in combat once per day. This inspiration grants them a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack rolls and weapon damage rolls. To be affected, an ally must be able to see or hear the dread pirate. The effect requires a free action to activate and lasts for 1 minute per class level, even if the dread pirate moves out of range or loses consciousness. This is a mind-affecting ability.

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 can add the morale bonus gained from that ability to the morale bonus gained from this ability to determine the total morale bonus granted. For example, an 8th-level bard/3rd-level dread pirate would provide a +3 morale bonus on attack rolls and weapon damage rolls.

Sneak Attack (Ex): Beginning at 3rd level, a dishonorable dread pirate deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. See the rogue class feature, page 50 of the Player's Handbook. The amount of extra damage dealt increases to 2d6 at 7th level. If a dishonorable dread pirate gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.

Acrobatic Charge (Ex): A dread pirate of 4th level or higher can charge over difficult terrain that normally slows movement or through the squares occupied by allies blocking his path. This ability enables him to charge across a cluttered ship's deck, leap down from a higher deck, or swing between two adjacent ships to get to his target. Depending on the circumstances, he might still need to make appropriate checks (such as Jump, Tumble, or Use Rope checks) to successfully move over the terrain.

Steady Stance (Ex): At 4th level and higher, a dread pirate remains stable on his feet when others have difficulty standing. He is not considered flat-footed while balancing or climbing, and he adds his class level as a bonus on Balance or Climb checks to remain balancing or climbing when he takes damage.

Luck of the Wind (Ex): Once per day, an honorable dread pirate of 5th level or higher can reroll any failed attack roll, skill check, ability check, or saving throw. He must take the result of the reroll, even if it's worse than the original roll.

Scourge of the Seas (Ex): Starting at 5th level, a dishonorable dread pirate can instill fear into his enemies. When the character uses Intimidate to demoralize foes, the attempt affects all enemies within 30 feet who can see and hear him, and the effect lasts for a number of rounds equal to his Charisma modifier (minimum 1 round). Multiple uses of this ability don't stack. This is a mind-affecting ability.

Skill Mastery (Ex): At 8th level, a dread pirate becomes supremely confident of his mobility. He has mastered the skills Balance, Climb, Jump, and Tumble to the extent that he can take 10 with them even under stress.

Fight to the Death (Ex): At 9th level and higher, an honorable dread pirate can inspire his allies to carry on against tremendous odds. Each ally affected by the dread pirate's rally the crew ability (see above) 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 is treated as having the Diehard feat even if he doesn't meet the prerequisites. These effects are lost if the dread pirate loses consciousness.

Motivate the Scum (Ex): Once per day, a dishonorable dread pirate of 9th level or higher can motivate his allies by killing a helpless individual. All allies of the dread pirate who see the act gain a +2 morale bonus on damage rolls. This effect lasts for 24 hours.

Most dishonorable dread pirates don't care whether the victim is a prisoner or one of their own crew. In fact, if the slain individual is one of the dread pirate's crew, the morale bonus on damage rolls improves to +4, but the allies also take a —2 penalty on Will saves for the duration of the effect.

Pirate King (Ex): A 10th-level dread pirate's exploits have become so legendary that great numbers of able sailors are willing to sign on as his crew for no compensation other than a share of the booty. Treat this ability as the equivalent of the Leadership feat, except that only followers (and no cohorts) are gained.

THE PIRATE CODEEdit

Most pirate codes share a number of elements regarding the proper "etiquette" of piracy. Here are a few ideas that might be appropriate for your dread pirate's personal code:

  • Everyone shall obey all orders.
  • Everyone shall have a vote in major decisions. (This point is not necessarily limited to honorable dread pirates.)
  • Everyone shall have a share of captured food and drink.
  • Booty will be shared out as follows: one share to each among the crew; one and one-half shares each to the first mate, master carpenter, and boatswain; and two shares to the captain. (Some honorable captains might accept a smaller share, but they will take no fewer than one and one-half shares.)
  • Anyone not keeping his weapons clean and fit for an engagement shall be cut off from his share, and suffer other punishment as the captain deems fit.
  • Anyone who strikes another among the crew shall receive forty lashes across his back.
  • Anyone who attempts to desert or keep any secret from the company shall be marooned with one bottle of water and one weapon.
  • Anyone who steals from a crewmate shall be marooned or run through. (The latter consequence is more appropriate for dishonorable dread pirates.)

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Seamanship, two-weapon fighting
2nd +2 +0 +3 +0 Fearsome reputation +2
3rd +3 +1 +3 +1 Rally the crew +1 (1/day) or sneak attack +1d6
4th +4 +1 +4 +1 Acrobatic charge, steady stance
5th +5 +1 +4 +1 Luck of the wind or scourge of the seas
6th +6 +2 +5 +2 Fearsome reputation +4
7th +7 +2 +5 +2 Rally the crew +2 (2/day) or sneak attack +2d6
8th +8 +2 +6 +2 Skill mastery
9th +9 +3 +6 +3 Fight to the death or motivate the scum
10th +10 +3 +7 +3 Fearsome reputation +6, pirate king

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Balance DEX
Bluff CHA
Climb STR
Craft INT
Gather Information CHA
Intimidate CHA
Jump STR
Listen WIS
Perform CHA
Profession WIS
Search INT
Sense Motive WIS
Sleight of Hand DEX
Spot WIS
Swim STR
Tumble DEX
Use Rope DEX

Dungeon DelverEdit

(Complete Adventurer variant, p. 42)

In many ways, the dungeon delver is the ultimate adventuring rogue. He’s skilled at moving stealthily through all types of dungeon terrain, detecting and disarming inconvenient traps, bypassing locks, locating treasure, and filching protected items.

Since a dungeon delver frequently works alone, he must learn to think and act independently, relying upon no one but himself. Even when exploring a dungeon in the company of other adventurers, he often keeps to himself—scouting ahead, disarming traps a safe distance from the group, or seeking treasure while the others are distracted.

The typical dungeon delver has forsaken interaction skills to concentrate on the nuts and bolts of dungeon exploration and treasure retrieval. Rogues and scouts make excellent dungeon delvers, as do the rare few ninjas and spellthieves who choose to pursue this track. Multiclass rogue/rangers who favor the darkness of caverns to the light of the sky also make good dungeon delvers.

RequirementsEdit

Skills: Climb 10 ranks , Craft (stonemasonry) 5 ranks , Disable Device 10 ranks , Hide 5 ranks , Knowledge (dungeoneering) 5 ranks ,Move Silently 5 ranks , Open Lock 10 ranks , Search 10 ranks

Feats: Alertness , Blind-Fight

Special: Trapfinding class feature. Special: The character must survive a great trial underground. This trial usually takes one of three forms:

  • A solo dungeon expedition that earns the character half of the experience points needed for advancement to the next level. (For example, a 7th-level character must earn 3,500 XP on such a solo run.) The character must complete the venture in one week, though he may leave the dungeon and return as often as desired during that time.
  • Survival of a cave-in or other collapse (see page 66 of the Dungeon Master's Guide).
  • Living for a year without seeing the light of the sun, usually among underground denizens such as the deep dwarves or drow.

Hit dieEdit

d6

Skill pointsEdit

8 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Dungeon delvers gain no proficiency with any weapon or armor.

Darkvision (Ex): A dungeon delver's long exposure to pitch-black subterranean surroundings enables him to develop darkvision out to 60 feet. If the character already has darkvision, the range increases by 30 feet.

Deep Survival (Ex): A dungeon delver's experience in deep, dark places grants him a great familiarity with that world. He adds his class level to Survival checks made in underground environments.

Trap Sense (Ex): A dungeon delver is adept at evading the effects of traps. See the barbarian class feature, page 26 of the Player's Handbook. The bonuses rise by 1 for every three additional dungeon delver levels gained (+2 at 4th level, +3 at 7th level, and +4 at 10th level) and stack with similar bonuses granted by other classes.

Reduce (Sp): A dungeon delver frequently finds it necessary to squeeze through narrow crevices, half-collapsed passages, prison bars, and other tight spots that would normally block a character of his size and bulk. Starting at 2nd level, a dungeon delver can use reduce person on himself three times per day (regardless of his creature type). His caster level is equal to his class level.

Stonecunning (Ex): At 2nd level, a dungeon delver gains the stonecunning ability. This functions exactly as the dwarf racial trait of the same name (see page 15 of the Player's Handbook), except that the check modifiers are competence bonuses rather than racial bonuses. If a dungeon delver already has stonecunning because of his race, both sets of bonuses apply.

Augury (Sp): Beginning at 3rd level, a dungeon delver can foretell whether a particular action will bring good or bad results for him in the immediate future. Once per day, he can use augury as a free action; his caster level is equal to his class level. He can use this ability one additional time per day for every three additional class levels gained (2/day at 6th level and 3/day at 9th level).

Skill Mastery (Ex): At 3rd level, a dungeon delver becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions. The character selects a number of skills equal to 3 + his Intelligence modifier. See the rogue class feature, page 51 of the Player's Handbook.

Evasion (Ex): Beginning at 4th level, a dungeon delver can avoid damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the Player's Handbook.

If a dungeon delver already has evasion, he gains improved evasion instead, allowing him to avoid damage from certain attacks with a successful Reflex save and take only half damage on a failed save. See the monk class feature, page 42 of the Player's Handbook.

Blindsense (Ex): At 5th level, a dungeon delver gains the ability to activate an acute sensitivity to sounds, smells, movement, and other disturbances within 30 feet. This functions as described on page 306 of the Monster Manual and lasts for 1 minute per class level. A dungeon delver can use blindsense once per day at 5th level and twice per day at 10th level.

Passwall (Sp): Starting at 6th level, a dungeon delver can use passwall once per day as a caster of his class level. This ability comes in handy for bypassing small cave-ins or sneaking into vaults.

Find the Path (Sp): Starting at 8th level, a dungeon delver can use find the path twice per day as a caster of his class level. Typically, a delver uses this to find his way into and out of confounding mazes and dungeons. He can target only himself with the ability.

Phase Door (Sp): At 9th level, a dungeon delver gains the ability to use phase door once per day as an 18th-level caster. This ability enables him to bypass cave-ins, walk through dead ends and immovable obstructions, and make quick escapes through walls.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +2 +2 +0 Darkvision, deep survival, trap sense +1
2nd +1 +3 +3 +0 Reduce, stonecunning
3rd +2 +3 +3 +1 Augury 1/day, skill mastery
4th +3 +4 +4 +1 Evasion, trap sense +2
5th +3 +4 +4 +1 Blindsense 1/day
6th +4 +5 +5 +2 Augury 2/day, passwall
7th +5 +5 +5 +2 Trap sense +3
8th +6 +6 +6 +2 Find the path
9th +6 +6 +6 +3 Augury 3/day, phase door
10th +7 +7 +7 +3 Blindsense 2/day, trap sense +4

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Balance DEX
Climb STR
Craft INT
Disable Device INT
Hide DEX
Jump STR
Knowledge (dungeoneering) INT
Listen WIS
Move Silently DEX
Open Lock DEX
Search INT
Spot WIS
Survival WIS
Swim STR
Tumble DEX
Use Magic Device CHA
Use Rope DEX

ExemplarEdit

(Complete Adventurer variant, p. 44)

An exemplar is someone who believes that most individuals and creatures possess a wellspring of untapped talent and capability, and that the multiverse would be a better place if only they would all try to live up to their potential. To her mind, the best way to encourage this behavior in others is to exemplify it herself. An exemplar focuses her energy on improving the skills she possesses until she is able to perform them with fluidity, grace, and art. She believes that even the simplest action (such as climbing a tree or building a chair) can be done with such skill and flair as to inspire awe and stimulate a desire for self-betterment. No matter what area a particular exemplar excels in, be it walking a tightrope, deciphering forgotten languages, or remembering the names of every archfiend in the Abyss, she performs it with passion and joy.

Bards are the characters most likely to become exemplars, but wizards, rogues, rangers, and druids sometimes choose this path as well. All of these classes have a fair number of people who believe that their actions can be viewed as art, and like most artists they want to inspire others with their abilities. Clerics, paladins, and monks also choose this prestige class on rare occasions, but their dedication to promoting a philosophy or a higher power sometimes conflicts with the exemplar’s belief that the best way to inspire others is simply to be a good role model.

RequirementsEdit

Skills: Diplomacy 6 ranks

Feats: Skill Focus (any)

Any other skill 13 ranks.

Hit dieEdit

d6

Skill pointsEdit

8 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Exemplars gain no proficiency with any weapon or armor.

Skill Artistry (Ex): An exemplar is particularly talented in the use of one of her skills. Choose one skill in which the exemplar has at least 13 ranks. She gains a +4 competence bonus on all checks involving that skill.

At 4th, 7th, and 10th levels, an exemplar gains this ability again. Each time she selects a different skill to receive the +4 competence bonus, provided she has at least 13 ranks in a skill that she has not yet chosen to benefit from this ability. If not, she gains no benefit from the ability until she has 13 ranks in another skill. She can then immediately apply the benefit of skill artistry to that skill.

Skill Mastery (Ex): An exemplar is so confident in the use of certain skills that she can use them reliably even under adverse conditions. She selects a number of skills equal to 1 + her Int modifier. When making a check with one of these skills, she can take 10 even if stress and distractions would normally prevent her from doing so. Each time an exemplar gains a class level, she can add another skill to the list of skills with which she has mastery.

Lend Talent (Ex): Starting at 2nd level, an exemplar can lend some of her skill artistry to allies, allowing them to exceed their normal talents. By accepting a penalty on checks using a skill for which she has selected skill artistry, an exemplar grants a competence bonus on checks with that skill to all allies within 30 feet. The penalty can be any number that does not exceed the exemplar's class level, and the competence bonus is equal to one-half the penalty. Activating this ability is a full-round action, and the effect lasts for as long as the exemplar remains conscious and within range.

For example, a 4th-level exemplar who has selected skill artistry with Craft (armorsmithing) can accept a —4 penalty on Craft (armorsmithing) checks to grant all allies within 30 feet a +2 competence bonus on Craft (armorsmithing) checks for as long as she remains nearby.

At 8th level, the competence bonus granted by this ability becomes equal to the penalty accepted by the exemplar.

Bonus Feat: At 3rd, 6th, and 9th levels, an exemplar gains a bonus feat, which must be selected from the following list: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Blind-Fight, Combat Casting, Combat Expertise, Deceitful, Deft Hands, Diligent, Improved Initiative, Improved Swimming†, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Open Minded†, Persuasive, Self-Sufficient, Skill Focus, Stealthy, Track, or Versatile Performer†. The exemplar must meet all the prerequisites for the chosen feat. † New feat described in Chapter 3.

Sustaining Presence (Su): Starting at 4th level, an exemplar knows how to call upon her force of personality to help keep herself alive in tense or dangerous situations. She adds her Charisma bonus (if any) to her Concentration checks and Fortitude saves.

Persuasive Performance (Ex): Starting at 5th level, an exemplar can use her skill artistry to improve the attitudes of NPCs. To do this, the NPCs must observe her using one of the skills to which she has applied skill artistry. Treat this as a Diplomacy check made to influence NPC attitudes (see pages 71—72 of the Player's Handbook), but replace the Diplomacy check with a check using the chosen skill.

The demonstration must be nonthreatening and intended to entertain and amuse the onlookers. Viewers must be within 30 feet of the exemplar, must be able to see her clearly, and must willingly pay attention to her actions. This ability requires at least 1 minute to perform, and it can affect a particular creature only once every 24 hours.

Intellectual Agility (Su): Starting at 8th level, an exemplar can channel her intellect to more physical needs. She adds her Intelligence bonus (if any) to her initiative checks and Reflex saves.

Perfect Self: A 10th-level exemplar has tuned her body with skill to the point that she becomes a magical creature. Her type changes to outsider (native). See the monk class feature, page 42 of the Player's Handbook.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Skill artistry, skill mastery
2nd +1 +0 +0 +3 Lend talent (one-half penalty)
3rd +2 +1 +1 +3 Bonus feat
4th +3 +1 +1 +4 Skill artistry, sustaining presence
5th +3 +1 +1 +4 Persuasive performance
6th +4 +2 +2 +5 Bonus feat
7th +5 +2 +2 +5 Skill artistry
8th +6 +2 +2 +6 Intellectual agility, lend talent (equal to penalty)
9th +6 +3 +3 +6 Bonus feat
10th +7 +3 +3 +7 Perfect self, skill artistry

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Autohypnosis WIS
Balance DEX
Bluff CHA
Climb STR
Concentration CON
Control Shape WIS
Craft INT
Decipher Script INT
Diplomacy CHA
Disable Device INT
Disguise CHA
Escape Artist DEX
Forgery INT
Gather Information CHA
Handle Animal CHA
Heal WIS
Hide DEX
Iaijutsu Focus CHA
Intimidate CHA
Jump STR
Knowledge (arcana) INT
Knowledge (architecture and engineering) INT
Knowledge (dungeoneering) INT
Knowledge (geography) INT
Knowledge (history) INT
Knowledge (local) INT
Knowledge (nature) INT
Knowledge (nobility and royalty) INT
Knowledge (psionics) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Listen WIS
Martial Lore INT
Move Silently DEX
Open Lock DEX
Perform CHA
Profession WIS
Psicraft INT
Ride DEX
Search INT
Sense Motive WIS
Sleight of Hand DEX
Speak Language None
Spellcraft INT
Spot WIS
Survival WIS
Swim STR
Truespeak INT
Tumble DEX
Use Magic Device CHA
Use Psionic Device CHA
Use Rope DEX

Fochlucan LyristEdit

(Complete Adventurer variant, p. 47)

The Fochlucan lyrist is a legendary figure who serves as the herald and teacher to great kings, the champion of the common folk, and the keeper of lore long forgotten elsewhere.

Those who aspire to join the Fochlucan College face a long and difficult road. The great bards who lead the school choose only individuals who have demonstrated skill at arms and stealth, learning and cleverness, superb talent with the lute and an ear for the stories of old. Finally, all applicants must first study the lore of the druids, learning the ways of growth and the hidden secrets of nature. Few indeed can stand up to the rigorous scrutiny of the Fochlucan masters.

Fochlucan lyrists adventure to gain information. They are spies and rumormongers, ever on the watch for news of events that may upset the balance they seek to preserve. A lyrist can serve as a diplomat, messenger, or assassin, as needed. The Fochlucans strongly believe in fostering the careers of other adventurers whose viewpoints align with their own, and many lyrists attach themselves to adventuring companies specifically for the purpose of guiding their comrades to oppose the right enemies and advance the interests of the Fochlucan College.

RequirementsEdit

Alignment: Neutral good, neutral, chaotic neutral, or neutral evil.

Skills: Decipher Script 7 ranks , Diplomacy 7 ranks , Gather Information 7 ranks , Knowledge (nature) 7 ranks , Perform (string instruments) 13 ranks , Sleight of Hand 7 ranks , Speak Language (druidic) 1 ranks

Spells: Ability to cast 1st-level arcane and divine spells. Special: Bardic knowledge and evasion abilities.

Hit dieEdit

d6

Skill pointsEdit

6 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Fochlucan lyrists gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: At each level, a Fochlucan lyrist gains new spells per day (and spells known, if applicable) as if she had also gained a level in any one arcane spellcasting class and any one divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one arcane spellcasting class or divine spellcasting class before becoming a Fochlucan lyrist, she must decide to which class to add each Fochlucan lyrist level for the purpose of determining spells per day, spells known, and overall caster level.

For example, a 2nd-level rogue/5th-level bard/4th-level druid/3rd-level Fochlucan lyrist can cast arcane spells as an 8th-level bard and divine spells as a 7th-level druid.

Bardic Knowledge (Ex): A Fochlucan lyrist can attempt to recall some relevant piece of information about local notable people, legendary items, or noteworthy places. See the bard class feature, page 28 of the Player's Handbook. She adds her Fochlucan lyrist class level to her bardic knowledge checks, so her bardic knowledge checks have a bonus equal to her bard level + her Fochlucan lyrist level + her Int modifier.

Bardic Music: A Fochlucan lyrist adds her lyrist level to her bard level to determine the number of times per day she can use her bardic music, the bardic music abilities she can employ, and the power of those abilities. For example, a 2nd-level rogue/5th-level bard/4th-level druid/3rd-level Fochlucan lyrist can use her bardic music eight times per day, can use any bardic music ability an 8th-level bard could use (assuming she meets the Perform skill rank requirements), and is treated as an 8th-level bard for adjudicating the effects of those abilities (such as number of targets, save DC, and so forth).

Unbound: A Fochlucan lyrist's druid oaths are relaxed, allowing her to wear light metal armor with no loss of spellcasting, supernatural, or spell-like abilities. A lyrist also suffers no experience point penalty for multi-classing.

FOCHLUCAN BANDOREEdit

In the same vein that most folk consider the Fochlucan College to be the most famous of the bardic colleges, the most well-known and most often encountered of all the famed instruments of the bards is the Fochlucan bandore. (This item and the other instruments of the bards are described in detail in Complete Arcane.)

This three-stringed masterwork lute grants a +2 circumstance bonus on Perform (string instruments) checks and a +1 competence bonus on bardic music checks for countersong, fascinate, and suggestion. The instrument can be played by anyone to produce light once per day. Any character with at least 2 ranks in Perform (string instruments) can use the bandore to cast flare, mending, and message each once per day.

Faint transmutation, faint evocation; CL 3rd; Craft Wondrous Item, flare, light, mending, message, creator must be a bard; Price 1,900 gp; Weight 3 lb.

FOCHLUCAN COLLEGEEdit

Perhaps the most famous of the bardic colleges, the Fochlucan College serves as a beacon of learning and diplomacy in a dark and restless land. Many have accused the Fochlucan masters of fomenting intrigues among the nearby kingdoms and using their famed neutrality to conceal the real extent of their meddling and manipulation. By advising mighty rulers and undertaking the tutoring of royal heirs, the Fochlucan bards turn the fate of kingdoms with nothing more than quiet words and whispered secrets.

The Fochlucan College itself is located on the shores of the misty Loch Firrnen, a few miles from the town of Oakenway. The College is a rambling old stone building that resembles something between a minor lord's manor house and a decrepit old monastery. Green ivy covers its walls, and old lanterns hanging from its eaves warm its chill, misty nights with golden light.

No more than a handful of its collegians are present at any given time—the strength of the organization lies in the learning and skill of its individual members, not in any muster of warriors. Members are welcome to stay as long as they like but are expected to contribute to the college's upkeep. The customary donation is 50 gp a month (for itinerant members) or 200 gp a month (for members living on the premises).

A small number of servants keep the College in order and prepare meals, but there are no guards or soldiers. Instead, its defense lies primarily in the reputation and influence of its members. Should trouble come anyway, the College is well defended by the handful of lyrists or guests who happen to be visiting at any given time. In case of serious trouble, the Fochlucans turn to the creatures of the surrounding forest. Through ancient pacts, the sylvan denizens of Loch Firrnen's forests are pledged to defend the bards' house against attack.

The College is governed by the Yew Circle, a small council composed of the five most senior Fochlucans currently enrolled in the order. All five are nominally equal, but if the Circle's opinion is divided on any important matter, the Eldest of the Circle—the Fochlucan who has served the longest in the college—decides the issue. Currently, the Eldest of Fochlucan is Yew Master Hurlich Stennarden, a half-elf who has belonged to the College for better than fifty years. The masters of the Yew Circle rarely meet, since they are not often at the College at the same time.

The Fochlucans are affiliated with several other bardic colleges in neighboring lands, including the College of Mac-Fuirmidh, the Doss School, and the High College of Anstruth, oldest and most knowledgeable of the colleges.

AdvancementEdit

Level BAB Fort Ref Will Special Spells per Day/Spells Known
1st +1 +0 +2 +2 Bardic knowledge, bardic music, unbound +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class
2nd +2 +0 +3 +3 +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class
3rd +3 +1 +3 +3 +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class
4th +4 +1 +4 +4 +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class
5th +5 +1 +4 +4 +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class
6th +6 +2 +5 +5 +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class
7th +7 +2 +5 +5 +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class
8th +8 +2 +6 +6 +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class
9th +9 +3 +6 +6 +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class
10th +10 +3 +7 +7 +1 level of existing arcane spellcasting class and +1 level of existing divine spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Bluff CHA
Concentration CON
Craft INT
Decipher Script INT
Diplomacy CHA
Disguise CHA
Gather Information CHA
Handle Animal CHA
Heal WIS
Hide DEX
Knowledge (arcana) INT
Knowledge (architecture and engineering) INT
Knowledge (dungeoneering) INT
Knowledge (geography) INT
Knowledge (history) INT
Knowledge (local) INT
Knowledge (nature) INT
Knowledge (nobility and royalty) INT
Knowledge (psionics) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Listen WIS
Move Silently DEX
Perform CHA
Profession WIS
Ride DEX
Sense Motive WIS
Sleight of Hand DEX
Speak Language None
Spellcraft INT
Survival WIS
Swim STR
Use Magic Device CHA

Ghost-faced KillerEdit

(Complete Adventurer variant, p. 51)

Long ago, a persecuted clan of dangerous warriors sought a way to take revenge against their oppressors. Through sorcery, the spellcasters of the clan beseeched dark spirits to reveal a way that their clan might survive the coming strife and take revenge on the emperor who sought to crush them. The clan members struck a dark bargain, and the demon-spirits they had contacted provided the clan with a means to the bloody ends they desired. Donning terrifying masks to hide their identities, warriors of the clan crept into the imperial palace, and through the evil power of the pact they had made, passed invisibly and intangibly into the imperial household and murdered the entire imperial family, plunging the country into bloody civil war once again. No one ever discovered the clan’s honorless actions, and to this day, no one knows what clan the ghost-faced killers came from.

Today ghost-faced killers act as assassins and spies for hire, a mercenary clan that hides behind a guise of open and honorable conduct. When on a mission, they wear porcelain demon-masks of ghostly white to hide their identities and as a symbol of the pact their clan made with the demon-spirits. Through training and discipline, ghost-faced killers learn the deadliest and most terrifying ways to attack foes, and through their mystic connection with spirits, ghost-faced killers learn to turn invisible, walk through walls, and even see with the eyes of the spirits themselves.

Most ghost-faced killers begin their careers as rangers or rogues, though ninjas are also common. Fighters are only slightly less common. Few monks, barbarians, or members of spellcasting classes choose to become ghost-faced killers, but such characters are not unknown.

RequirementsEdit

Base Attack Bonus: +5

Alignment: Any evil.

Skills: Hide 6 ranks , Concentration 4 ranks , Intimidate 8 ranks , Move Silently 6 ranks

Feats: Improved Initiative , Power Attack

Hit dieEdit

d8

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Ghost-faced killers are proficient with all simple and martial weapons, and with light armor.

Ghost Step (Su): A ghost-faced killer can become invisible for 1 round once per day. Using this ability is a swift action (see Swift Actions and Immediate Actions, page 137) that does not provoke attacks of opportunity. A ghost-faced killer can use this ability one additional time per day for every three class levels gained above 1st (2/day at 4th level, 3/day at 7th level, and 4/day at 10th level).

At 6th level, a ghost-faced killer can become ethereal when using ghost step instead of becoming invisible.

Sudden Strike (Ex): If a ghost-faced killer of 2nd level or higher can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Whenever a ghost-faced killer's target is denied her Dexterity bonus to Armor Class (if any) against his attack, the ghost-faced killer deals an extra 1d6 points of damage with his attack. The bonus damage increases by 1d6 every three levels (+2d6 at 5th level, +3d6 at 8th level). This ability otherwise works like the ninja ability described on page 8.

Frightful Attack (Su): Beginning at 3rd level, a ghost-faced killer can panic onlookers and even frighten his victim to death by making a sudden strike attack. Once per day, a ghost-faced killer can designate a melee sudden strike attack as a frightful attack. The ghost-faced killer must use his Power Attack feat on the attack and must take a penalty of at least —1 to his attack roll. If the attack deals damage to the target, the victim must make a Will save (DC 10 + ghost-faced killer's class level + ghost-faced killer's Cha modifier). If the victim succeeds, she is shaken for 1 round per class level of the ghost-faced killer; if she fails, she instantly dies 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 addition, all creatures within 30 feet who see the frightful attack (not including the victim, the ghost-faced killer, or the ghost-faced killer's allies) become panicked (if their Hit Dice are less than the ghost-faced killer's class level + his Cha modifier) or shaken (if their Hit Dice equal or exceed the ghost-faced killer's class level + Cha modifier) for 1 round per class level of the ghostfaced killer. A successful Will save (DC 10 + ghost-faced killer's class level + ghost-faced killer's Cha modifier + damage bonus from Power Attack on the frightful attack) negates this effect.

A ghost-faced killer can use this ability one additional time per day for every three levels gained above 3rd (2/day at 6th level, 3/day at 9th level).

Ghost Sight (Su): Starting at 7th level, a ghost-faced killer can see ethereal and invisible creatures and objects as easily as he sees material creatures and objects.

Frightful Cleave (Su): If a 10th-level ghost-faced killer slays a foe with his frightful attack (either from the damage dealt or because of a failed save against its fear effect), he gets an immediate extra melee attack against another target within reach. If the new target is flat-footed, this extra attack is also a frightful attack, though it doesn't count against the ghost-faced killer's daily limit of frightful attacks. This ability otherwise functions exactly as the Cleave feat (see page 92 of the Player's Handbook.)

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Ghost step 1/day
2nd +2 +3 +0 +0 Sudden strike +1d6
3rd +3 +3 +1 +1 Frightful attack 1/day
4th +4 +4 +1 +1 Ghost step 2/day
5th +5 +4 +1 +1 Sudden strike +2d6
6th +6 +5 +2 +2 Frightful attack 2/day, ghost step (ethereal)
7th +7 +5 +2 +2 Ghost sight, ghost step 3/day
8th +8 +6 +2 +2 Sudden strike +3d6
9th +9 +6 +3 +3 Frightful attack 3/day
10th +10 +7 +3 +3 Frightful cleave, ghost step 4/day

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Climb STR
Concentration CON
Hide DEX
Intimidate CHA
Jump STR
Listen WIS
Move Silently DEX
Open Lock DEX
Search INT
Spot WIS
Swim STR
Tumble DEX

Highland StalkerEdit

(Complete Adventurer variant, p. 54)

The mountains are unforgiving, and the ability to find food at high altitude often means the difference between survival and starvation. For those who live in such climes, hunters provide not only food but also clothing, shelter, and tools when they bring back animal skins and bones. The best high-altitude hunters—highland stalkers—are consummate trackers with an instinctive knowledge of their mountainous territories.

Scouts (see page 10) are the most likely candidates to become highland stalkers, but rogues are well represented, and the prestige class attracts a fair number of multiclass barbarians and rangers who qualify.

RequirementsEdit

Base Attack Bonus: +5

Skills: Listen 8 ranks , Spot 8 ranks , Survival 8 ranks

Feats: Track

Special: Skirmish or sneak attack class feature.

Hit dieEdit

d8

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Highland stalkers are proficient with light armor. They gain no proficiency with any weapon.

Mountain Stride (Ex): A highland stalker can move through scree and dense rubble at her normal speed. She can also move up steep slopes and stairs at her normal speed. See pages 89—92 of the Dungeon Master's Guide for descriptions of terrain types.

Skirmish (Ex): A highland stalker relies on mobility to deal extra damage and improve her defense. Starting at 2nd level, she deals an extra 1d6 points of damage on all attacks during any round in which she moves at least 10 feet. This extra damage applies only to attacks taken during her turn. It increases by an additional 1d6 for every four levels gained above 2nd (2d6 at 6th and 3d6 at 10th).

This extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this extra damage. A highland stalker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Highland stalkers can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 4th level, a highland stalker gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as she has moved 10 feet, and lasts until the start of her next turn. It improves to +2 at 8th level.

A highland stalker loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Swift Tracker (Ex): Beginning at 3rd level, a highland stalker can move at her normal speed while following tracks. See the ranger class feature, page 48 of the Player's Handbook.

Surefooted (Ex): Starting at 5th level, a highland stalker is well acquainted with the dangers of mountainous terrain. She can ignore DC modifiers on Balance, Move Silently, and Tumble checks derived from scree, light rubble, dense rubble, steep slopes, or stairs (see page 89 of the Dungeon Master's Guide). She also does not need to make a DC 10 Balance check when running or charging down a steep slope.

Camouflage (Ex): Beginning at 7th level, a highland stalker can use the Hide skill in any sort of natural terrain.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Mountain stride
2nd +2 +3 +0 +0 Skirmish (+1d6)
3rd +3 +3 +1 +1 Swift tracker
4th +4 +4 +1 +1 Skirmish (+1d6, +1 AC)
5th +5 +4 +1 +1 Surefooted
6th +6 +5 +2 +2 Skirmish (+2d6, +1 AC)
7th +7 +5 +2 +2 Camouflage
8th +8 +6 +2 +2 Skirmish (+2d6, +2 AC)
9th +9 +6 +3 +3
10th +10 +7 +3 +3 Skirmish (+3d6, +2 AC)

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Craft INT
Hide DEX
Jump STR
Knowledge (geography) INT
Knowledge (nature) INT
Listen WIS
Move Silently DEX
Search INT
Spot WIS
Survival WIS

MaesterEdit

(Complete Adventurer variant, p. 56)

Maesters are the master crafters of the gnome world, combining technical and magical expertise to create incredible marvels. They specialize in the creation of magic items, bending all their skill and ability toward the construction of items that are their art and livelihood.

Maesters are usually wizards, although sorcerers occasionally take up the class. Some bards also have been known to become maesters, but typically not until they have spent a number of years adventuring.

RequirementsEdit

Skills: Craft (any) 8 ranks , Use Magic Device 4 ranks

Race: Gnome. Feats: Any two item creation feats. Spells: Arcane caster level 5th.

Hit dieEdit

d4

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Maesters gain no proficiency with any weapon or armor.

Bonus Feats: At 1st and 5th level, a maester receives a bonus item creation feat. He must meet the prerequisites for this feat.

Quick Crafting (Ex): A maester can craft magic items in half the normal time required (one day per 2,000 gp in the item’s base price; minimum one day).

Spells per Day/Spells Known: Beginning at 2nd level, a maester gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefi t a character of that class would have gained. If he had more than one spellcasting class before becoming a maester, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

Identification (Sp): A maester of 3rd level or higher can determine the magical properties of a magic item by handling it for 1 minute and making a successful Spellcraft check (DC 10 + the item’s caster level). The maester can’t take 10 on this check, nor can he retry the check (and thus he can’t take 20). This ability otherwise functions as the identify spell.

AdvancementEdit

Level BAB Fort Ref Will Special Spells per Day/Spells Known
1st +0 +0 +0 +2 Bonus feat, quick crafting
2nd +1 +0 +0 +3 +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Identification +1 level of existing spellcasting class
4th +2 +1 +1 +4 +1 level of existing spellcasting class
5th +2 +1 +1 +4 Bonus feat +1 level of existing spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Concentration CON
Craft INT
Disable Device INT
Knowledge (arcana) INT
Knowledge (architecture and engineering) INT
Spellcraft INT
Use Magic Device CHA

Master of Many FormsEdit

(Complete Adventurer variant, p. 58)

A master of many forms has no shape that she calls her own. Instead, she occupies whatever body is most expedient for her at the time. While others base their identities largely on their external forms, a master of many forms actually comes closer to her true self through her transformations. Of necessity, her sense of self is based not on her outward form, but on her soul, which is truly the only constant about her. It is the inner strength of that soul that enables her to take on any shape and remain herself within.

The path of the master of many forms is ideal for a spellcaster of any race who has experienced shapechanging and yearns for more of it. Such a character can be a great force for either good or ill in the world. An evil master of many forms in particular poses a terrible threat, for she can appear anywhere, in any body. The same opponents may face her again and again, in one shape after another, never realizing that they are actually facing a single enemy.

RequirementsEdit

Feats: Alertness , Endurance

Special: Wild shape class feature.

Hit dieEdit

d8

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Masters of many forms gain no proficiency with any weapon or armor.

Shifter's Speech (Ex): A master of many forms maintains her ability to speak normally (including verbal components of spells) regardless of the form she takes. Furthermore, she can communicate with other creatures of the same kind while in wild shape, as long as such creatures are normally capable of communicating with each other using natural methods.

Improved Wild Shape (Su): A master of many forms knows how to use her wild shape ability to assume a wider range of forms. At 1st level, she can assume a humanoid form with wild shape. She later gains the ability to assume the form of a giant (at 2nd level), a monstrous humanoid (at 3rd level), a fey (at 4th level), a vermin (at 5th level), an aberration (at 6th level), a plant (at 7th level), an ooze (at 8th level), an elemental (at 9th level), and a dragon (at 10th level).

The size limit of the shapes she can assume also increases as she gains levels. At 2nd level, she can assume the form of a Large creature; at 4th level, a Tiny creature; at 6th level, a Huge creature; at 8th level, a Diminutive creature; and at 10th level, a Gargantuan creature.

A master of many forms also gains one additional daily use of her wild shape ability per class level gained.

The master of many forms' class levels stack with other class levels that grant wild shape for the purpose of determining the maximum Hit Dice of a form.

Fast Wild Shape (Ex): Starting at 3rd level, a master of many forms can use her wild shape ability as a move action, rather than as a standard action.

Extraordinary Wild Shape (Ex): Starting at 7th level, a master of many forms gains the extraordinary special qualities of any form she assumes with wild shape.

Evershifting Form: A 10th-level master of many forms has reached the pinnacle of her shapechanging abilities. She gains the shapechanger subtype and becomes immune to any transmutation effect unless she is willing to accept it.

In addition, she no longer takes ability penalties for aging and is not subject to magical aging, though any aging penalties she already may have taken remain in place. Bonuses still accrue, and a master of many forms still dies of old age when her time is up.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +2 +2 +0 Shifter's speech, improved wild shape (humanoid)
2nd +1 +3 +3 +0 Improved wild shape (giant; Large)
3rd +2 +3 +3 +1 Fast wild shape, improved wild shape (monstrous humanoid)
4th +3 +4 +4 +1 Improved wild shape (fey; Tiny)
5th +3 +4 +4 +1 Improved wild shape (vermin)
6th +4 +5 +5 +2 Improved wild shape (aberration; Huge)
7th +5 +5 +5 +2 Extraordinary wild shape, improved wild shape (plant)
8th +6 +6 +6 +2 Improved wild shape (ooze; Diminutive)
9th +6 +6 +6 +3 Improved wild shape (elemental)
10th +7 +7 +7 +3 Evershifting form, improved wild shape (dragon; Gargantuan)

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Climb STR
Concentration CON
Craft INT
Diplomacy CHA
Disguise CHA
Handle Animal CHA
Hide DEX
Jump STR
Knowledge (nature) INT
Listen WIS
Spot WIS
Survival WIS
Swim STR

Nightsong EnforcerEdit

(Complete Adventurer variant, p. 60)

The enforcers of the Nightsong Guild (see page 177) focus on the stealth-centered combat training that rogues usually learn; they forgo some of the sleight of hand or fast-talking aspects of being a thief. However, nightsong enforcers are not mere thugs. They are deadly opponents who strike from hidden positions and move silently behind their foes. When in battle, their goal is to eliminate their enemies, not to fight. Thus, they strike quickly from the shadows. They do not worry about honor or fighting fair, scoffing at such ideals as childish.

Rogues most often become nightsong enforcers, although bards, fighters, and urban rangers are also known to undertake the class. On occasion a wizard or sorcerer will endure the intensive training required to join the enforcers’ ranks.

When working with others, a nightsong enforcer is the linchpin. She is the very picture of fidelity when it comes to supporting teammates on a mission. It is common for an enforcer to lead a team composed of not only other enforcers, but fighters, spellcasters, or rogues.

RequirementsEdit

Base Attack Bonus: +5

Skills: Hide 10 ranks , Move Silently 10 ranks

Feats: Improved Initiative

Special: Evasion class feature. Special: The character must undergo intensive training and tests with the Nightsong Guild before she can gain the class abilities.

Hit dieEdit

d8

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Nightsong enforcers are not proficient with any weapon. They are proficient with light armor but not with shields.

Sneak Attack (Ex): A nightsong enforcer deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 4th level, 3d6 points at 7th level, and 4d6 points at 10th level. See the rogue class feature, page 50 of the Player's Handbook. If a nightsong enforcer gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.

Teamwork (Ex): Nightsong enforcers are trained to keep a close eye on teammates on a joint mission. A nightsong enforcer gains a +20 circumstance bonus on Listen and Spot checks to hear and see allies.

At 9th level, a nightsong enforcer's senses are honed so finely that she is aware of the location and status (as with the status spell) of all allies within 100 feet, even if they are not within sight.

Agility Training (Ex): Starting at 2nd level, a nightsong enforcer reduces the armor check penalty imposed on her by light armor by 2 (to a minimum of 0).

Skill Teamwork (Ex): At 3rd level and higher, a nightsong enforcer can use her training to improve the skill of those around her. All allies within 30 feet of the nightsong enforcer gain a +2 competence bonus on Balance, Climb, Escape Artist, Hide, Listen, Move Silently, and Spot checks. Allies must be able to see the nightsong enforcer to gain this bonus.

At 7th level, this bonus increases to +4.

Flanking Teamwork (Ex): When a nightsong enforcer of 5th level or higher flanks an opponent, the enforcer and all other allies who threaten the same opponent gain a +1 circumstance bonus on their attack rolls (in addition to the normal flanking bonus, if it applies).

Opportunist (Ex): Once per round, a nightsong enforcer of 6th level or higher can make an attack of opportunity against an opponent who has just been injured in melee by another character. See the rogue class feature, page 51 of the Player's Handbook.

Improved Evasion (Ex): If a nightsong enforcer of 8th level or higher is exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw and half damage if the saving throw fails.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Sneak attack +1d6, teamwork (hear/see allies)
2nd +2 +0 +3 +0 Agility training
3rd +3 +1 +3 +1 Skill teamwork +2
4th +4 +1 +4 +1 Sneak attack +2d6
5th +5 +1 +4 +1 Flanking teamwork
6th +6 +2 +5 +2 Opportunist
7th +7 +2 +5 +2 Sneak attack +3d6, skill teamwork +4
8th +8 +2 +6 +2 Improved evasion
9th +9 +3 +6 +3 Teamwork (status)
10th +10 +3 +7 +3 Sneak attack +4d6

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Disable Device INT
Disguise CHA
Escape Artist DEX
Hide DEX
Intimidate CHA
Jump STR
Listen WIS
Move Silently DEX
Open Lock DEX
Profession WIS
Ride DEX
Search INT
Spot WIS
Swim STR
Tumble DEX

Nightsong InfiltratorEdit

(Complete Adventurer variant, p. 62)

An expert at breaking into “secure” areas, a nightsong infiltrator is the perfect thief and the perfect spy. Whether she is there to steal gold, information, jewels, or secrets, an infiltrator of the Nightsong Guild (see page 177) is trained to do her job quickly and efficiently. She practices extensively with locks and traps, focusing on doing her job under pressure and in unfavorable conditions. For example, nightsong infiltrators train extensively in climbing, since they often have to scale walls and reach high windows. They have little time to work on combat training and relegate such concerns to their companions, the nightsong enforcers (see page 60).

Rogues most frequently and most easily become nightsong infiltrators. Bards, urban rangers, and intelligent fighters can make good members of the class as well. Rarer, but possible, are spellcasting nightsong infiltrators who use spells to get in and out of places. Woe to those wishing to protect their valuables from a Nightsong Guild member who can become invisible, walk through walls, or teleport.

Members of the Nightsong Guild rarely work alone. Usually they operate in teams, often in pairings of a nightsong infiltrator and a nightsong enforcer. (For a PC nightsong infiltrator, the other team member can be an adventuring ally.) When working as part of a team, a nightsong infiltrator works best as the advance scout and point person, while the other team members take care of threats that she is unable to deal with (guards, mostly).

RequirementsEdit

Skills: Climb 10 ranks , Disable Device 5 ranks , Open Lock 5 ranks , Search 5 ranks

Feats: Alertness

Special: Evasion class feature. Special: The character must undergo intensive training and tests with the Nightsong Guild before she can gain the class abilities.

Hit dieEdit

d6

Skill pointsEdit

8 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Nightsong infiltrators gain no proficiency with any weapon or armor.

Teamwork Trap Sense (Ex): A nightsong infiltrator has an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. All allies within 30 feet of the infiltrator also gain these bonuses (even if they already have trap sense from another class feature).

These bonuses increase to +2 at 4th level, to +3 at 7th level, and to +4 at 10th level.

Trapfinding (Ex): A nightsong infiltrator can find, disarm, or bypass traps with a DC of 20 or higher. She can use the Search skill to find, and the Disable Device skill to disarm, magic traps (DC 25 + the level of the spell used to create it). If her Disable Device result exceeds the trap's DC by 10 or more, she discovers how to bypass the trap without triggering or disarming it.

Steady Stance (Ex): At 2nd level and higher, a nightsong infiltrator remains stable on her feet when others have difficulty standing. She is not considered flat-footed while balancing or climbing, and she adds her class level as a bonus on Balance or Climb checks to remain balancing or climbing when she takes damage.

Teamwork Infiltration (Ex): Starting at 2nd level, a nightsong infiltrator can study a small area (typically up to 10 feet square, such as a doorway or guard post) in order to prepare for infiltrating that area. If the infiltrator spends 1 hour studying the area from a distance of no more than 60 feet, she gains a +2 competence bonus on Balance, Climb, Disable Device, Hide, Move Silently, Open Lock, Search, and Tumble checks attempted in that area for the next 24 hours. All allies within 30 feet of the infiltrator gain the same bonus in that area. (The allies need not be present while the infiltrator studies the area.)

At 8th level, this bonus increases to +4.

Break Away (Ex): Skilled as she is, a nightsong infiltrator knows the sensibility of falling back from an unwinnable fight. Starting at 3rd level, she gains a +4 dodge bonus to Armor Class in any round during which she does nothing but move.

A nightsong infiltrator can grant this ability to an ally within 30 feet as a swift action (see Swift Actions and Immediate Actions, page 137). It lasts for 1 round.

Trackless Step (Ex): Beginning at 3rd level, a nightsong infiltrator cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player's Handbook.

At 7th level and higher, a nightsong infiltrator can share this ability with up to one additional ally per class level. Designating an ally for trackless step requires a standard action and lasts for 24 hours or until the infiltrator dismisses the effect (a standard action).

Detect Magic (Sp): Starting at 4th level, a nightsong infiltrator can use detect magic at will. See the spell, page 219 of the Player's Handbook.

Teamwork Sneak Attack (Ex): Beginning at 4th level, a nightsong infiltrator deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. Any ally of the infiltrator who is also flanking the infiltrator's opponent deals this extra damage as well. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 8th level. See the rogue class feature, page 50 of the Player's Handbook. If a nightsong infiltrator or her ally gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.

Defensive Roll (Ex): Starting at 5th level, a nightsong infiltrator can attempt to roll with a potentially lethal blow to take less damage from it than she otherwise would. See the rogue class feature, page 51 of the Player's Handbook.

Grant Move Action (Ex): Starting at 5th level, a nightsong infiltrator can direct and motivate her allies to act immediately. Once per day, as a standard action, she can grant an extra move action to any or all of her allies within 30 feet (but not herself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the infiltrator's turn is over.

Starting at 9th level, a nightsong infiltrator can use this ability twice per day.

Improved Evasion (Ex): If a nightsong infiltrator of 6th level or higher is exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw and half damage if the saving throw fails.

Skill Mastery (Ex): At 6th level, a nightsong infiltrator has become so confident in the use of certain skills that she can use them reliably even under adverse conditions. When making a Climb, Disable Device, Open Lock, or Search check, she can take 10 even if stress and distractions would normally prevent her from doing so.

Specialized Tools (Ex): After studying an area (see teamwork infiltration, above), a nightsong infiltrator of 6th level or higher can prepare a special tool for a job. Doing this requires 1 hour, a DC 15 Craft check (the specific type of Craft specialty required is up to the DM; blacksmithing, leatherworking, or woodworking are all likely candidates), and a set of artisan's tools for the Craft skill in question.

The tool prepared by the infiltrator grants a +4 circumstance bonus on all checks made with one of the following skills: Climb, Disable Device, Disguise, Escape Artist, Hide, Move Silently, Open Lock, Search, or Sleight of Hand. This bonus doesn't stack with the circumstance bonus granted by any other set of tools (such as a disguise kit or masterwork thieves' tools). The tool works only in the studied area, and it works only for 24 hours (though the infiltrator can rebuild the tool by following the same process).

Hide in Plain Sight (Ex): A 10th-level nightsong infiltrator can can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player's Handbook.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Teamwork trap sense +1, trapfinding
2nd +1 +0 +3 +0 Steady stance, teamwork infiltration +2
3rd +2 +1 +3 +1 Break away, trackless step (self)
4th +3 +1 +4 +1 Detect magic, teamwork sneak attack +1d6, teamwork trap sense +2
5th +3 +1 +4 +1 Defensive roll, grant move action 1/day
6th +4 +2 +5 +2 Improved evasion, skill mastery, specialized tools
7th +5 +2 +5 +2 Teamwork trap sense +3, trackless step (allies)
8th +6 +2 +6 +2 Teamwork infiltration +4, teamwork sneak attack +2d6
9th +6 +3 +6 +3 Grant move action 2/day
10th +7 +3 +7 +3 Hide in plain sight, teamwork trap sense +4

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Balance DEX
Bluff CHA
Climb STR
Craft INT
Decipher Script INT
Diplomacy CHA
Disable Device INT
Disguise CHA
Escape Artist DEX
Forgery INT
Gather Information CHA
Hide DEX
Jump STR
Listen WIS
Move Silently DEX
Open Lock DEX
Profession WIS
Ride DEX
Search INT
Sleight of Hand DEX
Spot WIS
Swim STR
Tumble DEX
Use Magic Device CHA
Use Rope DEX

NinjaEdit

(Complete Adventurer variant, p. 5)

Ninjas move through the shadows, striking down the unwary and vanishing again with ease. Ninjas walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. Although ninjas in battle lack the staying power of martial characters such as fighters or barbarians, they excel at making combat occur on their terms—appearing and disappearing seemingly at a whim.

Historically, ninjas came from clans of assassins and guerrilla warriors in feudal Japan. In a fantasy setting, they blend a gift for stealth and infiltration with devastating surprise attacks and supernatural means of avoiding blows. Although the specific abilities of the class differ from those attributed to the historical ninja, they mirror the ninja’s fearsome reputation as a spy, assassin, and martial artist.

 ====Hit die====

d6

AlignmentEdit

Any

Starting goldEdit

4d4x10

Skill pointsEdit

6 + Int

Class FeaturesEdit

All of the following are class features of the ninja.

Weapon and Armor Proficiency: Ninjas are proficient with all simple weapons, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siangham. Ninjas are not proficient with any type of armor or shield.

AC Bonus (Ex): A ninja is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, a ninja adds her Wisdom bonus (if any) to her Armor Class. This ability does not stack with the monk’s AC bonus ability (a ninja with levels of monk does not add the bonus twice). In addition, a ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when a ninja is flat-footed. The character loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Ki Power (Su): A ninja can channel her ki to manifest special powers of stealth and mobility. She can use her ki powers a number of times per day equal to one-half her class level (minimum 1) plus her Wisdom bonus (if any). Ki powers can be used only if a ninja is wearing no armor and is unencumbered.

As long as a ninja’s ki pool isn’t empty (that is, as long as she has at least one daily use remaining), she gains a +2 bonus on her Will saves.

A ninja’s ki powers are ghost step, ki dodge, ghost strike, greater ki dodge, and ghost walk. Each power is described under a separate entry below.

Sudden Strike (Ex): If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Whenever a ninja’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the ninja deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points for every two ninja levels thereafter. A ninja can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC.

This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A ninja can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach.

A ninja can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike.

The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.

Trapfinding (Ex): A ninja can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.

Ghost Step (Su): Starting at 2nd level, a ninja can spend one daily use of her ki power to become invisible for 1 round. Using this ability is a swift action (see Swift Actions and Immediate Actions, page 137) that does not provoke attacks of opportunity. At 10th level, a ninja can become ethereal when using ghost step instead of becoming invisible.

Poison Use (Ex): At 3rd level and higher, a ninja never risks accidentally poisoning herself when applying poison to a weapon.

Great Leap (Su): At 4th level and higher, a ninja always makes Jump checks as if she were running and had the Run feat, enabling her to make long jumps without a running start and granting a +4 bonus on the jump (see the skill description, page 77 of the Player’s Handbook). This ability can be used only if she is wearing no armor and is carrying no more than a light load.

Acrobatics (Ex): Starting at 6th level, a ninja gains a +2 bonus on Climb, Jump, and Tumble checks. This bonus increases to +4 at 12th level and +6 at 18th level.

Ki Dodge (Su): At 6th level and higher, a ninja can spend one daily use of her ki power to cause an attack against her to miss when it might otherwise hit. When a ninja activates this ability, her outline shifts and wavers, granting her concealment (20% miss chance) against all attacks for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity.

See invisibility has no effect on concealment granted by the ki dodge ability, but true seeing negates the miss chance. This concealment does not stack with that caused by other effects that grant concealment or by spells such as blink or displacement.

Speed Climb (Ex): A ninja of 7th level or higher can scramble up or down walls and slopes with great speed. She can climb at her speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground.

A ninja needs only one free hand to use this ability. This ability can be used only if a ninja is wearing no armor and is carrying no more than a light load.

Ghost Strike (Su): At 8th level and higher, a ninja can spend one daily use of her ki power to strike incorporeal and ethereal creatures as if they were corporeal. She also can use this ability to strike foes on the Material Plane normally while ethereal (for example, while using her ghost step ability).

Activating the ghost strike ability is a move action that does not provoke attacks of opportunity. It affects the next attack made by the ninja, as long as that attack is made before the end of her next turn.

Improved Poison Use (Ex): Starting at 9th level, a ninja can apply poison to a weapon as a move action. (Normally, applying a poison is a standard action, like applying an oil.)

Evasion (Ex): Beginning at 12th level, a ninja can avoid damage from certain attacks with a successful Reflex save. (See the monk class feature, page 41 of the Player’s Handbook.) A ninja’s use of evasion differs slightly from a monk’s use in that a ninja can use evasion only if she is wearing no armor and is carrying no more than a light load.

Ghost Mind (Su): At 14th level, a ninja gains a special resistance to spells of the scrying subschool. To detect or see a ninja with such a spell, the caster must make a caster level check (DC 20 + the ninja’s class level). In the case of scrying spells (such as arcane eye) that scan the ninja’s area, a failed check indicates that the spell works but the ninja simply isn’t detected. Scrying attempts targeted specifically at the ninja do not work at all if the check fails.

Ghost Sight (Su): At 16th level and higher, a ninja can see invisible and ethereal creatures as easily as she sees material creatures and objects.

Greater Ki Dodge (Su): Starting at 18th level, a ninja’s ki dodge ability grants total concealment (50% miss chance).

Ghost Walk (Su): A 20th-level ninja can spend two daily uses of her ki power to enter the Ethereal Plane for an extended period of time. This ability functions as the ethereal jaunt spell with a caster level equal to the ninja’s class level.

AdvancementEdit

Level BAB Fort Ref Will AC Bonus Special
1st +0 +0 +2 +0 +0 Ki power, sudden strike +1d6, trapfinding
2nd +1 +0 +3 +0 +0 Ghost step (invisible)
3rd +2 +1 +3 +1 +0 Sudden strike +2d6, poison use
4th +3 +1 +4 +1 +0 Great leap
5th +3 +1 +4 +1 +1 Sudden strike +3d6
6th +4 +2 +5 +2 +1 Acrobatics +2, ki dodge
7th +5 +2 +5 +2 +1 Sudden strike +4d6, speed climb
8th +6/+1 +2 +6 +2 +1 Ghost strike
9th +6/+1 +3 +6 +3 +1 Sudden strike +5d6, improved poison use
10th +7/+2 +3 +7 +3 +2 Ghost step (ethereal)
11th +8/+3 +3 +7 +3 +2 Sudden strike +6d6
12th +9/+4 +4 +8 +4 +2 Acrobatics +4, evasion
13th +9/+4 +4 +8 +4 +2 Sudden strike +7d6
14th +10/+5 +4 +9 +4 +2 Ghost mind
15th +11/+6/+1 +5 +9 +5 +3 Sudden strike +8d6
16th +12/+7/+2 +5 +10 +5 +3 Ghost sight
17th +12/+7/+2 +5 +10 +5 +3 Sudden strike +9d6
18th +13/+8/+3 +6 +11 +6 +3 Acrobatics +6, greater ki dodge
19th +14/+9/+4 +6 +11 +6 +3 Sudden strike +10d6
20th +15/+10/+5 +6 +12 +6 +4 Ghost walk

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Bluff CHA
Climb STR
Concentration CON
Craft INT
Disable Device INT
Disguise CHA
Escape Artist DEX
Gather Information CHA
Hide DEX
Jump STR
Listen WIS
Move Silently DEX
Open Lock DEX
Search INT
Sense Motive WIS
Sleight of Hand DEX
Spot WIS
Swim STR
Tumble DEX

OllamEdit

(Complete Adventurer variant, p. 66)

In Dwarven, the word “ollam” means teacher. The education of the dwarf people is considered a sacred duty, and those who are considered knowledgeable in dwarf history and legend – and thought to possess above-average common sense – are often called upon to take up the respected role of teacher in the community. While other cultures might see this as a job for young girls or old men, the dwarves see an ollam as a protector of their cherished culture. No one in the dwarf community takes that position lightly.

An ollam is granted a special position in the temple hierarchy – Moradin gives her spells that allow her not only to delve into the secrets of the universe but also to heal and keep an eye on her charges. While most ollams are clerics or bards, individuals of other classes are welcomed, as long as they possess the knowledge needed to teach the children properly.

RequirementsEdit

Alignment: Lawful good

Skills: Knowledge (history) 10 ranks , Knowledge (any other) 10 ranks , Perform (oratory) 5 ranks

Race: Dwarf

Hit dieEdit

d8

Skill pointsEdit

6 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Ollams are proficient with all simple weapons, with all types of armor, and with shields.

Spells per Day/Spells Known: At 2nd, 3rd, and 4th level, an ollam gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one spellcasting class before becoming an ollam, she must decide to which class to add each level for the purpose of determining spells per day and spells known. If an ollam had no levels in a spellcasting class before taking the prestige class, at 2nd level she gains the spellcasting abilities of a cleric whose caster level is one lower than her class level.

Lore (Ex): An ollam has the ability to recall legends or information regarding various topics, just as a bard can with bardic knowledge. See the bardic knowledge class feature, page 29 of the Player's Handbook. An ollam adds her class level and her Intelligence modifier to her lore check. If the character has a similar ability from another class (such as bardic knowledge), her ollam levels stack with class levels from that other class to determine the success of the lore check.

Inspire Competence (Su): An ollam of 3rd level or higher can use oratory to help an ally succeed at a task. The ally gets a +2 competence bonus on checks with a particular skill. If the ally is a dwarf, the competence bonus increases to +3. See the bardic music class feature, page 29 of the Player's Handbook. If an ollam has the inspire competence bardic music ability, she can expend one daily use of her bardic music to increase the competence bonus to +4 (or +6 if the ally is a dwarf).

Inspire Resilience (Su): From an early age, dwarves learn to approach life with steadfast resolution and endurance. A 5th-level ollam can spend a standard action to use oratory to tap into this power, granting a single dwarf ally a +4 competence bonus on Constitution checks and Fortitude saves, as well as damage reduction 5/—. The ally must be within 30 feet and able to see and hear the ollam. The ollam must also be able to see the ally. The effect lasts for as long as the ollam orates and for 1 minute thereafter.

Allies who are not dwarves instead gain a +2 competence bonus on Constitution checks and Fortitude saves, gain no damage reduction, and are fatigued at the end of the duration. (Dwarves suffer no ill effect.)

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Lore
2nd +1 +0 +0 +3 +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Inspire competence +1 level of existing spellcasting class
4th +2 +1 +1 +4 +1 level of existing spellcasting class
5th +2 +1 +1 +4 Inspire resilience

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Decipher Script INT
Diplomacy CHA
Gather Information CHA
Heal WIS
Knowledge (arcana) INT
Knowledge (architecture and engineering) INT
Knowledge (dungeoneering) INT
Knowledge (geography) INT
Knowledge (history) INT
Knowledge (local) INT
Knowledge (nature) INT
Knowledge (nobility and royalty) INT
Knowledge (psionics) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Listen WIS
Perform CHA
Search INT
Sense Motive WIS
Speak Language None
Spellcraft INT

ScoutEdit

(Complete Adventurer variant, p. 10)

A scout has some training in weapons and a unique combat style that favors fast movement and devastating attacks.

 ====Hit die====

d8

AlignmentEdit

Any

Starting goldEdit

5d4x10

Skill pointsEdit

8 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. Scouts are proficient with light armor, but not with shields.

Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Trapfinding (Ex): A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player's Handbook.

Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Uncanny Dodge (Ex): Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player's Handbook.

Fast Movement (Ex): Starting at 3rd level, a scout's gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player's Handbook.

A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Trackless Step (Ex): Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player's Handbook.

Bonus Feats: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a scout gains a bonus feat, which must be selected from the following list: Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Brachiation†, Combat Expertise, Danger Sense†, Dodge, Endurance, Far Shot, Great Fortitude, Hear the Unseen†, Improved Initiative, Improved Swimming†, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter†, Rapid Reload, Shot on the Run, Skill Focus, Spring Attack, Track. She must meet all the prerequisites for the feat. †New feat described in Chapter 3.

Evasion (Ex): Beginning at 5th level, a scout can avoid damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the Player's Handbook.

Flawless Stride (Ex): Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.

A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Camouflage (Ex): Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain. See the ranger class feature, page 48 of the Player's Handbook. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Blindsense (Ex): At 10th level, a scout gains the blindsense ability out to 30 feet. This ability functions as described on page 306 of the Monster Manual.

Hide in Plain Sight (Ex): Beginning at 14th level, a scout can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player's Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Free Movement (Ex): At 18th level and higher, a scout can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Blindsight (Ex): A 20th-level scout gains the blindsight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout must have line of effect to a creature or object to discern it.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Skirmish (+1d6), trapfinding
2nd +1 +0 +3 +0 Battle Fortitude +1, uncanny dodge
3rd +2 +1 +3 +1 Fast movement +10ft, skirmish (+1d6, +1AC), trackless step
4th +3 +1 +4 +1 Bonus Feat
5th +3 +1 +4 +1 Evasion, skirmish (+2d6, +1AC)
6th +4 +2 +5 +2 Flawless Stride
7th +5 +2 +5 +2 Skirmish (+2d6, +2 AC)
8th +6/+1 +2 +6 +2 Camoflague, bonus feat
9th +6/+1 +3 +6 +3 Skirmish (+3d6, +2 AC)
10th +7/+2 +3 +7 +3 Blindsense 30ft
11th +8/+3 +3 +7 +3 Battle Fortitude +2, fast movement +20ft, skirmish (+3d6, +3 AC)
12th +9/+4 +4 +8 +4 Bonus Feat
13th +9/+4 +4 +8 +4 Skirmish (+4d6, +3 AC)
14th +10/+5 +4 +9 +4 Hide in Plain Sight
15th +11/+6/+1 +5 +9 +5 Skirmish (+4d6, +4 AC)
16th +12/+7/+2 +5 +10 +5 Bonus Feat
17th +12/+7/+2 +5 +10 +5 Skirmish (+5d6, +4 AC)
18th +13/+8/+3 +6 +11 +6 Free Movement
19th +14/+9/+4 +6 +11 +6 Skirmish (+5d6, +5 AC)
20th +15/+10/+5 +6 +12 +6 Battle Fortitude +3, blind sight 30ft, bonus feat

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Craft INT
Disable Device INT
Escape Artist DEX
Hide DEX
Jump STR
Knowledge (dungeoneering) INT
Knowledge (geography) INT
Knowledge (nature) INT
Listen WIS
Move Silently DEX
Ride DEX
Search INT
Sense Motive WIS
Speak Language None
Spot WIS
Survival WIS
Swim STR
Tumble DEX
Use Rope DEX

Shadowbane InquisitorEdit

(Complete Adventurer variant, p. 68)

Shadowbane inquisitors battle incessantly against evil in whatever form it takes.

RequirementsEdit

Base Attack Bonus: +5

Alignment: Lawful good

Skills: Gather Information 4 ranks , Knowledge (religion) 2 ranks , Sense Motive 8 ranks

Feats: Power Attack

Special: Detect evil class feature or ability to cast detect evil as a divine spell, Turn undead class feature, Sneak attack class feature.

Hit dieEdit

d10

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Shadowbane inquisitors are proficient with all simple and martial weapons, with all types of armor, and with shields (except tower shields).

Absolute Conviction (Ex): Should a shadowbane inquisitor's alignment ever change from lawful good for any reason, he may not take additional levels in this prestige class, but he does not lose any class abilities from levels already attained.

Pierce Shadows (Su): A shadowbane inquisitor can spend one of his daily uses of his turn undead ability to shed a holy radiance. This light brightly illuminates an area in a radius of 20 feet plus 5 feet per class level of the inquisitor. The light is centered on the inquisitor and sheds no shadowy illumination beyond its border. This radiance lasts for 10 minutes per inquisitor class level.

Sacred Stealth (Su): Starting at 2nd level, a shadowbane inquisitor can channel some of his divine spell power to become stealthier. To do this, he must lose a prepared divine spell from memory (or give up a potential spell slot for the day if he casts spells as a sorcerer). He gains a +4 sacred bonus on Hide and Move Silently checks for a number of minutes equal to his Charisma bonus (if any) plus the level of spell given up in this manner.

At 7th level, the bonus increases to +8.

Using this ability is a swift action that does not provoke attacks of opportunity.

Smite (Su): Once per day, a shadowbane inquisitor of 2nd level or higher can attempt to smite a creature that he judges to be corrupt with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals an extra 1 point of damage per inquisitor class level. Unlike with a paladin's smite evil ability, an inquisitor relies only on his own judgment when determining what creatures to use this ability against. How an inquisitor uses this ability exemplifies his outlook on the world. The more suspicious and uncompromising an inquisitor is, the more likely he is to feel that a creature should be struck down.

An inquisitor can use this ability twice per day at 6th level and three times per day at 10th level.

Improved Sunder: At 3rd level, a shadowbane becomes accomplished at shattering the weapons of his foes and tainted magic items. He gains the Improved Sunder feat as a bonus feat.

Sneak Attack (Ex): Beginning at 4th level, a shadowbane inquisitor deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 7th level and 3d6 points at 10th level. See the rogue class feature, page 50 of the Player's Handbook. If a shadowbane inquisitor gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.

Merciless Purity (Su): Beginning at 5th level, a shadowbane inquisitor benefits when his enemies perish. Upon the death of a creature that the inquisitor has designated as corrupt, he gains a +1 sacred bonus on his Fortitude and Reflex saves for the next 24 hours. An inquisitor designates a creature as corrupt in his eyes by using his smite ability (see above) as part of a melee attack against the creature. The inquisitor need not kill the creature himself. An inquisitor can benefit from this ability only once per day; subsequent deaths of creatures that he has designated as corrupt grant no special benefit.

Righteous Fervor (Su): When an inquisitor of 8th level or higher designates a creature as corrupt, he gains a +1 sacred bonus on attack and damage rolls against that creature for the rest of the encounter. The inquisitor designates a creature as corrupt by using his smite ability (see above) as part of a melee attack against the creature. This bonus does not apply to the smite attempt itself, only to subsequent attacks against the same creature made in that encounter.

Burning Light (Su): At 9th level and higher, an inquisitor can spend one of his daily uses of his turn undead ability to deal damage to creatures around him. To do this, he must already have his pierce shadows ability active. All creatures within the illuminated area (except for the inquisitor) take 4d6 points of damage. This damage results directly from divine power and is not subject to being reduced by energy resistance. Using this ability requires a standard action.

FALLEN INQUISITORSEdit

Like paladins, shadowbane inquisitors occasionally fall into darkness and evil. The light of self-righteousness burns strongly within an inquisitor, and he never faces the self-doubt or moral dilemmas that heroes of less conviction must deal with. It is this overwhelming confidence in his own ability to define what is right and wrong, however, that sometimes leads an inquisitor into darkness. The path of the inquisitor is long and dangerous, and those who complete it are among the most powerful and persistent opponents of evil. But those who fall, having known the heights of purity, become evil beyond reckoning.

Convinced of their own moral purity, fallen inquisitors pursue their vile agenda without ever feeling doubt, and they are often charismatic enough to draw others into their wicked plans. Should an inquisitor who also has paladin levels ever gain levels in the blackguard class, his shadowbane inquisitor levels stack with his paladin levels when determining the number of extra abilities that the blackguard gains for having paladin levels. For example, if a 5th-level paladin/1st-level rogue/5th-level shadowbane inquisitor takes a level of blackguard, he gains extra blackguard class abilities as if he were a fallen paladin of 10th level.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Absolute conviction, pierce shadows
2nd +2 +3 +0 +0 Sacred stealth (+4), smite 1/day
3rd +3 +3 +1 +1 Improved Sunder
4th +4 +4 +1 +1 Sneak attack +1d6
5th +5 +4 +1 +1 Merciless purity
6th +6 +5 +2 +2 Smite 2/day
7th +7 +5 +2 +2 Sacred stealth (+8), sneak attack +2d6
8th +8 +6 +2 +2 Righteous fervor
9th +9 +6 +3 +3 Burning light
10th +10 +7 +3 +3 Smite 3/day, sneak attack +3d6

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Climb STR
Concentration CON
Craft INT
Decipher Script INT
Gather Information CHA
Heal WIS
Hide DEX
Jump STR
Knowledge (religion) INT
Move Silently DEX
Profession WIS
Search INT
Sense Motive WIS
Swim STR

Shadowbane StalkerEdit

(Complete Adventurer variant, p. 70)

Shadowbane stalkers find evil hidden in civilized areas so that the martial arm of the order (the inquisitors) can spearhead the attack. 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.

RequirementsEdit

Alignment: Lawful good

Skills: Gather Information 8 ranks , Search 4 ranks , Sense Motive 4 ranks

Special: Detect evil class feature or ability to cast detect evil as a divine spell, Sneak attack +1d6.

Hit dieEdit

d8

Skill pointsEdit

6 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Shadowbane stalkers gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: 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, if applicable) as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one divine spellcasting class before becoming a shadowbane stalker, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

Detect Evil (Sp): A shadowbane stalker can use detect evil at will. See the spell, page 218 of the Player's Handbook.

Sacred Stealth (Su): A shadowbane stalker can channel some of her divine spellpower to become stealthier. To do this, she must lose a prepared divine spell from memory (or give up a potential spell slot for the day if she casts spells as a sorcerer). She gains a +4 sacred bonus on Hide and Move Silently checks for a number of minutes equal to her Charisma bonus (if any) plus the level of spell given up in this manner.

At 7th level, the bonus increases to +8.

Using this ability is a swift action that does not provoke attacks of opportunity.

Discover Subterfuge (Ex): 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 and Sense Motive checks. This bonus increases to +4 at 5th level and +6 at 8th level.

Sneak Attack (Ex): Beginning at 3rd level, a shadowbane stalker deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 6th level and 3d6 points at 9th level. See the rogue class feature, page 50 of the Player's Handbook. If a shadowbane stalker gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.

Sacred Defense (Su): At 4th level and higher, a shadowbane stalker can channel some of her divine spellpower to help her avoid the attacks of enemies. To do this, she must lose a prepared divine spell from memory (or give up a potential spell slot for the day if she casts spells as a sorcerer). The stalker gains a +4 sacred bonus to Armor Class for a number of rounds equal to the level of the divine spell given up in this manner. Using this ability is a swift action that does not provoke attacks of opportunity.

Sacred Strike (Su): At 10th level, a shadowbane stalker can channel her divine spellpower to deal extra damage. To do this, she must lose a prepared divine spell from memory (or give up a potential spell slot for the day if she casts spells as a sorcerer). The stalker can add an extra 1d6 points of damage per level of the spell lost, up to the number of her sneak attack damage dice. This ability affects the next attack she makes in the same round that she uses this ability.

Creatures immune to sneak attacks are immune to extra damage from this ability. If the affected attack misses, the sacred strike is lost with no effect. Using this ability is a swift action that does not provoke attacks of opportunity.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +2 +2 Detect evil, sacred stealth +4 +1 level of existing divine spellcasting class
2nd +1 +0 +3 +3 Discover subterfuge +2 +1 level of existing divine spellcasting class
3rd +2 +1 +3 +3 Sneak attack +1d6 +1 level of existing divine spellcasting class
4th +3 +1 +4 +4 Sacred defense
5th +3 +1 +4 +4 Discover subterfuge +4 +1 level of existing divine spellcasting class
6th +4 +2 +5 +5 Sneak attack +2d6 +1 level of existing divine spellcasting class
7th +5 +2 +5 +5 Sacred stealth +8 +1 level of existing divine spellcasting class
8th +6 +2 +6 +6 Discover subterfuge +6 +1 level of existing divine spellcasting class
9th +6 +3 +6 +6 Sneak attack +3d6
10th +7 +3 +7 +7 Sacred strike +1 level of existing divine spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Balance DEX
Climb STR
Concentration CON
Craft INT
Decipher Script INT
Disable Device INT
Escape Artist DEX
Gather Information CHA
Heal WIS
Hide DEX
Jump STR
Knowledge (history) INT
Knowledge (nature) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Listen WIS
Move Silently DEX
Open Lock DEX
Profession WIS
Search INT
Sense Motive WIS
Sleight of Hand DEX
Spellcraft INT
Spot WIS
Tumble DEX
Use Magic Device CHA
Use Rope DEX

ShadowmindEdit

(Complete Adventurer variant, p. 74)

A shadowmind blends psionic powers and uncanny stealth into an effective whole.

RequirementsEdit

Base Attack Bonus: +3

Skills: Hide 5 ranks , Move Silently 5 ranks , Sleight of Hand 3 ranks

Special: Manifester level 3rd, Able to manifest concealing amorpha.

Hit dieEdit

d6

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Shadowminds gain no proficiency with any weapon or armor.

Powers Known: At every level indicated on the accompanying table, a shadowmind gains additional power points per day and access to new discovered powers as if she had also gained a level in whatever psionic manifesting 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. If a character had more than one psionic class before becoming a shadowmind, she must decide which class to add the new level of shadowmind for the purpose of determining power points per day, powers known, and manifester level.

Read Thoughts (Ps): At 1st level, a shadowmind adds read thoughts to her repertoire (if she doesn’t already know it). Once per day, she can manifest read thoughts at a reduced power point cost. The cost of read thoughts is reduced by the shadowmind’s class level, to a minimum of 1 power point. The effect of this power is still restricted by the shadowmind’s manifester level.

Sneak Attack (Ex): Beginning at 2nd level, a shadowmind deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet.

It increases to 2d6 points at 5th level and 3d6 points at 8th level. See the rogue class feature, page 50 of the Player’s Handbook. If a shadowmind gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.

Cloud Mind (Ps): At 3rd level, a shadowmind adds cloud mind to her repertoire (if she doesn’t already know it). Once per day, she can manifest cloud mind at a reduced power point cost. The cost of cloud mind is reduced by the shadowmind’s class level, to a minimum of 1 power point. The effect of this power is still restricted by the shadowmind’s manifester level.

Mass Cloud Mind (Ps): At 9th level, a shadowmind adds mass cloud mind to her repertoire (if she doesn’t already know it). Once per day, she can manifest mass cloud mind at a reduced power point cost. The cost of mass cloud mind is reduced by the shadowmind’s level, to a minimum of 1 power point. The effect of this power is still restricted by the shadowmind’s manifester level.

Mind Stab (Su): A 10th-level shadowmind can combine a precise blow with a burst of mental energy, removing her presence from the mind and memory of her victim even as she stabs him. Once per round as a free action, immediately after successfully dealing sneak attack damage to an opponent, a shadowmind can manifest cloud mind against that opponent. Manifesting cloud mind in this way uses a reduced power point expenditure as described under the cloud mind ability above.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +2 +2 Read thoughts +1 level of existing manifesting class
2nd +1 +0 +3 +3 Sneak attack +1d6
3rd +2 +1 +3 +3 Cloud mind +1 level of existing manifesting class
4th +3 +1 +4 +4 +1 level of existing manifesting class
5th +3 +1 +4 +4 Sneak attack +2d6
6th +4 +2 +5 +5 +1 level of existing manifesting class
7th +5 +2 +5 +5 +1 level of existing manifesting class
8th +6 +2 +6 +6 Sneak attack +3d6
9th +6 +3 +6 +6 Mass cloud mind +1 level of existing manifesting class
10th +7 +3 +7 +7 Mind stab +1 level of existing manifesting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Autohypnosis WIS
Bluff CHA
Concentration CON
Craft INT
Disable Device INT
Escape Artist DEX
Hide DEX
Jump STR
Knowledge (psionics) INT
Listen WIS
Move Silently DEX
Open Lock DEX
Psicraft INT
Search INT
Sense Motive WIS
Sleight of Hand DEX
Spot WIS
Tumble DEX

SpellthiefEdit

(Complete Adventurer variant, p. 13)

Spellthieves use skill and arcane magic to drain the abilities of their opponents and turn their foes' own powers against them. Spellthieves love the challenges that adventure brings, and they relish finding unique and inventive ways to use their abilities. Because they have such a wide variety of abilities, spellthieves can adapt themselves to overcome nearly any challenge, but they have neither the overpowering arcane might of wizards nor the brute force of fighters. Spellthieves never cast two spells when one will do, and they excel at using misdirection and deception to overcome seemingly stronger opponents.

Good spellthieves use their skills and magic to entertain themselves, protect those less gifted than themselves, and occasionally serve a cause or nation as a spy. Evil spellthieves use their versatile skills to trick and deceive, or plague large cities as daring cat burglars.

 ====Hit die====

d6

Starting goldEdit

4d4x10

Skill pointsEdit

6 + Int

Class FeaturesEdit

All of the following are class features of the spellthief.

Weapon and Armor Proficiency: Spellthieves are proficient with all simple weapons and with light armor but not with shields. Because the somatic components required for spellthief spells are simple, a spellthief can cast spellthief spells while wearing light armor without incurring the normal arcane spell failure chance. However, a spellthief wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (see page 123 of the Player's Handbook) if the spell in question has a somatic component (most do). A multiclass spellthief still incurs the normal arcane spell failure chance for arcane spells received from other classes, including those stolen from arcane casters (see the steal spell ability, below).

Sneak Attack (Ex): A spellthief deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 5th level, 3d6 points at 9th level, 4d6 points at 13th level, and 5d6 points at 17th level. See the rogue class feature, page 50 of the Player's Handbook. If a spellthief gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

Steal Spell (Su): A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a spellthief can steal a spell with a touch as a standard action.

The target of a steal spell attack loses one 0-level or 1st-level spell from memory if she prepares spells ahead of time, or one 0-level or 1st-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A spellthief can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If a spellthief tries to steal a spell that isn't available, the stolen spell (or spell slot) is determined randomly from among those the target has available.

For example, a 1st-level spellthief who uses this ability against a 1st-level sorcerer could choose to steal magic missile. Assuming the sorcerer knew that spell, a successful steal spell attack would eliminate one 1st-level spell slot and temporarily prevent her from casting magic missile. If the same spellthief stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn't lose any other magic missile spells she might also have prepared).

After stealing a spell, a spellthief can cast the spell imself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A spellthief can cast this spell even if he doesn't have the minimum ability score normally required to cast a spell of that level. The spellthief must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. Alternatively, a spellthief of 4th level or higher can use the stolen spell power to cast any spellthief spell that he knows of the same level or lower (effectively, this gives the spellthief one free casting of a known spell). A spellthief must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away.

As a spellthief gains levels, he can choose to steal higher-level spells. At 4th level, he can steal spells of up to 2nd level, and for every two levels gained after 4th, the maximum spell level stolen increases by one (up to a maximum of 9th-level spells at 18th level).

At any one time, a spellthief can possess a maximum number of stolen spell levels equal to his class level (treat 0-level spells as 1/2 level for this purpose). For instance, a 4th-level spellthief can have two stolen 2nd-level spells, or one 2nd-level spell and two 1st-level spells, or any other combination of 0-level, 1st-level, and 2nd-level spells totaling four levels. If he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his maximum.

A spellthief can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. For example, a spellthief of 6th level or higher could steal a wizard's empowered magic missile, but only if he specifically chose to steal empowered magic missile. If he chose to steal an unmodified magic missile, he couldn't steal an empowered magic missile, a silent magic missile, or any other metamagic form of the spell. A spellthief couldn't steal an empowered magic missile from a sorcerer, since the sorcerer applies metamagic effects upon casting and thus has no prepared empowered magic missile spell.

This ability works only against spells. It has no effect on psionic powers or spell-like abilities (but see the steal spell-like ability class feature, below).

Trapfinding (Ex): A spellthief can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player's Handbook.

Detect Magic (Sp): A spellthief of 2nd level or higher can use detect magic a number of times per day equal to his Charisma bonus, if any (minimum 1). His caster level is equal to his spellthief class level.

Spellgrace (Su): A spellthief of 2nd level or higher gains a +1 competence bonus on his saves against spells. This bonus improves to +2 at 11th level and to +3 at 20th level.

Steal Spell Effect (Su): Beginning at 2nd level, a spellthief can siphon an active spell effect from another creature. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single spell affecting the target. If the target is willing, a spellthief can steal a spell effect with a touch as a standard action.

The spellthief can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If a spellthief tries to steal a spell effect that isn't present, the stolen spell effect is determined randomly from among those currently in effect on the target. A spellthief can't steal a spell effect if its caster level exceeds his class level + his Charisma modifier.

Upon stealing a spell effect, a spellthief gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the spell's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell effect returns to the creature that originally benefited from it.

A spellthief can steal the effect of a spell only if the spell could be cast on him by the original caster. For example, a spellthief couldn't gain the effect of an animal growth spell (unless the spellthief is of the animal type) or the effect of a shield spell (since that spell's range is personal). If a spellthief tries to steal the effect of a spell not allowed to him, the effect is still suppressed on the original target of the spell for 1 minute per spellthief class level.

This ability does not work on spell effects that are immune to dispel magic (such as bestow curse).

Steal Energy Resistance (Su): Beginning at 3rd level, a spellthief can siphon off some or all of a target's resistance to an energy type (acid, cold, electricity, fire, or sonic). A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 10 to an energy type to which his target is resistant or immune). If the target is willing, a spellthief can steal energy resistance with a touch as a standard action.

Simultaneously, the target creature's resistance to that energy type is reduced by 10 (to a minimum of 0). A creature with immunity to an energy type retains that immunity.

If his target has more than one type of resistance to energy, a spellthief can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If a spellthief chooses to steal a type of resistance that the target doesn't possess, the stolen type of resistance is determined randomly from those possessed by the target.

The resistance a spellthief gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires.

A spellthief can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, a spellthief might use this ability to gain resistance to fire and resistance to cold, but he could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature's resistance to fire by twice as much).

At 11th level, a spellthief can steal resistance 20 to an energy type by using this ability, and at 19th level he can steal resistance 30 to an energy type.

Spells: Beginning at 4th level, a spellthief gains the ability to cast a small number of arcane spells, which are drawn from a subset of the sorcerer/wizard spell list (see below). He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can (see page 54 of the Player's Handbook).

To learn or cast a spell, a spellthief must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so on). The DC for a saving throw against a spellthief's spell is 10 + spell level + spellthief's Cha modifier.

Like other spellcasters, a spellthief can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1—3: The Spellthief. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1—1, page 8 of the Player's Handbook). When Table 1—3 indicates that a spellthief gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level spellthief), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

A spellthief's selection of spells is extremely limited. A spellthief begins play knowing no spells but gains one or more new spells at certain levels, as indicated on Table 1—4: Spellthief Spells Known. Unlike spells per day, his Charisma does not affect the number of spells he knows; the numbers on Table 1—4 are fixed.) A spellthief can learn any sorcerer/wizard spell from the following schools: abjuration, divination, enchantment, illusion, and transmutation. No other sorcerer/wizard spells are on the spellthief's class spell list.

Upon reaching 12th level, and at every third spellthief level after that (15th and 18th), a spellthief can choose to learn a new spell in place of one he already knows. In effect, the spellthief "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spellthief spell that the spellthief can cast. For instance, upon reaching 12th level, a spellthief could trade in a single 1st-level spell for a different 1st-level spell. A spellthief can swap only a single spell at any given level, and he must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

At 4th level and higher, a spellthief's level for spells is one-half his spellthief level.

Steal Spell-Like Ability (Su): At 5th level and higher, a spellthief can use a sneak attack to temporarily steal a creature's spell-like ability. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, a spellthief can steal a spell-like ability with a touch as a standard action.

This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to a maximum of one-third the spellthief's class level. A spellthief can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the spellthief can't steal the ability. If the target can't use its ability at the present time (such as a summoned demon's summon ability), the spellthief can't steal it.

A spellthief can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. A spellthief must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the spellthief uses the ability (or until the minute elapses), the target cannot use the stolen ability.

Absorb Spell (Su): Beginning at 7th level, if a spellthief makes a successful save against a spell that targets him, he can attempt to absorb the spell energy for later use. This ability affects only spells that have the spellthief asa target, not effect or area spells. A spellthief can't absorb a spell of a higher spell level than he could steal with his steal spell ability (see above).

To absorb a spell that targets him, a spellthief must succeed on a level check (1d20 + spellthief class level) against a DC of 10 + the spell's caster level. Failure indicates that the spell has its normal effect. Success means that the spellthief suffers no effect from the spell and can cast the spell later (or use its energy to cast one of his own spells known) as if he had stolen the spell with his steal spell ability. His normal limit of total spell levels stolen still applies.

At 20th level or higher, a spellthief can choose to use the stolen spell energy as an immediate action (see page 137), either to recast the original spell or to cast one of his own spells known using the stolen spell energy.

Arcane Sight (Sp): Beginning at 9th level, a spellthief can use arcane sight as a swift action (see page 137) a number of times per day equal to his Charisma modifier (minimum 1). His caster level is equal to his spellthief class level.

Discover Spells (Ex): A spellthief of 13th level or higher who steals a spell from a spellcaster with his steal spell ability automatically learns the names of all other spells prepared or known by the spellcaster that are of the same spell level as the stolen spell. This knowledge allows the spellthief to better choose which spells to steal on subsequent attacks.

For example, a 13th-level spellthief who steals disintegrate from an enemy sorcerer would also discover the names of all other 6th-level spells known by that sorcerer.

Steal Spell Resistance (Su): Beginning at 15th level, a spellthief can use a sneak attack to temporarily steal some or all of a creature's spell resistance. A spellthief who hits an opponent with a sneak attack can choose to forgo 3d6 points of sneak attack damage and instead reduce the target's spell resistance by 5. The spellthief also gains spell resistance equal to 5 + his class level (up to a maximum value equal to the original spell resistance of the target). If the target is willing, a spellthief can steal spell resistance with a touch as a standard action.

The stolen spell resistance benefits the spellthief for a number of rounds equal to the spellthief's Charisma modifier (minimum 1 round) and then returns to the target creature. If the spell resistance is derived from a temporary effect (such as a spell), the stolen spell resistance disappears when the effect elapses. A spellthief can't use this ability on the same creature again until the creature's stolen spell resistance returns.

Spellthief Spells Known:

————— Spells Known —————
Level 1st 2nd 3rd 4th
1st
2nd
3rd
4th 1
5th 2
6th 3
7th 3
8th 4 1
9th 4 2
10th 4 3
11th 4 3 1
12th 4 4 3
13th 4 4 3
14th 4 4 4 1
15th 4 4 4 3
16th 4 4 4 3
17th 5 4 4 4
18th 5 5 4 4
19th 5 5 5 4
20th 5 5 5 5
1 Provided that the spellthief has sufficient Charisma to have a bonus spell of this level.

SPELLTHIEVES AND PSIONICSEdit

A campaign that includes psionic characters, as described in the Expanded Psionics Handbook, would logically have room for psionic-themed spellthieves.

If psionics are common in your game, you have two options. The first is to allow spellthieves to affect both spells and psionic powers. The second is to create a new class, the psithief, that functions identically to the spellthief except that its special abilities affect psionic powers only.

In either case, a spellthief who can affect psionic powers treats psionic powers as if they were spells of the same level, allowing him to steal, absorb, or discover known psionic powers as normal for spells. A spellthief can't augment a stolen power, even if he has power points available of his own. Treat psi-like abilities as spell-like abilities for the purpose of a spellthief's stealing these abilities.

AdvancementEdit

Spells per Day
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th
1st +0 +0 +0 +2 Sneak attack +1d6, steal spell (0 or 1st), trapfinding
2nd +1 +0 +0 +3 Detect magic, spellgrace +1, steal spell effect
3rd +2 +1 +1 +3 Steal energy resistance 10
4th +3 +1 +1 +4 Steal spell (2nd) 0
5th +3 +1 +1 +4 Sneak attack +2d6, steal spell-like ability 0
6th +4 +2 +2 +5 Steal spell (3rd) 1
7th +5 +2 +2 +5 Absorb spell 1
8th +6/+1 +2 +2 +6 Steal spell (4th) 1 0
9th +6/+1 +3 +3 +6 Arcane sight, sneak attack +3d6 1 0
10th +7/+2 +3 +3 +7 Steal spell (5th) 1 1
11th +8/+3 +3 +3 +7 Spellgrace +2, steal energy resistance 20 1 1 0
12th +9/+4 +4 +4 +8 Steal spell (6th) 1 1 1
13th +9/+4 +4 +4 +8 Discover spells, sneak attack +4d6 1 1 1
14th +10/+5 +4 +4 +9 Steal spell (7th) 2 1 1 0
15th +11/+6/+1 +5 +5 +9 Steal spell resistance 2 1 1 1
16th +12/+7/+2 +5 +5 +10 Steal spell (8th) 2 2 1 1
17th +12/+7/+2 +5 +5 +10 Sneak attack +5d6 2 2 2 1
18th +13/+8/+3 +6 +6 +11 Steal spell (9th) 3 2 2 1
19th +14/+9/+4 +6 +6 +11 Steal energy resistance 30 3 3 3 2
20th +15/+10/+5 +6 +6 +12 Absorb spell (immediate casting), spellgrace +3 3 3 3 3

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Bluff CHA
Concentration CON
Craft INT
Decipher Script INT
Disable Device INT
Escape Artist DEX
Gather Information CHA
Heal WIS
Jump STR
Knowledge (arcana) INT
Knowledge (local) INT
Listen WIS
Move Silently DEX
Open Lock DEX
Search INT
Speak Language None
Spellcraft INT
Spot WIS
Swim STR
Tumble DEX
Use Magic Device CHA

SpymasterEdit

(Complete Adventurer variant, p. 76)

Spymasters do their work quietly and in private, and they often have a cover identity.

RequirementsEdit

Skills: Bluff 8 ranks , Diplomacy 4 ranks , Disguise 8 ranks , Forgery 4 ranks , Gather Information 4 ranks , Sense Motive 4 ranks

Feats: Skill Focus (bluff)

Hit dieEdit

d6

Skill pointsEdit

8 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Spymasters are proficient with all simple and martial weapons and with light and medium armor.

Cover Identity (Ex): A spymaster has one specific cover identity (such as “Murek, the tailor from Sumberton”). While operating in that identity, she gains a +4 circumstance bonus on Disguise checks and a +2 circumstance bonus on Bluff and Gather Information checks. A spymaster can add an additional cover identity to her repertoire at 4th level and another at 7th level. Should a spymaster wish to “retire” a cover identity and develop a new one, she must spend one week rigorously practicing subtle vocal intonations and body language before she earns the bonuses. Cover identities do not in themselves provide the spymaster with additional skills, proficiencies, or class features that others might expect of the professions pretended. Thus, a spymaster must be careful to choose identities that can withstand ordinary scrutiny.

Undetectable Alignment (Ex): The web of different identities and agendas inside a spymaster’s mind makes it impossible for others to detect her alignment by means of any form of divination. This ability functions like an undetectable alignment spell, except that it is always active.

Quick Change (Ex): By 2nd level, a spymaster has become adept at quickly switching from one identity to another. She now can don a disguise in one-tenth the normal time (1d3 minutes) and don or remove armor in one-half the normal time.

Scrying Defense (Ex): Starting at 2nd level, a spymaster adds her class level to Will saves against divination (scrying) spells, as well as to Spot checks made to notice the sensors created by such spells.

Magic Aura (Sp): At 3rd level, a spymaster gains the ability to use Nystul’s magic aura at will with a caster level equal to her class level. Most spymasters use this ability to shield their own magic items from detection.

Sneak Attack (Ex): Beginning at 3rd level, a spymaster deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 6th level. See the rogue class feature, page 50 of the Player’s Handbook. If a spymaster gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.

Slippery Mind (Ex): Starting at 4th level, a spymaster has a second chance to wriggle free from any enchantment spells and effects. See the rogue class feature, page 51 of the Player’s Handbook.

Dispel Scrying (Su): At 5th level and higher, a spymaster can dispel a scrying sensor as if casting a targeted greater dispel magic. Her caster level is equal to her class level + 10. She can use this ability a number of times per day equal to 3 + her Intelligence modifier.

Deep Cover (Ex): At 7th level, a spymaster becomes able to quiet her mind and completely immerse herself in her cover identity. While she operates under deep cover, divination spells detect only information appropriate to her cover identity; they reveal nothing relating to her spymaster persona.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Cover identity, undetectable alignment
2nd +1 +0 +3 +0 Quick change, scrying defense
3rd +2 +1 +3 +1 Magic aura, sneak attack +1d6
4th +3 +1 +4 +1 Cover identity, slippery mind
5th +3 +1 +4 +1 Dispel scrying
6th +4 +2 +5 +2 Sneak attack +2d6
7th +5 +2 +5 +2 Cover identity, deep cover

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Balance DEX
Bluff CHA
Climb STR
Decipher Script INT
Diplomacy CHA
Disable Device INT
Disguise CHA
Escape Artist DEX
Forgery INT
Gather Information CHA
Hide DEX
Intimidate CHA
Jump STR
Knowledge (geography) INT
Knowledge (history) INT
Knowledge (local) INT
Knowledge (nobility and royalty) INT
Listen WIS
Move Silently DEX
Open Lock DEX
Search INT
Sense Motive WIS
Sleight of Hand DEX
Speak Language None
Spot WIS
Swim STR
Tumble DEX
Use Magic Device CHA
Use Rope DEX

StreetfighterEdit

(Complete Adventurer variant, p. 79)

Streetfighters seek the challenges of the back alleys as a way of testing themselves and their experience in the wilder world.

RequirementsEdit

Base Attack Bonus: +5

Skills: Bluff 5 ranks , Intimidate 5 ranks , Knowledge (local) 5 ranks

Feats: Combat Expertise , Improved Feint

Hit dieEdit

d8

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Streetfighters gain no proficiency with any weapon or armor.

Always Ready (Ex): A streetfighter knows that an attack can come from any quarter, and that an innocuous conversation can turn into a deadly fight in an instant. Accordingly, he gains a +1 competence bonus on initiative checks. This bonus increases to +2 at 3rd level and to +3 at 5th level.

Streetwise (Ex): A streetfighter knows how to survive in dangerous urban areas; he gains a +2 competence bonus on Gather Information and Knowledge (local) checks.

Stand Tough (Ex): A streetfighter’s toughness has been honed by years of hard living and dirty fighting. Starting at 2nd level, a streetfighter can stand tough once per day. When he would be damaged in combat (from a weapon or some other blow, but not from a spell or special ability), he can attempt to shake off the damage. To do this, he must attempt a Fortitude saving throw against a DC equal to the number of points of damage dealt. If the save succeeds, he takes no lethal damage from the blow, instead taking nonlethal damage equal to half the amount of damage the blow would have dealt. If the save fails, he takes damage normally. A streetfighter need not be aware of the impending attack to use this ability.

Starting at 4th level, a streetfighter can use this ability twice per day.

Sneak Attack (Ex): Beginning at 3rd level, a streetfighter deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. See the rogue class feature, page 50 of the Player’s Handbook. If a streetfighter gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.

Uncanny Dodge (Ex): At 5th level, a streetfighter cannot be caught flat-footed and reacts to danger before his senses would normally allow him to do so. See the barbarian class feature, page 26 of the Player’s Handbook. If a streetfighter already has uncanny dodge from a different class, he gains improved uncanny dodge instead. See the barbarian class feature, page 26 of the Player’s Handbook.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Always ready +1, streetwise
2nd +2 +3 +0 +0 Stand tough 1/day
3rd +3 +3 +1 +1 Always ready +2, sneak attack +1d6
4th +4 +4 +1 +1 Stand tough 2/day
5th +5 +4 +1 +1 Always ready +3, uncanny dodge

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Climb STR
Disable Device INT
Hide DEX
Intimidate CHA
Jump STR
Knowledge (local) INT
Listen WIS
Move Silently DEX
Open Lock DEX
Ride DEX
Search INT
Spot WIS
Tumble DEX

TempestEdit

(Complete Adventurer variant, p. 81)

A tempest is the point of calm within a whirling barrier of deadly blades.

RequirementsEdit

Base Attack Bonus: +6

Feats: Dodge , Two-Weapon Fighting , Improved Two-Weapon Fighting , Mobility , Spring Attack

Hit dieEdit

d10

Skill pointsEdit

2 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Tempests gain no proficiency with any weapon or armor.

Tempest Defense (Ex): When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), a tempest gains a +1 bonus to Armor Class. This bonus increases to +2 at 3rd level and +3 at 5th level. The character loses this ability when fighting in medium or heavy armor.

Ambidexterity (Ex): For a tempest of 2nd level or higher, her attack penalties for fighting with two weapons are lessened by 1 (from –4 to –3, or from –2 to –1 if the off-hand weapon is a light weapon). At 4th level, the attack penalties are lessened by another 1 (from –3 to –2, or to +0 if the off-hand weapon is a light weapon). The character loses this ability when fighting in medium or heavy armor.

Two-Weapon Versatility (Ex): When a tempest of 3rd level or higher fights with two weapons, she can apply the effects of certain feats from one weapon to the other weapon as well, as long as those effects can be applied legally. She can use this ability only with the following feats: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon Specialization. For example, a tempest who wields a longsword and a short sword and who has the Weapon Focus (longsword) feat can apply the effect of Weapon Focus to her short sword as well as to her longsword. If a tempest already has the feat with both weapons, she gains no additional effect.

Two-Weapon Spring Attack (Ex): When a 5th-level tempest makes a spring attack, she can attack once each with two different weapons as an attack action. The character loses this ability when fighting in medium or heavy armor.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Tempest defense +1
2nd +2 +3 +0 +0 Ambidexterity (–3/–1)
3rd +3 +3 +1 +1 Tempest defense +2, two-weapon versatility
4th +4 +4 +1 +1 Ambidexterity (–2/+0)
5th +5 +4 +1 +1 Tempest defense +3, two-weapon spring attack

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Craft INT
Jump STR
Sleight of Hand DEX
Tumble DEX

Thief-acrobatEdit

(Complete Adventurer variant, p. 83)

A thief-acrobat excels in getting in and getting out.

RequirementsEdit

Skills: Balance 8 ranks , Climb 8 ranks , Jump 8 ranks , Tumble 8 ranks

Special: Evasion class feature.

Hit dieEdit

d6

Skill pointsEdit

6 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Thief-acrobats are proficient with all simple weapons.

Fast Acrobatics (Ex): A thief-acrobat can avoid the normal penalties for accelerated movement while using her acrobatic talents. She ignores the normal —5 penalty when making a Balance check while moving at her full normal speed. She can climb at half her speed as a move action without taking a —5 penalty on her Climb check. Finally, she can tumble at her full speed without taking the normal —10 penalty on her Tumble check.

Kip Up (Ex): A thief-acrobat can stand up from a prone position as a free action that doesn't provoke attacks of opportunity. This ability works only if the thief-acrobat wears light or no armor and carries no more than a light load.

Steady Stance (Ex): A thief-acrobat remains stable on her feet when others have difficulty standing. She is not considered flat-footed while balancing or climbing, and she adds her class level as a bonus on Balance or Climb checks to remain balancing or climbing when she takes damage.

Agile Fighting (Ex): A whirling, spinning thief-acrobat is a devilishly difficult target. Starting at 2nd level, a thief-acrobat gains a +1 dodge bonus to Armor Class. When fighting defensively or using total defense, this bonus becomes +2. At 4th level, these bonuses increase by 1 (to +2 and +3, respectively). In addition, a thief-acrobat takes no penalty to her Armor Class or on her melee attack rolls when kneeling, sitting, or prone. This ability works only if a thief-acrobat wears light or no armor and carries no more than a light load.

Slow Fall (Ex): Beginning at 2nd level, a thief-acrobat reduces the effective distance of falls by 20 feet. At 4th level, this improves to reduce the effective distance of falls by 30 feet. See the monk class feature, page 41 of the Player's Handbook. If a thief-acrobat has this ability from another class, the distances stack to determine the effective reduction of the falling distance.

Acrobatic Charge (Ex): Starting at 3rd level, a thief-acrobat can charge in situations where others cannot. She can charge over difficult terrain that normally slows movement or through allies blocking her path. This ability enables her to charge across a cluttered battlefield, leap down from a ledge, or swing across a chasm to get to her target. Depending on the circumstances, she may still need to make appropriate checks (such as Jump, Tumble, or Use Rope checks) to successfully move over the terrain.

Defensive Roll (Ex): Beginning at 3rd level, once per day a thief-acrobat can roll with a potentially lethal blow to take less damage from it than she otherwise would. See the rogue class feature, page 51 of the Player's Handbook. At 5th level, a thief-acrobat can use this ability twice per day.

Skill Mastery (Ex): At 4th level, a thief-acrobat has become so confident in the use of certain skills that she can use them reliably even under adverse conditions. When making a Balance, Climb, Jump, or Tumble check, she can take 10 even if stress and distractions would normally prevent her from doing so.

Improved Evasion (Ex): A 5th-level thief-acrobat can avoid damage from certain attacks with a successful Reflex save and takes only half damage on a failed save. See the monk class feature, page 42 of the Player's Handbook.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Fast acrobatics, kip up, steady stance
2nd +1 +0 +3 +0 Agile fighting +1/+2, slow fall 20 ft.
3rd +2 +1 +3 +1 Acrobatic charge, defensive roll 1/day
4th +3 +1 +4 +1 Agile fighting +2/+3, skill mastery, slow fall 30 ft.
5th +3 +1 +4 +1 Defensive roll 2/day, improved evasion

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Balance DEX
Climb STR
Craft INT
Disable Device INT
Escape Artist DEX
Hide DEX
Jump STR
Move Silently DEX
Open Lock DEX
Perform CHA
Search INT
Tumble DEX
Use Rope DEX

VigilanteEdit

(Complete Adventurer variant, p. 85)

The vigilante combines magical and mundane investigative techniques to assess a crime scene.

RequirementsEdit

Base Attack Bonus: +4

Alignment: Any nonevil

Skills: Gather Information 8 ranks , Intimidate 4 ranks , Knowledge (local) 8 ranks , Search 4 ranks , Sense Motive 8 ranks

Feats: Alertness

Hit dieEdit

d8

Skill pointsEdit

6 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Vigilantes are proficient with all simple and martial weapons, plus the net. They are not proficient with any type of armor or shields

Detect Evil (Sp): A vigilante can use detect evil at will. See the spell, page 218 of the Player's Handbook.

Spells per Day: A vigilante has the ability to cast a small number of arcane spells. To cast a vigilante spell, a vigilante must have a Charisma score of at least 10 + the spell's level, so if he has a Charisma of 10 or lower, he cannot cast these spells. Bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the vigilante's Cha modifier. When a vigilante gets 0 spells per day of a given level (for instance, 1st-level spells at 1st level), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. The vigilante spell list appears below. A vigilante casts spells just as a bard does.

A vigilante's selection of spells is extremely limited. A vigilante begins play knowing two 1st-level spells of his choice. At most new vigilante levels, he gains one or more new spells known as indicated on Table 2—25: Vigilante Spells Known. (Unlike spells per day, the number of spells a vigilante knows is not affected by his Charisma score.) Upon reaching 6th level, and at every even-numbered level after that, a vigilante can choose to learn a new spell in place of one he already knows. This works identically to the bard's ability to learn new spells in the place of old ones (see page 28 of the Player's Handbook).

A vigilante's spell list includes all spells from the bard spell list that belong to the following schools: abjuration, divination, illusion, necromancy, and transmutation. The spell list below includes all spells from the Player's Handbook and this book that qualify. (Treat 0-level bard spells as 1st-level vigilante spells.)

Spells Known
Level 1st 2nd 3rd 4th
1st 1
2nd 3
3rd 3 1
4th 4 3
5th 4 3 1
6th 4 4 3
7th 4 4 3 1
8th 4 4 4 3
9th 4 4 4 3
10th 4 4 4 4
1 Provided the vigilante has a high enough Charisma to have a bonus spell of this level

Streetwise (Ex): A vigilante knows how to survive in dangerous urban areas. He gains a +2 competence bonus on Gather Information and Knowledge (local) checks.

At 7th level, this bonus improves to +4.

Smite the Guilty (Su): Starting at 2nd level, a vigilante can attempt to smite someone whom he has personally witnessed committing a crime in his home city. He can use this ability once per day. He adds his Charisma bonus (if any) to his melee attack roll and deals an extra 1 point of damage per vigilante level.

The smite attack must occur within three days of the crime; otherwise, the benefits of this ability no longer apply. A vigilante can use this ability multiple times against the same miscreant and in response to the same incident, so long as all such uses occur within the time limit. Should a vigilante mistakenly try to punish someone who is not guilty of the crime witnessed, the benefits do not apply, but the attempt still counts against the number allowed per day.

A vigilante can use this ability twice per day at 6th level and three times per day at 10th level.

Quick Search (Ex): Starting at 3rd level, a vigilante can search a 5-foot-by-5-foot area or a volume of goods 5 feet on a side as a move action, rather than as a full-round action.

Speak with Dead (Sp): Starting at 4th level, a vigilante can use speak with dead once per day. His caster level equals his class level.

Quick Hide (Ex): At 5th level and higher, a vigilante can use Bluff to create a diversion to hide as a move action, rather than as a standard action. He gains a +4 bonus on Bluff checks made for this purpose.

Dimensional Anchor (Sp): Starting at 8th level, a vigilante can use dimensional anchor once per day. His caster level equals his class level.

Mettle (Ex): Starting at 9th level, a vigilante's grim determination allows him to shrug off magical effects that would otherwise harm him. If a vigilante makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect (such as any spell with a saving throw entry of Will partial or Fortitude half), he instead negates the effect. An unconscious or sleeping vigilante does not gain the benefit of mettle.

AdvancementEdit

Spells per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +0 +0 +2 +2 Detect evil, streetwise +2 0
2nd +1 +0 +3 +3 Smite the guilty 1/day 1
3rd +2 +1 +3 +3 Quick search 2 0
4th +3 +1 +4 +4 Speak with dead 3 1
5th +3 +1 +4 +4 Quick hide 3 2 0
6th +4 +2 +5 +5 Smite the guilty 2/day 3 3 1
7th +5 +2 +5 +5 Streetwise +4 3 3 2 0
8th +6 +2 +6 +6 Dimensional anchor 3 3 3 1
9th +6 +3 +6 +6 Mettle 3 3 3 2
10th +7 +3 +7 +7 Smite the guilty 3/day 3 3 3 3

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Craft INT
Disable Device INT
Disguise CHA
Escape Artist DEX
Gather Information CHA
Hide DEX
Intimidate CHA
Jump STR
Knowledge (local) INT
Move Silently DEX
Open Lock DEX
Perform CHA
Search INT