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Abjurant ChampionEdit

(Complete Mage variant, p. 50)

The abjurant champion focuses his arcane abilities both to augment his personal defense and to hinder enemy spellcasters. Perfectly suited for martial stalwarts who dabble in magic, this class offers characters the ability to improve their combat skills in ways neither soldiers nor spellcasters can.

RequirementsEdit

Base Attack Bonus: +5

Feats: Combat Casting

Spellcasting: Must be able to cast 1st-level arcane spells, including at least one abjuration spell. Special: Must be proficient with at least one martial weapon.

Hit dieEdit

d10

Skill pointsEdit

2 + Int

Class FeaturesEdit

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an abjurant champion, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Abjurant Armor (Su): Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. Abjurant champions rely on mage armorshield and similar spells instead of actual armor.

Extended Abjuration (Su): You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).

Swift Abjuration (Su): Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).

Arcane Boost (Su): Beginning at 4th level, you gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round.

  • Bonus on attack rolls equal to the spell's level.
  • Bonus on weapon damage rolls equal to twice the spell's level.
  • Bonus to AC equal to the spell's level.
  • Bonus on saving throws equal to the spell's level.
  • Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the spell's level.

Martial Arcanist (Ex): At 5th level, you master the art of combining your militant and mystical training. From this point on, your caster level in a chosen arcane spellcasting class is equal to your base attack bonus (unless it would otherwise be higher). For example, a 7th-level fighter/1st-level wizard/5th-level abjurant champion has a base attack bonus of +12 (and thus a caster level of 12th). You can apply this benefit to only one arcane class to which you have added spellcasting levels by your advancement as an abjurant champion.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +1 +0 +0 +2 Abjurant Armor, Extended Abjuration +1 level of existing arcane spellcasting class
2nd +2 +0 +0 +3 Swift Abjuration +1 level of existing arcane spellcasting class
3rd +3 +1 +1 +3 +1 level of existing arcane spellcasting class
4th +4 +1 +1 +4 Arcane Boost +1 level of existing arcane spellcasting class
5th +5 +1 +1 +4 Martial Arcanist +1 level of existing arcane spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Climb STR
Concentration CON
Craft INT
Handle Animal CHA
Intimidate CHA
Jump STR
Knowledge (arcana) INT
Ride DEX
Spellcraft INT
Swim STR

Eldritch DiscipleEdit

(Complete Mage variant, p. 53)

A multiclass warlock and divine spellcaster.

RequirementsEdit

Skills: Knowledge (religion) 8 ranks , Knowledge (the planes) 4 ranks

Spells: Ability to cast 2nd-level divine spells.

Invocations: Ability to use least invocations.

Special: Ability to turn or rebuke undead, must worship a chaotic or evil deity.

Hit dieEdit

d8

Skill pointsEdit

2 + Int

Class FeaturesEdit

Invocations: At each level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes eldritch blast.) You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming an eldritch disciple, you must decide to which class to add each level for the purpose of determining caster level and invocations known.

Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming an eldritch disciple, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Gift of the Divine Patron (Su): At 1st level, you gain a sacred gift of power from your divine patron (who is also the source of your cleric spells and, directly or indirectly, your warlock invocations). Choose one of the following abilities at 1st level, and another ability every three levels thereafter (4th, 7th, and 10th level). You can spend one of your turn/rebuke undead attempts as a swift action to activate the chosen power.

Corrupting Blast: In place of applying an eldritch essence invocation to your eldritch blast, you can change it into a corrupting blast. In addition to its normal effect, the blast applies a penalty on the target's next Will save equal to 1/2 your class level (minimum -1). If the target doesn't attempt a Will save before the end of your next turn, the effect fades.

Damage Reduction: You gain temporary damage reduction (overcome by cold iron) equal to 1/2 your class levels (minimum 1). This damage reduction stacks with the damage reduction granted by the warlock class. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round).

Fearful Glare: You can render a single living creature within 30 feet of you shaken for 1 round (Will negates; DC 10 + class level + Cha modifier). This creature's HD can't exceed your character level.

Fiendish Resistance: You gain resistance to acid and fire equal to 10 + your class level. This resistance stacks with the energy resistance granted by the warlock class. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Your deity must be evil for you to select this gift.

Healing Blast: In place of applying an eldritch essence invocation to your eldritch blast, you can change it into a healing blast. The blast heals living creatures instead of dealing damage to them (the damage healed is equal to the damage normally dealt). Against undead, the healing blast deals damage as normal; against constructs or objects, the healing blast has no effect. Your deity must be non-evil for you to select this gift.

Protective Aura: You surround yourself with a magic circle against evil centered on you. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Your deity must be good for you to select this gift.

Strength of Will: You gain a bonus equal to 1/2 your class levels (minimum +1) on your next save to resist a mind-affecting spell or ability. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round); if you haven't attempted an appropriate save in this time, the effect ends.

Wild Frenzy: You gain a +2 bonus on attack rolls and damage rolls with melee weapons and eldritch blasts, along with temporary hit points equal to your class level. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Your deity must be chaotic for you to select this gift.

Turn/Rebuke Undead: Your eldritch disciple level stacks with your other class levels for the purposes of determining your ability to turn or rebuke undead.

Eldritch Spellweave (Su): Beginning at 5th level, you can apply an eldritch essence invocation you know (other than greatreach blastor spellblast; see the eldritch theurge class features on page 57) to any divine spell that affects a target or that requires a melee or ranged touch attack. The spell's level must be at least as high as the level of the eldritch essence (for example, you can apply hellrime blast only to a spell of level 4th or higher). If the essence requires a saving throw, use the normal save DC for that essence. If the eldritch essence invocation changes the damage of the spell, it can be applied only to a spell that deals damage (you can't addbrimstone blast to dimensional anchor, for example).

Using this ability increases the spell casting time to 1 full-round action. A spell that has a normal casting time of 1 full-round action or longer takes an extra full-round action to cast. If the spell has more than one target or allows more than one attack, you must choose one target to be affected by the invocation; all other targets take only the normal effect of the spell. You can use this ability a number of times per day equal to 3 + your Cha modifier (minimum 1).

Timeless Body: Beginning at 10th level, the divine power of your patron infuses you with eternal vigor. You no longer age (PH 37).

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +2 +0 +2 Gift of the divine patron, turn/rebuke undead plus 1 level of existing invocation-using class
2nd +1 +3 +0 +3 plus 1 level of divine spellcasting class and plus 1 level of existing invocation-using class
3rd +2 +3 +1 +3 plus 1 level of divine spellcasting class and plus 1 level of existing invocation-using class
4th +3 +4 +1 +4 Gift of the divine patron plus 1 level of divine spellcasting class and plus 1 level of existing invocation-using class
5th +3 +4 +1 +4 Eldritch spellweave plus 1 level of divine spellcasting class and plus 1 level of existing invocation-using class
6th +4 +5 +2 +5 plus 1 level of divine spellcasting class and plus 1 level of existing invocation-using class
7th +5 +5 +2 +5 Gift of the divine patron plus 1 level of divine spellcasting class and plus 1 level of existing invocation-using class
8th +6 +6 +2 +6 plus 1 level of divine spellcasting class and plus 1 level of existing invocation-using class
9th +6 +6 +3 +6 plus 1 level of divine spellcasting class and plus 1 level of existing invocation-using class
10th +7 +7 +3 +7 Gift of the divine patron, timeless body plus 1 level of divine spellcasting class and plus 1 level of existing invocation-using class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Craft INT
Diplomacy CHA
Heal WIS
Intimidate CHA
Knowledge (arcana) INT
Knowledge (nature) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Profession WIS
Sense Motive WIS
Spellcraft INT

Eldritch TheurgeEdit

(Complete Mage variant, p. 57)

Most of those who find themselves blessed (or cursed) with magic burning in their fiendish blood become warlocks, but a rare few study formal magic to better understand and control their powers. The result is the eldritch theurge, a master of both spells and invocations, a mage with the terrifying combination of potent spells and a reserve of abilities he can't possibly exhaust.

RequirementsEdit

Skills: Knowledge (arcana) 8 ranks , Knowledge (the planes) 8 ranks

Spells: Ability to cast 2nd-level arcane spells. Invocations: Ability to use least invocations. Special: Eldritch blast +2d6.

Hit dieEdit

d4

Skill pointsEdit

2 + Int

Class FeaturesEdit

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class (but not an invocation-using class) to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an eldritch theurge, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Invocations: At each level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes eldritch blast.) You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming an eldritch theurge, you must decide to which class to add each level for the purpose of determining caster level and invocations known.

Damage Reduction (Su): Fortified by the supernatural power flowing through your body, you become resistant to physical attacks. You gain damage reduction 1/cold iron at 1st level; this stacks with damage reduction gained from other sources.

Your damage reduction improves to 2/cold iron at 4th level, to 3/cold iron at 7th level, and to 4/cold iron at 10th level.

Fiendish Resilience (Su): Beginning at 2nd level, you know the trick of fiendish resilience. Once per day, as a free action, you can enter an elevated physical state that lasts for 2 minutes. While in this state, you gain fast healing 1.

At 9th level, your fiendish resilience improves; while in your fiendish resilience state, you gain fast healing 2 instead. This ability stacks with fiendish resilience granted by any other source.

Spellblast (Sp): This invocation (Lesser; 4th; Eldritch Essence), learned at 3rd level, allows you to place an arcane spell that affects an area upon your eldritch blast. If the eldritch blast hits its target, the spell's area is centered on any corner of the target's space, even if the spell could normally be centered only on the caster. If the eldritch blast misses its target, the spell is lost with no effect.

It takes a full-round action to cast the spell and fire the eldritch blast. Only an area spell with a casting time no greater than 1 standard action can be placed upon your eldritch blast.

Only the first target of your eldritch blast is affected by the spell (for example, an eldritch chain spellblast centers the spell on the initial target, not on any of the secondary targets). If your eldritch blast doesn't specify a target, you can't apply this invocation to the blast.

Treat spellblast as a spell whose level is equal to the area spell placed upon the eldritch blast (minimum 4th level).

Eldritch Spellweave (Su): Beginning at 5th level, you can apply an eldritch essence invocation you know (other than greatreach blastor spellblast) to any arcane spell that affects a target or that requires a melee or ranged touch attack. The spell's level must be at least as high as the level of the eldritch essence (for example, you can apply hellrime blast only to a spell of 4th level or higher). If the essence requires a saving throw, use the normal save DC for that essence. If an eldritch essence invocation changes the damage of the spell, it can be applied only to a spell that deals damage (you can't add brimstone blast to charm monster).

Using this ability increases the spell's casting time to 1 full-round action. A spell that has a normal casting time of 1 full round or longer takes an extra full-round action to cast.

If the spell has more than one target or allows more than one attack, you choose one target to be affected by the invocation; all other targets take only the normal effect of the spell.

You can use this ability a number of times per day equal to 3 + your Cha modifier (minimum 1).

Greatreach Blast (Sp): This invocation (Greater; 5th; Eldritch Essence) allows you to place an arcane spell with a range of touch upon your eldritch blast. If the eldritch blast hits its target, the spell takes effect on that target as if you had touched it. If the eldritch blast misses its target, the spell is lost with no effect.

It takes a full-round action to cast the spell and fire the eldritch blast. Only a touch spell with a casting time no greater than 1 standard action can be placed upon your eldritch blast.

Only the first target of your eldritch blast is affected by the spell (for example, an eldritch greatreach chain delivers the touch spell on the initial target, not on any of the secondary targets). If your eldritch blast doesn't specify a target, you can't apply this invocation to the blast.

Treat greatreach blast as a spell whose level is equal to the touch spell placed upon the eldritch blast (minimum 5th level).

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 DR 1/cold iron +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
2nd +1 +0 +0 +3 Fiendish resilience 1 +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
3rd +2 +1 +1 +3 Spellblast +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
4th +3 +1 +1 +4 DR 2/cold iron +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
5th +3 +1 +1 +4 Eldritch spellweave +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
6th +4 +2 +2 +5 +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
7th +5 +2 +2 +5 DR 3/cold iron +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
8th +6 +2 +2 +6 +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
9th +6 +3 +3 +6 Fiendish resilience 2 +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class
10th +7 +3 +3 +7 DR 4/cold iron,greatreach blast +1 level of existing arcane spellcasting class and +1 level of existing invocation-using class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Craft INT
Intimidate CHA
Knowledge (arcana) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Profession WIS
Sense Motive WIS
Spellcraft INT
Use Magic Device CHA

Enlightened SpiritEdit

(Complete Mage variant, p. 60)

Some warlocks start down the fiendish path, then repent and turn toward the light. Such rare individuals are called enlightened spirits.

RequirementsEdit

Alignment: Any good

Skills: Knowledge (the planes) 8 ranks

Special: Eldritch blast 3d6.

Hit dieEdit

d6

Skill pointsEdit

2 + Int

Class FeaturesEdit

Aura of Courage (Su): You are immune to fear, and each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects.

Aura of Menace (Su): A righteous aura surrounds you whenever you fight or get angry. Any hostile creature within a 5-foot radius of you takes a —2 penalty on attacks, AC, and saves for 24 hours or until it successfully hits you. A creature that has resisted or broken the effect can't be affected again by your aura for 24 hours.

Spirit Blast (Sp): This invocation (Lesser; 4th; Eldritch Essence) allows you to change your eldritch blast into a spirit blast. The blast deals an extra 1 point of damage per die to undead. Your spirit blast also affects incorporeal creatures without the normal miss chance.

Eldritch Blast (Sp): At 2nd level and every even-numbered level thereafter, the damage of your eldritch blast improves by 1d6 points.

Spirit Armor (Su): Beginning at 2nd level, you gain a +1 sacred bonus to Armor Class.

The bonus improves to +2 at 6th level and +3 at 10th level.

Celestial Flight (Sp): At 3rd level, you gain the celestial flight invocation (Lesser; 3rd). The powers of light bear you aloft as you sprout shimmering spirit wings. You can fly at a speed equal to your land speed with good maneuverability for 24 hours.

Tongues (Su): Beginning at 4th level, you can speak any language. This ability works as the tongues spell does, except that it is continuously active. You can suppress or resume the effect as a free action.

Shape Invocation (Sp): At 5th level, you learn any one least, lesser, or greater blast shape invocation.

Energy Resistance 5 (Su): At 5th level, you gain resistance 5 to any two of the following energy types: acid, cold, electricity, and fire.

Holy Blast (Sp): At 7th level, you gain an invocation (Greater; 6th; Eldritch Essence) that allows you to change your eldritch blast into a holy blast. The blast deals an extra 1 point of damage per die to evil outsiders. The blast also affects any evil outsider as if you had cast a dimensional anchor spell on it.

Transform Magic (Sp): Gained at 9th level, this invocation (Greater; 6th) allows you to deliver a targeted greater dispel magic with your touch. You or any ally within 30 feet of you can heal 5 points of damage for each spell level dispelled by this touch (the spell level is determined by its caster's class). For example, if you successfully dispel a wall of ice, you or an ally can heal up to 20 points of damage. You can't transform your own invocations.

Death Ward (Su): At 10th level, you become immune to death spells, magical death effects, energy drain, and negative energy effects as the death ward spell.

Ex-Enlightened SpiritEdit

An enlightened spirit who becomes non-good loses all class features granted by this prestige class and can't gain any further levels of enlightened spirit. You regain your abilities and advancement potential if you once again become good and atone for your violations (see atonement, PH 201).

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Aura of courage, aura of menace, spirit blast
2nd +1 +0 +0 +3 Eldritch blast +1d6, spirit armor (+1 AC)
3rd +2 +1 +1 +3 Celestial flight
4th +3 +1 +1 +4 Eldritch blast +2d6, tongues
5th +3 +1 +1 +4 Shape invocation, energy resistance 5
6th +4 +2 +2 +5 Eldritch blast +3d6, spirit armor (+2 AC)
7th +5 +2 +2 +5 Holy blast
8th +6 +2 +2 +6 Eldritch blast +4d6
9th +6 +3 +3 +6 Transform magic
10th +7 +3 +3 +7 Eldritch blast +5d6, death ward, spirit armor (+3 AC)

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Craft INT
Diplomacy CHA
Disguise CHA
Intimidate CHA
Jump STR
Knowledge (arcana) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Profession WIS
Sense Motive WIS
Spellcraft INT
Use Magic Device CHA

Holy ScourgeEdit

(Complete Mage variant, p. 64)

The holy scourge is a multitalented soldier in the endless war against evil, an arcane caster who instills within his magic the power to cleanse the world of wickedness and depravity. Although he lacks actual divine spellcasting power, he makes up for this shortfall by infusing his evocations with holy power and developing abilities that help him smite evil wherever it appears.

RequirementsEdit

Alignment: Any good

Skills: Knowledge (religion) 2 ranks

Spellcasting: Able to cast three evocation spells, able to cast 3rd-level arcane spells.

Hit dieEdit

d6

Skill pointsEdit

2 + Int

Class FeaturesEdit

Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a holy scourge, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Code of Conduct: You must devote yourself to the destruction of evil, particularly those who use evil magic and innately evil creatures. You must not resort to evil methods to achieve these goals. You might briefly ignore a lesser evil for the sake of defeating a greater one, but otherwise you must make every reasonable effort to obliterate evil wherever you find it. Should you ever violate this code or step outside the boundaries of what is considered acceptable good-aligned behavior, you lose your holy scourge class features.

Dedicated Spellcaster (Ex): You gain a +1 bonus to your caster level when casting good spells. You may not cast evil spells.

Righteous Evocation (Su): Your evocation spells are infused with a small amount of good-aligned divine energy. Against evil creatures, your evocation spells deal an extra 1 point of damage per spell level. This extra damage applies to all creatures damaged by the spell. This extra damage consists of pure divine energy and is not subject to being reduced by resistance or immunity.

At 5th level, this extra damage increases to 2 points per spell level.

Arcane Smite (Su): At 2nd level, you can smite evil once per day. This ability functions like the paladin class feature (PH 44), except that you can apply the effect only to an arcane spell that requires a melee or ranged attack roll (such as shocking grasp or scorching ray). In addition to the bonus on the spell's attack rolls and damage rolls, this adds the good descriptor to the spell.

At 4th level, you can use this class feature twice per day.

Devoted Arcanist (Ex): Beginning at 3rd level, you can add your class level on caster level checks made to overcome the spell resistance of evil creatures with your arcane spells.

Ex-Holy ScourgesEdit

If you violate the code of conduct or step outside the bounds of the class's acceptable alignments, you lose all spells and class features. You may not progress any further in levels as a holy scourge. You retain your abilities and advancement potential if you atone for your violations (see atonement, PH 201), as appropriate.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Code of conduct, dedicated spellcaster, righteous evocation +1
2nd +1 +0 +0 +3 Arcane smite 1/day +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Devoted arcanist +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Arcane smite 2/day +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Righteous evocation +2 +1 level of existing arcane spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Knowledge (arcana) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Profession WIS
Spellcraft INT

Lyric ThaumaturgeEdit

(Complete Mage variant, p. 67)

The lyric thaumaturge has learned to make her magic and her music resonate into harmonic chords that enhance the effects of both.

RequirementsEdit

Skills: Knowledge (arcana) 6 ranks , Perform (any) 9 ranks , Spellcraft 6 ranks

Feats: Melodic Casting

Spellcasting: Ability to cast 2nd-level arcane spells. Special: Bardic music 5/day.

Hit dieEdit

d6

Skill pointsEdit

4 + Int

Class FeaturesEdit

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known) as if you had also gained a level in the bard class. You do not, however, gain any other benefit the bard class gives you.

Bardic Music: You gain one extra daily use of your bardic music ability per lyric thaumaturge level. You can use bardic music from this class to create any effect you know as a bard.

Bonus Spell: Your knowledge of magic grants you the ability to cast more spells than the average bard. At 1st level, you gain one additional 1st-level and 2nd-level bard spell slot.

At 4th level, you gain one additional 3rd-level and 4th-level bard spell slot.

At 7th level, you gain one additional 5th-level spell slot.

At 10th level, you gain one additional 6th-level spell slot.

If you aren't currently capable of casting the noted level of spell, you gain the extra spell slot when that spell level becomes available to you.

Captivating Melody: At 2nd level, you gain Captivating Melody as a bonus feat.

Spell Secret: Thanks to your facility for blending music and magic, you gain additional spells known for each spell level as you gain levels. These spells must be drawn from the sorcerer/wizard list and are thereafter treated as part of your class spell list.

At 3rd level, you gain one additional 1st- and one 2nd-level spell known.

At 6th level, you gain one additional 3rd- and one 4th-level spell known.

At 9th level, you gain one additional 5th- and one 6th-level spell known.

If you aren't currently capable of casting a certain level of spell, you gain access to the spell secret when that spell level becomes available to you.

Sonic Might (Sp): Beginning at 5th level, you can expend a use of bardic music to add 1d6 points of sonic damage per spell level to any spell with the sonic descriptor.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +2 +2 Bardic music, bonus spell +1 level of bard spellcasting ability
2nd +1 +0 +3 +3 Captivating Melody +1 level of bard spellcasting ability
3rd +2 +1 +3 +3 Spell secret +1 level of bard spellcasting ability
4th +3 +1 +4 +4 Bonus spell +1 level of bard spellcasting ability
5th +3 +1 +4 +4 Sonic might +1 level of bard spellcasting ability
6th +4 +2 +5 +5 Spell secret +1 level of bard spellcasting ability
7th +5 +2 +5 +5 Bonus spell +1 level of bard spellcasting ability
8th +6 +2 +6 +6 +1 level of bard spellcasting ability
9th +6 +3 +6 +6 Spell secret +1 level of bard spellcasting ability
10th +7 +3 +7 +7 Bonus spell +1 level of bard spellcasting ability

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Craft INT
Diplomacy CHA
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
Perform CHA
Profession WIS
Sense Motive WIS
Spellcraft INT
Use Magic Device CHA

Master SpecialistEdit

(Complete Mage variant, p. 70)

Many wizards choose to specialize in a specific school, focusing on a particular branch of magic. The master specialist studies the very notion of specialization. Though she, too, focuses on one school above all others, she so thoroughly devotes her attention to mastering her chosen discipline that she gains insight beyond the reach of any mere specialist. If a specialist is a student of a school of magic, the master specialist is that school's teacher.

Becoming a Master SpecialistEdit

The path of the master specialist requires the kind of dedicated and studious mind that only a wizard can provide—other arcane casters simply don't have the capability to meet this class's needs. The best way to become a master specialist is to be a specialist wizard and take 1st level in the prestige class as your 4th character level. Then you can advance through all ten levels of the class and, after completing it at 13th level, either return to wizard or move on to another prestige class such as archmage.

Elements of this prestige class use the term "chosen school." This term refers to the school in which you are specialized.

RequirementsEdit

Skills: Knowledge (arcana) 5 ranks , Spellcraft 5 ranks

Feats: Spell Focus (school of specialization)

Spellcasting: Must be able to cast 2nd-level arcane spells.

Special: Must be a specialist wizard.

Hit dieEdit

d4

Skill pointsEdit

2 + Int

Class FeaturesEdit

You are a true master of the magic of your chosen school. What you lack in versatility, you make up through incredible ability within your specialty.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in the wizard class. You do not, however, gain any other benefit a character of that class would have gained.

Skill Focus (Spellcraft): At 1st level, you gain Skill Focus (Spellcraft) as a bonus feat.

Expanded Spellbook: When you reach 2nd level, you can add one spell of your chosen school to your spellbook. The spell can be of any level that you can cast, and it is in addition to the normal spells gained when increasing your level.

You can add another spell of your chosen school to your spellbook at 5th and at 8th level.

Greater Spell Focus: At 3rd level, you gain Greater Spell Focus as a bonus feat. You must apply this feat to your chosen school.

Minor School Esoterica (Ex): At 4th level, your unflagging focus on your chosen school opens your mind to new possibilities and grants you the first taste of the unique skills of a master specialist. You gain an ability from those below based on your chosen school.

Abjuration: You gain a competence bonus on dispel checks equal to 1/2 your master specialist level.

Conjuration: Any creature you summon or call appears with extra hit points equal to your caster level.

Divination: Divination spells you cast that have a duration of concentration remain in effect for a number of extra rounds equal to 1/2 your master specialist level after you cease concentrating. You can cast other spells and otherwise act normally during this duration.

Enchantment: Targets of your charm spells do not gain a bonus on their saves due to being currently threatened or attacked by you or your allies. In addition, subjects of your compulsion spells do not get a bonus on saves due to being forced to take an action against their natures.

Evocation: When casting an evocation spell, you gain a bonus on Concentration checks equal to 1/2 your master specialist level.

Illusion: The save DCs of your illusion spells that have a saving throw entry of "Will disbelief" increase by 2.

Necromancy: When you cast a necromancy spell, undead allies within 60 feet gain turn resistance and a bonus on saves equal to your master specialist level for a number of rounds equal to your master specialist level.

Transmutation: When a transmutation spell you have cast is successfully dispelled, it remains in effect for 1 round and then ends as normal for dispelling. If a creature is responsible for the dispelling effect, it knows that the spell has been dispelled but is functioning for another round.

Caster Level Increase (Ex): Upon reaching 6th level, add 1 to your caster level whenever you cast a spell of your chosen school. At 9th level, you instead add 2 to your caster level.

Moderate School Esoterica (Ex): At 7th level, your long study of your chosen school leads to a breakthrough. You gain an ability from those below based on your chosen school. Each ability is triggered automatically when you cast a spell from your chosen school and lasts for a number of rounds equal to the spell's level.

Abjuration: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.

Conjuration: Dispel checks made against your conjuration spells treat your caster level as if it were 5 higher than normal.

Divination: You gain uncanny dodge (PH 50) for the duration of the spell.

Enchantment: You can immediately reroll any failed Will save against an enchantment or mind-affecting spell or ability; you must accept the result of the second roll.

Evocation: You gain resistance 20 to any one energy type that matches a descriptor used by the spell you just cast.

Illusion: You gain concealment.

Necromancy: You are immune to ability damage, ability drain, energy drain, and negative levels.

Transmutation: You can immediately reroll any failed Fortitude save against a transmutation spell or ability; you must accept the result of the second roll.

Major School Esoterica (Ex): At 10th level, your knowledge of your chosen school reaches its peak. You gain an ability from those below based on your chosen school; each one can be used three times per day.

Abjuration: When casting an abjuration spell that normally has a range of personal, you can instead choose to cast it as a touch spell that affects a single creature. When casting an abjuration spell that is an emanation centered on you, you can instead choose to cast it as a touch spell that emanates from the touched creature.

Conjuration: You can cast a conjuration spell with a casting time of 1 standard action as a swift action.

Divination: When you cast a divination spell, you also gain true seeing (as the spell) for 5 rounds.

Enchantment: Any creature that successfully saves against one of your enchantment spells must save again 1 round later (as if you had cast the spell again) with a +5 bonus on the save.

Evocation: Any creature that fails its save against one of your evocation spells takes damage again 1 round later equal to half the damage it took when you cast the spell.

Illusion: You can cast any illusion spell as a stilled and silent spell and eschew the materials (per the Still Spell, Silent Spell, and Eschew Materials feats) without an increase in caster level or casting time.

Necromancy: When you cast a necromancy spell, undead allies within 60 feet gain fast healing 10 for 5 rounds.

Transmutation: When a creature successfully saves against a transmutation spell you cast, it takes damage equal to the level of the spell.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Skill Focus (Spellcraft) +1 level of wizard spellcasting ability
2nd +1 +0 +0 +3 Expanded spellbook +1 level of wizard spellcasting ability
3rd +1 +1 +1 +3 Greater Spell Focus +1 level of wizard spellcasting ability
4th +2 +1 +1 +4 Minor school esoterica +1 level of wizard spellcasting ability
5th +2 +1 +1 +4 Expanded spellbook +1 level of wizard spellcasting ability
6th +3 +2 +2 +5 Caster level increase +1 +1 level of wizard spellcasting ability
7th +3 +2 +2 +5 Moderate school esoterica +1 level of wizard spellcasting ability
8th +4 +2 +2 +6 Expanded spellbook +1 level of wizard spellcasting ability
9th +4 +3 +3 +6 Caster level increase +2 +1 level of wizard spellcasting ability
10th +5 +3 +3 +7 Major school esoterica +1 level of wizard spellcasting ability

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Decipher Script INT
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
Profession WIS
Spellcraft INT

Nightmare SpinnerEdit

(Complete Mage variant, p. 74)

The nightmare spinner can reach into the darkest recesses of the mind, draw forth his victim's nightmares, and make them seem all too real.

RequirementsEdit

Skills: Bluff 4 ranks , Intimidate 4 ranks , Sense Motive 4 ranks

Spellcasting: Ability to cast 3rd-level arcane spells; ability to cast at least one fear spell and at least one mind-affecting illusion spell.

Hit dieEdit

d4

Skill pointsEdit

4 + Int

Class FeaturesEdit

Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a nightmare spinner, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Bonus Spells (Ex): If you normally prepare spells, you can prepare and cast one additional illusion spell per spell level each day. This ability works just like (and stacks with) a specialist wizard's extra school spell.

If you don't need to prepare spells, you gain one extra spell slot per spell level, which can be used only to cast an illusion spell.

Immunity to Fear (Su): Beginning at 1st level, you gain immunity to all fear effects.

Inspire Fear (Su): As a standard action, you can create a mind-affecting fear effect that makes a living creature within 30 feet ill at ease. The target becomes shaken for a number of rounds equal to your nightmare spinner class level; a successful Will save (DC 10 + your class level + your Cha modifier) halves this duration.

You can use this power a number of times per day equal to 3 + your Cha modifier. Multiple uses of this ability on the same creature don't stack.

Nightmare Phantasm (Su): Beginning at 2nd level, when you cast a figment or glamer spell, you can choose to weave a thread of nightmare phantasm into it as a free action. The spell gains the phantasm descriptor. Each time any enemy attempts a Will save to disbelieve the affected illusion spell, a tiny portion of the spell transforms into a phantasm effect that targets that enemy. The enemy becomes shaken for 1 round (no save). This ability has no other effect on the original spell's duration or effectiveness.

You can use this ability a number of times per day equal to 3 + your Cha modifier. No creature can be affected by your nightmare phantasm ability more than once in a 24-hour period. This is a mind-affecting fear effect.

Spirit Chill (Su): Beginning at 3rd level, creatures affected by a fear effect you cause (whether by a spell, class feature, or other effect) take nonlethal damage as well, depending on the potency of the fear created. Any creature that is shaken takes 1d6 points of nonlethal damage. A creature that becomes frightened takes 2d6 points of nonlethal damage,while a creature that becomes panicked takes 3d6 points of nonlethal damage.

Deadly Nightmare (Su): At 5th level, you can create a mind-affecting fear effect that can make a living creature literally drop dead. You can target one living creature within 30 feet of you, which must succeed on a Will save (DC 10 + your class level + your Cha modifier) or literally die of fright. Even if the save succeeds, the subject is panicked for 1 round. Any creature whose Hit Dice exceed twice your character level is unaffected by this power. This is a mind-affecting fear death effect. You can use this power three times per day.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Bonus spells, immunity to fear, inspire fear
2nd +1 +0 +0 +3 Nightmare phantasm +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Spirit chill +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Deadly nightmare +1 level of existing arcane spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Decipher Script INT
Diplomacy CHA
Intimidate CHA
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
Profession WIS
Search INT
Sense Motive WIS
Spellcraft INT

Ultimate MagusEdit

(Complete Mage variant, p. 77)

Sorcerers channel unknowable powers, and wizards are expert in ancient lore, but few individuals have as thorough an understanding and mastery of arcane magic as the ultimate magus.

RequirementsEdit

Skills: Knowledge (arcana) 4 ranks , Spellcraft 8 ranks

Feats: Any metamagic feat. Spellcasting: Able to spontaneously cast 1st-level arcane spells, able to prepare and cast 2nd-level arcane spells from a spellbook.

Hit dieEdit

d4

Skill pointsEdit

2 + Int

Class FeaturesEdit

Spellcasting: At each level except 1st, 4th, and 7th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in both a prepared arcane casting class and a spontaneous arcane casting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of those classes would have gained.

At 1st, 4th, and 7th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in your arcane spellcasting class with the lowest caster level. For example, a 4th-level wizard/1st-level sorcerer who gained one level of ultimate magus would gain increased spellcasting ability as if he had gained a level of sorcerer (since that class's caster level is lower than his wizard caster level). If all your arcane spellcasting classes have equal caster levels, you can apply this benefit to any of your existing arcane spellcasting classes. You do not, however, gain any other benefit a character of those classes would have gained.

Arcane Spell Power (Ex): At 1st level, your caster level for all arcane spells increases by 1. It increases again at 4th level, 7th level, and 10th level (to a maximum of +4).

Expanded Spell Knowledge (Ex): At 2nd level, you can select one 0th- or 1st-level arcane spell from your spellbook and add it to the list of arcane spells known for a spontaneous casting class, even if you can't yet spontaneously cast spells of that level. (In this case, you would know the spell but wouldn't be able to cast it until you had spell slots of the appropriate level.)

You can add another spell from your spellbook to your list of spells known every two levels thereafter. At 4th level, this can be a 0th-, 1st-, or 2nd-level spell. At 6th level, this can be any spell of 3rd level or lower. At 8th level, this spell can be of 4th level or lower, and at 10th level it can be of 5th level or lower.

Augmented Casting (Su): Starting at 3rd level, you can choose to sacrifice a spell or spell slot from one of your classes to apply the effect of a metamagic feat that you know to a spell cast using another arcane class. (For instance, you could sacrifice a sorcerer slot to apply a metamagic effect to a wizard spell.) This sacrificed spell or slot is lost (just as if you had cast the spell) in addition to the spell you are actually casting.

The level of the spell to be augmented can't exceed 1/2 your class level. For example, when you first gain this ability, you can only apply a metamagic effect to 1st-level spells. A 10th-level ultimate magus can affect spells of 5th level or lower.

The level of the spell slot sacrificed must equal or exceed the spell level adjustment of the metamagic feat. To empower a spell, for example, you would have to spend a 2nd-level or higher spell. You can't use this ability to augment a spell already affected by a metamagic feat.

You can use this ability a number of times per day equal to 3 + 1/2 your class level.

Bonus Feat: At 5th level, and again at 9th level, you can select a bonus metamagic feat for which you meet the prerequisites.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Arcane spell power +1 +1 level of lower-level existing arcane casting class
2nd +1 +0 +0 +3 Expanded spell knowledge (1st level or lower) +1 level of existing prepared arcane casting class and +1 level of existing spontaneous arcane casting class
3rd +1 +1 +1 +3 Augmented casting +1 level of existing prepared arcane casting class and +1 level of existing spontaneous arcane casting class
4th +2 +1 +1 +4 Arcane spell power +2, expanded spell knowledge (2nd level or lower) +1 level of lower-level existing arcane casting class
5th +2 +1 +1 +4 Bonus feat +1 level of existing prepared arcane casting class and +1 level of existing spontaneous arcane casting class
6th +3 +2 +2 +5 Expanded spell knowledge (3rd level or lower) +1 level of existing prepared arcane casting class and +1 level of existing spontaneous arcane casting class
7th +3 +2 +2 +5 Arcane spell power +3 +1 level of lower-level existing arcane casting class
8th +4 +2 +2 +6 Expanded spell knowledge (4th level or lower) +1 level of existing prepared arcane casting class and +1 level of existing spontaneous arcane casting class
9th +4 +3 +3 +6 Bonus feat +1 level of existing prepared arcane casting class and +1 level of existing spontaneous arcane casting class
10th +5 +3 +3 +7 Arcane spell power +4, expanded spell knowledge (5th level or lower) +1 level of existing prepared arcane casting class and +1 level of existing spontaneous arcane casting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Decipher Script INT
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
Profession WIS
Spellcraft INT
Use Magic Device CHA

Unseen SeerEdit

(Complete Mage variant, p. 81)

Mysterious and elusive, the unseen seer trades in secrets. Subterfuge is her business in the same way that death is the assassin's business, and she uses her magic to help her gather other people's secrets while keeping her own.

RequirementsEdit

Skills: Hide 8 ranks , Search 8 ranks , Sense Motive 4 ranks , Spellcraft 4 ranks , Spot 8 ranks

Spellcasting: Ability to cast 1st-level arcane spells, including at least two divination spells.

Hit dieEdit

d4

Skill pointsEdit

6 + Int

Class FeaturesEdit

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an unseen seer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Damage Bonus: At 1st level, the extra damage you deal with your sneak attack, skirmish, or sudden strike ability increases by 1d6. If you have more than one of these abilities, only one ability gains this increase (choose each time you gain this benefit).

Your sneak attack, skirmish, or sudden strike damage increases by another 1d6 at 4th level, 7th level, and 10th level.

Advanced Learning (Ex): At 2nd, 5th, and 8th level, you can add a new spell to your spellbook or list of spells known, representing the result of personal study and experimentation. The spell must be a divination spell of a level no higher than that of the highest-level arcane spell you already know. The spell can be from any class's spell list (arcane or divine). Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.

Silent Spell: At 2nd level, you gain Silent Spell as a bonus feat.

Divination Spell Power (Ex): At 3rd level, you gain a +1 bonus to your caster level when casting an arcane divination spell. This bonus improves to +2 at 6th level, and to +3 at 9th level.

This benefit comes at a cost: Your caster level for all other arcane spells is reduced by 1 at 3rd level. This reduction becomes 2 at 6th level and becomes 3 at 9th level. For example, a 4th-level rogue/1st-level sorcerer/6th-level unseen seer would have a caster level of 9th for her arcane divination spells, but only 5th for her nondivination arcane spells.

Guarded Mind (Su): Any successful unseen seer must learn to protect herself from magic that would reveal her identity. At 5th level, you become protected by nondetection (as the spell, but with a permanent duration). For the purpose of divinations attempted against you, your caster level equals your character level.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Damage bonus +1d6 +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Advanced learning, Silent Spell +1 level of existing arcane spellcasting class
3rd +2 +1 +1 +3 Divination spell power +1 +1 level of existing arcane spellcasting class
4th +3 +1 +1 +4 Damage bonus +2d6 +1 level of existing arcane spellcasting class
5th +3 +1 +1 +4 Advanced learning, guarded mind +1 level of existing arcane spellcasting class
6th +4 +2 +2 +5 Divination spell power +2 +1 level of existing arcane spellcasting class
7th +5 +2 +2 +5 Damage bonus +3d6 +1 level of existing arcane spellcasting class
8th +6 +2 +2 +6 Advanced learning +1 level of existing arcane spellcasting class
9th +6 +3 +3 +6 Divination spell power +3 +1 level of existing arcane spellcasting class
10th +7 +3 +3 +7 Damage bonus +4d6 +1 level of existing arcane spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Decipher Script INT
Diplomacy CHA
Disguise CHA
Forgery INT
Gather Information CHA
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
Profession WIS
Search INT
Sense Motive WIS
Spellcraft INT
Spot WIS

Wild SoulEdit

(Complete Mage variant, p. 84)

As druids are divine casters who share a link with the animals of nature, wild souls develop a similar link to the world's fey. And like the fey themselves, wild souls swear allegiance – or at least an alliance – with one of the two great courts.

RequirementsEdit

Alignment: Any nonlawful

Skills: Knowledge (arcana) 8 ranks , Knowledge (nature) 4 ranks

Special: Must be able to cast 2nd-level arcane spells; must make peaceful contact with a fey creature and peacefully spend at least a day among fey.

Hit dieEdit

d4

Skill pointsEdit

2 + Int

Class FeaturesEdit

Spellcasting: At every wild soul level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class you belonged to before you added the prestige class. You do not, however, gain any other class benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a wild soul, you must decide to which class to add each level for the purpose of determining spells per day.

Seelie Courtier (Ex): At 1st level, you must choose either the seelie or the unseelie path. Good-aligned characters can't choose the unseelie path, while evil-aligned characters are barred from the seelie path. This choice determines certain benefits you gain from this prestige class. If your alignment later changes to make your choice illegal, you automatically exchange all seelie- or unseelie-related class features for their opposites.

In addition, you gain a bonus equal to your wild soul level on Bluff, Diplomacy, and Intimidate checks made to influence fey and magical beasts.

Spontaneous Spells: A wild soul can tap into the magic that naturally infuses fey and magical beasts to cast spells that were not prepared ahead of time. You can sacrifice any prepared arcane spell (or, for a spontaneous caster, an arcane spell slot) to cast a particular spell of the same spell level or lower. Depending on whether you have chosen the seelie or unseelie path, you choose from different specific spells as specified on the table below. You gain access to these spontaneous spell options by level. Access to a spontaneous spell does not grant the ability to cast it if you do not have a prepared spell or spell slot of appropriately high level to lose in exchange.

For example, a 5th-level wizard/4th-level wild soul who chose the seelie path could lose a prepared ice storm to cast break enchantment or a lower-level option (invisibility sphereTashas hideous laughter, or remove fear). A 6th-level sorcerer/1st-level wild soul who chose the unseelie path can spontaneously cast lesser confusiondetect thoughts, or poison.

These spells are not considered to be part of your class spell list, so this feature doesn't grant you the ability to activate spell trigger or spell completion items using these spells.

Spell Level Seelie Unseelie
1st remove fear lesser confusion
2nd Tashas hideous laughter detect thoughts
3rd invisibility sphere poison
4th break enchantment bestow curse
5th baleful polymorph endless slumber
6th true seeing mass suggestion
7th prismatic spray waves of exhaustion
8th sympathy horrid wilting
9th time stop wail of the banshee

Seelie Bond (Su): When you cast summon seelie ally or a summon monster spell to bring forth a creature from the summon seelie allylist, your connection to the seelie increases, granting you benefits. These benefits remain as long as one of the seelie or unseelie creatures you summoned is alive and the duration of the spell has not expired. The benefits described below are cumulative. Thus, a 10th-level wild soul would gain all of them upon summoning a seelie or unseelie ally.

At 2nd level, you gain immunity to magic and nonmagical sleep effects. This ability grants elves immunity to nonmagical sleep effects, to which they are normally vulnerable.

At 4th level, you gain a +2 bonus on saves against enchantment spells or effects. The bonus against enchantment effects is untyped and thus stacks with an elf's or half-elf's +2 racial bonus against enchantment spells and effects.

At 6th level, your base land speed increases by 10 feet.

At 8th level, add 1 to the Difficulty Class of saving throws against illusion spells you cast.

At 10th level, add 1 to the Difficulty Class of saving throws against enchantment spells you cast.

Summon Seelie Ally (Sp): Starting at 2nd level, a wild soul can summon a seelie ally three times per day. This ability functions likesummon monster I except that you choose a creature from a list of options, as detailed on the table below, based on your wild soul level and path. You can use this ability to summon one creature from the highest-level list available to you, 1d3 creatures of the same kind from the next highest-level list, or 1d4 +1 creatures of the same kind from any lower-level list. Your caster level is equal to your character level.

In addition, whenever you cast a summon monster spell of 4th to 8th level, you can choose a creature from the appropriate list below in place of one of the normal options.

2nd (Summon Monster IV) – Seelie: Blink dog, Pegasus, Senmurv (Fiend Folio), Unicorn Unseelie: Aranea, Howler, Redcap, young (Monster Manual III), Shadar-kai (Fiend Folio)

4th (Summon Monster V) – Seelie: Nixie, Satyr (with pipes) Unseelie: Joy stealer (Monster Manual IV), Shadow mastiff

6th (Summon Monster VI) – Seelie: Pixie (can't cast Otto's irresistible dance; with sleep arrows, but not memory loss arrows), Shimmerling swarm (Monster Manual III) Unseelie: Displacer beast, Winter wolf

8th (Summon Monster VII) – Seelie: Lillend, Leskylor (Book of Exalted Deeds) Unseelie: Annis, Will-o'-wisp

10th (Summon Monster VIII) – Seelie: Bearhound (Monster Manual III), Leskylor, three-headed (Book of Exalted Deeds) Unseelie: Redcap, elder (Monster Manual III), Rejkar (Monster Manual III)

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Seelie courtier, spontaneous spells (1st—3rd)
2nd +1 +0 +0 +3 Seelie bond (immune to sleep), summon seelie ally +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Spontaneous spells (4th) +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Seelie bond (+2 against enchantments), summon seelie ally +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Spontaneous spells (5th) +1 level of existing arcane spellcasting class
6th +3 +2 +2 +5 Seelie bond (speed +10 feet), summon seelie ally +1 level of existing arcane spellcasting class
7th +3 +2 +2 +5 Spontaneous spells (6th) +1 level of existing arcane spellcasting class
8th +4 +2 +2 +6 Seelie bond (+1 to illusion DCs), summon seelie ally +1 level of existing arcane spellcasting class
9th +4 +3 +3 +6 Spontaneous spells (7th) +1 level of existing arcane spellcasting class
10th +5 +3 +3 +7 Seelie bond (+1 to enchantment DCs), spontaneous spells (8th and 9th), summon seelie ally +1 level of existing arcane spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Diplomacy CHA
Knowledge (arcana) INT
Knowledge (nature) INT
Knowledge (the planes) INT
Spellcraft INT

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