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Avenging ExecutionerEdit

(Complete Scoundrel variant, p. 24)

Relentless and inventive, these stalkers wield psychology as deftly as their weapons.

RequirementsEdit

Base Attack Bonus: +5

Alignment: Any nongood

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

Special: Must have been tragically wronged in some manner.

Hit dieEdit

d8

Skill pointsEdit

6 + Int

Class FeaturesEdit

Bloody Blade (Ex): The fury of your attack is terrifying to see. Whenever you deal sudden strike damage (see below) with a melee weapon, the target of the sudden strike and all opponents within 30 feet of you who can see the target are shaken for a number of rounds equal to your avenging executioner level. A successful Will save (DC 10 + your avenging executioner level + your Cha modifier) negates this effect. Creatures whose HD exceed your character level are not affected. Bloody blade is a mind-affecting fear ability.

Sudden Strike (Ex): If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage.

Rapid Intimidation (Ex): Beginning at 2nd level, you can attempt to demoralize an opponent as a move action instead of a standard action. See the Intimidate skill (PH 77) for details.

If you have the favored enemy class feature, you can add your favored enemy bonus to Intimidate checks made to demoralize foes of the chosen type (and subtype, if applicable).

Dread Blade (Ex): Starting at 4th level, you can exploit the terror you inspire to further brutalize your target. You treat shaken, frightened, or panicked creatures as flat-footed for the purpose of dealing sudden strike damage.

Bloody Murder (Ex): Starting at 5th level, if you deal enough damage with a melee attack to drop a creature (typically by reducing it to below 0 hit points or killing it), all enemies within 30 feet of you who can see the target become frightened for 1 round. A successful Will save (DC 10 + your avenging executioner level + your Cha modifier) lessens the effect to shaken. Creatures whose HD exceed your character level are not affected. Bloody murder is a mind-affecting fear ability.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Bloody blade, sudden strike +1d6
2nd +1 +0 +3 +3 Rapid intimidation
3rd +2 +1 +3 +3 Sudden strike +2d6
4th +3 +1 +4 +4 Dread blade
5th +3 +1 +4 +4 Bloody murder, sudden strike +3d6

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Bluff CHA
Climb STR
Craft INT
Disguise CHA
Escape Artist DEX
Hide DEX
Intimidate CHA
Jump STR
Listen WIS
Move Silently DEX
Open Lock DEX
Profession WIS
Spot WIS
Use Rope DEX

Battle TricksterEdit

(Complete Scoundrel variant, p. 28)

The battle trickster engages in combat not only to defeat enemies but to impress them with martial and acrobatic prowess.

RequirementsEdit

Base Attack Bonus: +5

Skills: Any three skills 6 ranks each. Skill Tricks: Any two.

Hit dieEdit

d10

Skill pointsEdit

4 + Int

Class FeaturesEdit

Bonus Trick: At 1st level, and again at 3rd level, you gain a bonus skill trick for which you meet the prerequisite. These bonus tricks do not cost skill points and do not count against your maximum number of skill tricks available.

Bonus Feat: At 2nd level, you gain a bonus feat for which you meet the prerequisite. This feat must be selected from the list of fighter bonus feats.

Tricky Fighting (Ex): At 3rd level, you have mastered incorporating skill tricks into your combat routines. In any round when you perform a skill trick, you gain a +1 competence bonus on the next attack roll you make that round.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Bonus trick
2nd +2 +3 +0 +0 Bonus feat
3rd +3 +3 +1 +1 Bonus trick, tricky fighting

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Bluff CHA
Climb STR
Craft INT
Handle Animal CHA
Jump STR
Profession WIS
Ride DEX
Swim STR
Tumble DEX
Use Rope DEX

Cloaked DancerEdit

(Complete Scoundrel variant, p. 31)

The cloaked dancer dances into the hearts and minds of her audience, beguiling those around her with boundless charm and careful dance moves, leaving her victims in a state of ecstasy even as she kills them.

RequirementsEdit

Skills: Hide 5 ranks , Perform (dance) 10 ranks , Sleight of Hand 5 ranks

Hit dieEdit

d6

Skill pointsEdit

6 + Int

Class FeaturesEdit

Spellcasting: At each even-numbered 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 a cloaked dancer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Enchanting Dance (Su): Once per day per cloaked dancer level, you can use your dance to produce supernatural effects on those who observe you. Each ability requires both a minimum cloaked dancer level and a minimum number of ranks in the Perform (dance) skill to qualify; if you do not have the required number of ranks, you do not gain the enchanting dance ability until you acquire them. This ability can be used only if you are wearing light armor or no armor and carrying no more than a light load. Enchanting dance is an enchantment (compulsion), mind-affecting ability.

Starting an enchanting dance effect is a standard action. You must concentrate each round to maintain the dance; no dance can be maintained for more rounds than your cloaked dancer level + your Con modifier (minimum 1 round).

The save DC for your enchanting dance effects is 10 + your cloaked dancer level + your Cha modifier. A creature can’t be affected again by your enchanting dance effect for 24 hours whether or not it succeeds on the saving throw.

Beguiling Dance: A cloaked dancer with 10 or more ranks in Perform (dance) can use her enchanting dance to distract her enemies. Whenever you start or maintain a beguiling dance, all enemies within 30 feet who can see you must succeed on a Will save or be dazed for 1 round. Creatures that fail this save also have their attitude improved by one step for as long as you maintain the dance (see Influencing NPC Attitudes, PH 74). This attitude adjustment does not prevent any subsequent attitude changes. For example, an enemy that becomes indifferent toward you as a result of this effect still turns hostile if you then attack it.

Wearying Dance: A 3rd-level cloaked dancer with 12 or more ranks in Perform (dance) can use her enchanting dance to tire her enemies. Whenever you start or maintain a wearying dance, all enemies within 30 feet who can see you must succeed on a Will save or be fatigued for as long as you maintain the dance. Creatures failing this save that are already fatigued become exhausted.

Frightful Dance: A 5th-level cloaked dancer with 14 or more ranks in Perform (dance) can use her enchanting dance to scare her enemies. Whenever you start or maintain a frightful dance, all enemies within 30 feet who can see you must succeed on a Will save or be shaken for as long as you maintain the dance. Creatures failing this save that are already shaken become frightened, and those that are already frightened become panicked.

Surprise Strike (Ex): Beginning at 2nd level, you can make a particularly effective attack against creatures distracted by your dance. As a full-round action, you can maintain your enchanting dance and make a melee attack with a light weapon, dealing an extra 1d6 points of damage. At 4th level, the extra damage you deal increases to 2d6. The extra damage from the surprise strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.

A target under the effect of your enchanting dance is considered flat-footed against the attack. Any creature that is not vulnerable to extra damage from sneak attacks is immune to this effect. This ability counts as sudden strike for the purpose of meeting prerequisites or using ambush feats.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +2 +0 Enchanting dance (beguiling dance)
2nd +1 +0 +3 +0 Surprise strike +1d6 +1 level of existing arcane spellcasting class
3rd +2 +1 +3 +1 Enchanting dance (wearying dance)
4th +3 +1 +4 +1 Surprise strike +2d6 +1 level of existing arcane spellcasting class
5th +3 +1 +4 +1 Enchanting dance (frightful dance)

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Balance DEX
Bluff CHA
Climb STR
Concentration CON
Craft INT
Diplomacy CHA
Disguise CHA
Escape Artist DEX
Gather Information CHA
Jump STR
Perform CHA
Profession WIS
Sense Motive WIS
Sleight of Hand DEX
Speak Language None
Swim STR
Tumble DEX
Use Magic Device CHA
Use Rope DEX

Combat TrapsmithEdit

(Complete Scoundrel variant, p. 34)

Combat trapsmiths can litter a battlefield or dungeon with devices of their own cunning design.

RequirementsEdit

Skills: Craft (trapmaking) 8 ranks , Disable Device 6 ranks , Search 6 ranks

Special: Trapfinding.

Hit dieEdit

d6

Skill pointsEdit

6 + Int

Class FeaturesEdit

Combat Trapping (Ex): You know how to create combat traps to aid your allies. At 1st level, you can learn two traps from the list below, provided you meet the prerequisites. At each level thereafter, you add one additional trap to your repertoire, to a maximum of six traps known. Whenever you attain a new level in this class, you can choose to replace any one previously learned trap with a new trap.

Trap Name (Craft DC) Prerequisites Effect
Befuddler (15) —2 penalty on Concentration, Int-, Wis-, Cha-based checks
Enfeebler (15) Craft (alchemy) 1 rank Fatigues target
Entangler (17) Class level 2nd Entangles target
Equalizer (17) Class level 2nd Target falls prone
Flashbang (19) Craft (alchemy) 3 ranks, class level 3rd Blinds and deafens target
Footspiker (15) Halves target's speed
Glitterburst (15) Craft (alchemy) 1 rank Makes invisible target visible
Scorcher (15) Craft (alchemy) 1 rank Deals 2d6 fire damage
Scorcher, great (23) Craft (alchemy) 5 ranks, class level 5th Deals 5d6 fire damage in larger area
Sleeper (21) Craft (alchemy) 4 ranks, class level 4th Target falls asleep
Spiderweb (19) Craft (alchemy) 3 ranks, class level 3rd Web fills small area
Stinkburst (21) Craft (alchemy) 4 ranks, class level 4th Stinking cloud fills trapped square

A combat trap is triggered by any Tiny or larger creature entering the trapped square. Flying or incorporeal creatures don't trigger combat traps. You can build a combat trap only on solid ground – you can't place it on a wall orceiling, in the air, or floating in the water. A combat trap functions only once. Once set, it lasts for 1 hour or until triggered, whichever comes first.

Crafting a combat trap requires a full-round action (which provokes attacks of opportunity) and a Craft (trapmaking) check. Each trap's entry lists the required Craft check DC. If the check is successful, you can place the trap in any square adjacent to your space. A failed check means that the action and materials are wasted to no effect, but you can try to set the same trap again later. Some combat traps allow a saving throw, as noted in a trap's entry. The save DC is 10 + your combat trapsmith level + your Int modifier. Locating or disabling a combat trap requires a successful Search or Disable Device check with a DC equal to 20 + your combat trapsmith level + your Int modifier. You can automatically find and disable your own combat traps. Because a combat trap is built quickly and crudely, it is also possible to discern with a successful Spot check (using the same DC as given above), whether or not the observer has the trapfinding class feature. All combat traps produce extraordinary effects, so dispel magic or spell resistance cannot interfere with them.

Unless otherwise noted, an ongoing effect from a combat trap lasts for a number of rounds equal to your combattrapsmith level. Multiple effects from the same kind of combat trap don't stack; use only the longer duration. Creating combat traps requires a special kit containing raw materials and tools. A combat trapsmith's kit costs 100 gp, weighs 10 pounds, and provides components sufficient to create ten traps. A combat trap can't be cannibalized for raw materials, nor can its materials be retrieved if the trap isn't triggered.

Trap Sense (Ex): Beginning at 1st level, you become more adept at evading the effects of traps. See the barbarian class feature, PH 26. If you already have trap sense, this class feature provides no additional benefit.

Skill Focus: At 2nd level, you gain Skill Focus (Craft [trapmaking]) as a bonus feat. If you already have this feat, you can instead select any other feat for which you meet the prerequisite.

Improvised Materials (Ex): Beginning at 4th level, you can craft combat traps from raw materials at hand instead of relying on your combat trapsmith's kit. Doing so increases the Craft (trapmaking) check DC by 5 but otherwise has no effect on the trap's potency.

Expert Trapsetter (Ex): At 5th level, you can set a combat trap as a standard action without provoking attacks of opportunity.

Combat Trap DescriptionsEdit

Entering the trapped square produces the stated effect.

Befuddler: A pungent spray applies a —2 penalty on Concentration checks, as well as ability checks and skill checks based on Intelligence, Wisdom, and Charisma (Will negates).

Enfeebler: A puff of acrid powder renders the target fatigued (Fortitude negates).

Entangler: A hidden cord loops around the target, holding it in place as a tanglefoot bag does. A successful Reflex save negates the effect; alternatively, a DC 20 Strength or Escape Artist check (made as a full-round action) allows the stuck creature to break free.

Equalizer: The first creature entering the trapped square must succeed on a Reflex save or fall prone. The trap reputedly gets its name from its gnome inventor, who used it to bring taller foes down to his level.

Flashbang: The trapped square emits a blinding burst of light accompanied by a loud thunderclap. Any creature in the trapped square or any adjacent square becomes blinded and deafened; a successful Fortitude save lessens the effect to dazzled.

Footspiker: This trap effectively fills the designated square with caltrops, potentially slowing the target's movement (PH 126).

Glitterburst: A fine cloud of silver dust clings to any creature within the trapped square (no save). Any creature affected by a glitterburst trap takes a —20 penalty on Hide checks and, if invisible, is visibly outlined for the duration of the effect.

Scorcher: The trapped square releases a cloud of fine dust followed by a spark, setting off a small explosion that deals 2d6 points of fire damage to each creature in that square (Reflex half).

Scorcher, Great: This works like a scorcher trap (see above), except that it deals 5d6 points of fire damage to each creature in the trapped square and in all adjacent squares (Reflex half).

Sleeper: A slumber-inducing vapor makes the target fall asleep. A successful Fortitude save lessens the effect to fatigued.

Spiderweb: The trapped square releases a burst of sticky tendrils that toughen when they contact air. This trap duplicates the effect of a web spell, except that the strands fill only the trapped square and all adjacent squares.

Stinkburst: A cloud of noxious vapors duplicates the effect of a stinking cloud spell, except that the effect fills only the trapped square. A successful Fortitude save negates the effect, but a creature must make a new saving throw each round it remains within the cloud.

AdvancementEdit

Level BAB Fort Ref Will Special Combat Traps Known
1st +0 +2 +2 +0 Combat trapping, trap sense +1 2
2nd +1 +3 +3 +0 Skill Focus (Craft [trapmaking]) 3
3rd +2 +3 +3 +1 Trap sense +2 4
4th +3 +4 +4 +1 Improvised materials 5
5th +3 +4 +4 +1 Expert trapsetter, trap sense +3 6

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Balance DEX
Climb STR
Concentration CON
Craft INT
Disable Device INT
Escape Artist DEX
Hide DEX
Jump STR
Knowledge (architecture and engineering) INT
Listen WIS
Move Silently DEX
Open Lock DEX
Profession WIS
Search INT
Spot WIS
Tumble DEX
Use Rope DEX

Fortune's FriendEdit

(Complete Scoundrel variant, p. 38)

The fortune's friend lives by his luck.

RequirementsEdit

Base Attack Bonus: +3

Skills: Any skill 8 ranks. Feats: Any luck feat.

Hit dieEdit

d6

Skill pointsEdit

6 + Int

Class FeaturesEdit

Spellcasting: At each even-numbered 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 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 fortune’s friend, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Easy Luck (Ex): Luck comes to you naturally. The swift or immediate action to use a luck feat does not count against your limit of one swift action per turn. However, you still can’t expend a luck reroll more than once per turn to influence the same result.

Extra Fortune (Ex): At each odd-numbered level, you gain one extra luck reroll per day. This reroll is in addition to those granted by luck feats.

More Luck than Skill (Ex): Even if you have some talent in a particular area, you still depend on your luck to see you through. Once per day as a swift action, you can add your class level as a luck bonus on all skill checks you make until the start of your next turn.

Bonus Luck Feat: At 2nd and 4th level, you gain a bonus luck feat for which you meet the prerequisite. See page 75 of Complete Scoundrel for a complete list of luck feats.

Fortune’s Favorite (Ex): By 3rd level, you have learned to rely on your luck to stay alive. Once per day as an immediate action, you can add your class level as a luck bonus on all saving throws you make until the start of your next turn.

Lucky Strike (Ex): Even the greatest warriors, those who train and drill constantly, occasionally win through sheer luck, so why shouldn’t you? Beginning at 5th level, once per day as a swift action, you can add your class level as a luck bonus on all attack rolls you make until the start of your next turn.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +2 +0 Easy luck, extra fortune, more luck than skill
2nd +1 +0 +3 +0 Bonus luck feat +1 level of existing spellcasting class
3rd +1 +1 +3 +1 Extra fortune, fortune’s favorite
4th +2 +1 +4 +1 Bonus luck feat +1 level of existing spellcasting class
5th +2 +1 +4 +1 Extra fortune, lucky strike

Class skillsEdit

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

Gray GuardEdit

(Complete Scoundrel variant, p. 40)

Gray guards are less restrained by their knightly vows, doing what must be done, no matter how unpleasant.

RequirementsEdit

Alignment: Lawful good

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

Special: Lay on hands class feature; must adhere to a code of conduct that prevents the character from performing evil acts.

Hit dieEdit

d10

Skill pointsEdit

2 + Int

Class FeaturesEdit

Spellcasting: At each even-numbered 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 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 a gray guard, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Sacrament of Trust: Upon entering this prestige class, you take a vow of allegiance to your faith beyond that of any ordinary paladin. This vow grants you a measure of freedom to act on your cause's behalf without fear of retribution should your duties require you to break your code of conduct. Dishonorable acts still cause you to lose both gray guard and paladin class features until you atone, but this infraction is considered much less severe than it would be for a paladin.

Thus, whenever you seek to atone for deeds that you willingly commit in the name of your faith but that break your code of conduct, a cleric casting an atonement spell on your behalf does not expend 500 XP as is normally required. This reprieve applies only to acts intended to further the cause of righteousness and the gray guard's faith. No XP cost applies to a gray guard atoning after beating a confession from a heretic, for example, but the cost would have to be paid for one who started a barroom brawl.

Lay on Hands (Su): This ability is identical to the paladin class feature of the same name (PH 44). Levels of gray guard stack with other class levels that grant lay on hands to determine the ability's total healing capacity.

Debilitating Touch (Su): At 2nd level, you learn to channel your lay on hands ability into a painful touch attack. Many gray guards use debilitating touch during interrogation, since it reduces the target's ability to successfully bluff or resist magical effects. Using debilitating touch does not provoke attacks of opportunity. An opponent hit by this attack is sickened for 5 rounds. Using this ability costs 5 points of your daily healing allotment. A successful Fortitude save (DC 10 + your gray guard level + your Cha modifier) negates the effect.

Smite Evil (Su): Beginning at 3rd level, you can smite evil once per day. See the paladin class feature (PH 44). At 8th level, you can smite evil one additional time per day. Levels of other classes that grant the smite evil class feature stack for the purpose of determining the extra damage dealt. For example, a 5th-level paladin/5th-level gray guard delivering a smite evil attack adds 10 points of damage to the attack.

Justice Blade (Su): By 4th level, you have learned that suffering and injustice are not the exclusive province of evil. You can use your smite evil ability to instead punish creatures of chaotic alignment. Using this ability expends one daily use of your smite evil class feature and works identically in all other ways, but its effect applies only to chaotic targets. Whenever you choose to smite an opponent, you must declare whether you are using this ability to smite evil or chaos. If you accidentally smite a creature of an alignment other than that declared, the smite has no effect but the ability is still used up.

Beginning at 9th level, you can use justice blade to smite creatures of any alignment. You need not declare an alignment before making the smite attack, although if the attack misses, that use of smite is still used up for the day.

Devastating Touch (Su): When you attain 5th level, your deity shows its approval of your grim work. From this point on, you can use your lay on hands ability to make a touch attack that harms your enemies. Using devastating touch does not provoke attacks of opportunity. You decide how many points of your daily healing allotment to expend after successfully touching a creature: Each point expended deals 1 point of damage to the target. A nonevil creature is allowed a Will save (DC 10 + your gray guard level + your Cha modifier) to halve the amount of damage dealt.

Unbound Justice (Ex): At 7th level, unrestricted by your code of honor, you can employ unorthodox methods that are all the more effective because they're unexpected. You add half your gray guard level (round down) as a competence bonus on Bluff, Disguise, and Intimidate skill checks.

Sacrament of the True Faith: At 10th level, you gain your order's full confidence. You are granted the freedom to act on behalf of your faith as you deem necessary. Thus, you never risk losing your class abilities in the pursuit of a just cause and never need to atone for violating your code of conduct. This trust does not grant you the freedom to act as violently or immorally as you wish, however. Release from your code of conduct depends on your acting as an exemplar of your order's ideals. If you violate this trust by habitually acting in an immoral or corrupt manner, the leaders or deity of your faith might revoke their blessing and banish you from the ranks of the faithful.

Code of Conduct: As a gray guard, you are held to the same code of conduct as a paladin. You must be of lawful good alignment and must never willingly commit an evil act. You must also pledge to respect legitimate authority, act with honor (not lying, cheating, using poison, and the like), aid the needy, and punish those who harm the innocent. If you contravene your code of conduct, you must atone for the transgression or lose all class abilities from both gray guard and paladin levels. As you advance in the prestige class, this code becomes more flexible. However, its tenets still apply: You can never break your code without good reason.

Gray guards can freely multiclass between paladin and gray guard.

Ex-Gray GuardsEdit

As a gray guard, you are less at risk of permanently losing your abilities than a paladin is. You might lose them temporarily for committing dishonorable acts, but you are granted clemency for performing such deeds in the name of your faith and can atone more easily. Nevertheless, if you commit unforgivably evil acts (such as slaughtering innocents or despoiling a temple of your faith), take action that opposes your faith's tenets, or habitually violate your code of conduct, you risk permanent expulsion from the holy order.

If at any time your deity or a jury of your faith's leaders finds you guilty of grossly abusing the freedom of the order, you permanently lose both gray guard and paladin class abilities (including the service of your special mount, but not weapon, armor, and shield proficiencies) and can never again advance in either class. Even the atonement spell cannot restore a fallen gray guard's abilities after he is exiled. Before a character enters this prestige class, his player and the DM should discuss and agree on what acts constitute gross abuse.

Levels of gray guard are treated as levels of paladin for the purpose of advancing in the blackguard prestige class.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +1 +2 +0 +2 Sacrament of trust, lay on hands
2nd +2 +3 +0 +3 Debilitating touch +1 level of existing divine spellcasting class
3rd +3 +3 +1 +3 Smite evil 1/day
4th +4 +4 +1 +4 Justice blade (chaos) +1 level of existing divine spellcasting class
5th +5 +4 +1 +4 Devastating touch
6th +6 +5 +2 +5 +1 level of existing divine spellcasting class
7th +7 +5 +2 +5 Unbound justice
8th +8 +6 +2 +6 Smite evil 2/day +1 level of existing divine spellcasting class
9th +9 +6 +3 +6 Justice blade (all alignments)
10th +10 +7 +3 +7 Sacrament of the true faith +1 level of existing divine spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Disguise CHA
Forgery INT
Handle Animal CHA
Heal WIS
Intimidate CHA
Knowledge (local) INT
Knowledge (nobility and royalty) INT
Knowledge (religion) INT
Ride DEX
Sense Motive WIS

Magical TricksterEdit

(Complete Scoundrel variant, p. 45)

Relying as much on her wits as on her spellcasting prowess, the magical trickster can sacrifice her spellcasting ability to gain even greater access to skill tricks.

RequirementsEdit

Feats: Any one metamagic feat. Spellcasting: Ability to cast 3rd-level spells. Skill Tricks: Any two.

Hit dieEdit

d6

Skill pointsEdit

4 + Int

Class FeaturesEdit

Spellcasting: At each level after 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 magical trickster, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Bonus Trick: At 1st level, and again at 3rd level, you gain a bonus skill trick for which you meet the prerequisite. These bonus tricks do not cost skill points and do not count against your maximum number of skill tricks available.

Spontaneous Trickster (Su): You can channel magical potential into using skill tricks more often, effectively "recharging" them. As a swift action, you can "lose" any spell slot or prepared spell of 1st level or higher to perform a trick that you have already used in the encounter.

Bonus Metamagic Feat: At 2nd level, you gain a bonus metamagic feat for which you meet the prerequisite.

Metamagic Trick (Ex): Beginning at 3rd level, you understand how to apply the principle of tricks to your spellcasting. Once per day you can apply the effect of any one metamagic feat you know to a spell as you cast it without altering the spell's effective level. The spell slot adjustment of the metamagic feat can't exceed four.

Tricky Magic (Ex): At 3rd level, you have mastered incorporating tricks into your spellcasting routines. On any round that you perform a skill trick, the save DC of the next spell you cast that round is increased by 1.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Bonus trick, spontaneous trickster
2nd +1 +0 +0 +3 Bonus metamagic feat +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Bonus trick, metamagic trick, tricky magic +1 level of existing spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Climb STR
Concentration CON
Craft INT
Diplomacy CHA
Jump STR
Knowledge (arcana) INT
Knowledge (religion) INT
Profession WIS
Spellcraft INT
Tumble DEX
Use Rope DEX

MalconvokerEdit

(Complete Scoundrel variant, p. 48)

Daring summoners known as malconvokers bargain with their lives.

RequirementsEdit

Alignment: Any nonevil

Skills: Bluff 4 ranks , Knowledge (the planes) 4 ranks

Feats: Augment Summoning , Spell Focus (conjuration)

Languages: Celestial, Infernal. Special: Ability to cast summon monster III

Hit dieEdit

d4

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 youhad more than one spellcasting class before becoming a malconvoker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Deceptive Summons (Su): At 1st level, you can attempt to trick evil creatures you conjure into serving you for longer than they normally would. When casting a summon monster spell to summon an evil-aligned creature, you can attempt a Bluff check as a free action, opposed by the creature's Sense Motive check. If your check succeeds, the duration of the effect is doubled (as if by the Extend Spell feat), and the summoned creature might be subject to additional effects as described below. If it fails, the duration remains as normal and no additional effects can be applied. If you fail the check by 5 or more, the creature breaks free of your control and is hostile toward you (though it still disappears as normal when the spell's duration ends). If you use this ability when summoning multiple creatures, you must attempt an opposed skill check separately against each creature you wish to affect.

Beginning at 4th level, you can whip the deceived creatures into an infernal fury. If your Bluff check to extend the duration of summoning succeeds, the creatures get a +2 bonus on weapon damage rolls and 2 extra hit points per Hit Die (in addition to the bonuses conferred by Augment Summoning).

Beginning at 7th level, you can instill the deceived creatures with exceptional resistance to your enemies' attempts to control or dismiss them. If your Bluff check to extend the duration of summoning succeeds, the creatures get a +2 bonus on Will saves, and your effective caster level is increased by 2 for the purpose of resisting dispel magic and similar effects against those creatures.

Unrestricted Conjuration: For the purpose only of casting conjuration spells, you can ignore any restrictions that forbid you from casting spells of certain alignments. In addition, regular use of conjuration spells with the evil descriptor does not threaten to change your alignment. For example, a good cleric who becomes a malconvoker could cast summon monster I to summon a fiendish raven (whose alignment gives the spell the evil descriptor). The cleric could not cast death knell, though, which has the evil descriptor but is not of the conjuration school.

Planar Binding: Beginning at 2nd level, you can add the following spells to your class spell list and your list of known spells (or your spellbook) at the indicated levels. If you already have one or more of these spells on your class list at a different level, treat it as being of the lower level.

5th: lesser planar binding 6th: planar binding 8th: greater planar binding

Skill Focus (Bluff): At 3rd level, you gain Skill Focus (Bluff) as a bonus feat. If you already have this feat, you can select any other feat for which you meet the prerequisite.

Fiendish Legion (Ex): Once you attain 5th level, whenever you use a summon monster spell to summon one or more evil-aligned creatures, you summon one extra creature of the same kind.

Deceitful Bargaining (Ex): Starting at 6th level, you become exceptionally adept at convincing evil creatures you call that your intentions parallel their own. Upon calling an evil outsider using a planar binding spell, you can make a Bluff check opposed by the creature's Sense Motive skill check.

If you succeed on this check, the called creature becomes more amenable to your cause, taking a —5 penalty on the opposed Charisma check made to refuse serving you. If you fail, the creature immediately makes a new Will saving throw against your spell. On a failure, the spell functions as normal. If it succeeds on this save, the creature breaks free of your control and can either flee or attack you.

Improved Calling (Su): At 8th level, your understanding of the ways of fiends shows you how to tempt even more powerful beings into your service. The normal HD limit for your planar ally and planar binding spells (including lesser and greater versions) increases by 2.

Safe Summoning (Ex): At 9th level, you can dismiss any evil creature that you have summoned as an immediate action rather than as a standard action.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Deceptive summons, unrestricted conjuration
2nd +1 +0 +0 +3 Planar binding +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Skill Focus (Bluff) +1 level of existing spellcasting class
4th +2 +1 +1 +4 Deceptive summons (fury) +1 level of existing spellcasting class
5th +2 +1 +1 +4 Fiendish legion +1 level of existing spellcasting class
6th +3 +2 +2 +5 Deceitful bargaining +1 level of existing spellcasting class
7th +3 +2 +2 +5 Deceptive summons (resistance) +1 level of existing spellcasting class
8th +4 +2 +2 +6 Improved calling +1 level of existing spellcasting class
9th +4 +3 +3 +6 Safe summoning +1 level of existing spellcasting class

Class skillsEdit

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

Master of MasksEdit

(Complete Scoundrel variant, p. 52)

Wearer of a thousand faces, with an identity as fluid as that of a crowd of strangers, this thespian of possibilities decides what is real and what can be.

RequirementsEdit

Skills: Bluff 8 ranks , Disguise 8 ranks , Perform (act) 8 ranks

Languages: Any four. Special: Must have successfully impersonated an individual, fooling even that person's friends and associates.

Hit dieEdit

d6

Skill pointsEdit

4 + Int

Class FeaturesEdit

Spellcasting: At 2nd, 4th, 7th, and 9th 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 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 master of masks, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Persona Masks (Su): You gain the ability to craft potent magical masks, each of which allows you to take on a different persona and gain some aspect of that creature or archetypal character. At 1st level, you learn to create and use two masks selected from those described below. At 2nd level, and at every odd-numbered level thereafter, you can create and use one more mask from the list.

Creating a new persona mask requires 8 hours of work and costs 100 gp. You can use only persona masks that you have crafted. No one else (not even another master of masks) can benefit from a persona mask that you create.

To gain the benefit of a mask, you merely wear it. Putting on a mask is a standard action, and removing one is a move action. Once it is worn, the mask's benefit immediately applies. Your master of masks level is your caster level for any spell-like abilities produced by a mask. In addition to its other benefits, a mask conceals your alignment, replacing it (for the purpose of detection spells or abilities) with an alignment appropriate to the mask. You still retain your normal alignment for all other purposes (such as if a paladin uses smite evil against you). One or more persona masks can be worn at the same time, occupying the eye lenses/goggles body slot.

Angel: The image of an androgynous face with eyes serenely upturned to the heavens forms this mask, carved from flawless alabaster. Cultic runes adorn the forehead and cheeks, and its edges are ringed by downy feathers. As an immediate action, you can use feather fall as a spell-like ability any number of times per day, but only on yourself.

Once per day as a swift action, you can use fly as a spell-like ability; the effect lasts for 5 rounds. As you advance in the master of masks class, you can use this ability more often: twice per day at 4th level, three times per day at 7th level, and four times per day at 10th level. Your alignment appears to be lawful good while you wear an angel mask.

Archmage: This mask of deep purple fluorite is sculpted in the image of a heavily wrinkled old man. A roughly circular tangle of arcane runes appears where the visage's mouth should be.

You can use each of these spell-like abilities once per day: charm persondancing lights , detect magic , and magic missile . As you advance in the master of masks class, you can use additional spell-like abilities, each once per day: 4th level, invisibility and scorching ray ; 7th level, lightning bolt and slow ; and 10th level, dimension door and ice storm .

Your caster level is treated as two higher for the purpose of casting arcane spells (up to a maximum of your character level). If you have no arcane spellcasting ability, this effect grants you no benefit. Your alignment appears to be chaotic good while you wear an archmage mask.

Assassin: Hardened black leather and metal clasps create the disturbing aspect of the assassin. A jagged, cruel slit forms the opening for the mouth, and the mask's edges are worn and stained.

You can deliver a sneak attack that deals an extra 1d6 points of damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus (see the rogue class feature, PH 50). As you advance in the master of masks class, your sneak attack becomes more devastating: This extra damage improves to 2d6 points at 4th level, 3d6 at 7th level, and 4d6 at 10th level. If you get a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack. In addition, you gain a +2 competence bonus on Hide and Move Silently checks. This bonus improves to +4 at 4th level, +6 at 7th level, and +8 at 10th level. Your alignment appears to be lawful evil while you wear an assassin mask.

Demon: This obsidian mask bears the visage of a darkly handsome fiend. Small, black horns adorn the demon's forehead, and its black ears rise to points. Its smiling mouth shows rows of sharp teeth.

Once per day, you can use summon monster III as a spell-like ability, only to summon creatures of chaotic evil alignment. As you advance in the master of masks class, you can summon increasingly powerful creatures: At 4th level, you can instead use summon monster IV; at 7th level, summon monster V ; and at 10th level, summon monster VI . Your alignment appears to be chaotic evil while you wear a demon mask.

Dragon: This multihued mask of precious metals and scintillating gemstones forms the terrible visage of a snarling wyrm. A sunburst of metallic and bejeweled scales flares out around the reptilian face.

Three times per day you can breathe a cone of fire as a standard action. The cone is 30 feet long and deals 2d8 points of fire damage. A successful Reflex save (DC 10 + your master of masks level + your Cha modifier) halves the damage dealt. Once you use this ability, you can't use it again for 1d4 rounds. As you advance in the class, you can deal additional damage with this ability: 4d8 points at 4th level, 6d8 at 7th level, and 10d8 at 10th level. Your alignment appears to be neutral evil while you wear a dragon mask.

Faceless: Only a pair of empty eyeholes break this otherwise featureless oval, porcelain mask.

You gain a +5 competence bonus on saves against mind-affecting spells and abilities. You are protected from divination effects as if by a nondetection spell; the DC of the caster level check is 15 + your master of masks level. Even if the nondetection effect is overcome, your alignment appears to be neutral while you wear a faceless mask.

Gladiator: This wyvern-hide mask is shaped like the face of a grim warrior. Scars cover its surface, and silver chainmail rings surround its outer edge.

You gain proficiency with all martial and exotic weapons. You also gain a +1 competence bonus on attack rolls and weapon damage rolls. As you advance in the master of masks class, you become more expert in weapon use: This bonus improves to +2 at 4th level, +3 at 7th level, and +4 at 10th level. Your alignment appears to be neutral while you wear a gladiator mask.

High Priest: This mask of rose porphyry has a wide mouth open in song, but instead of eyes it has slits twisted into runes (these do not restrict your vision).

You can use each of the following spell-like abilities once per day: bless , cure light wounds , protection from evil , and sanctuary . As you advance in the class, you can use additional spell-like abilities, each once per day: At 4th level, you can use aid and lesser restoration ; at 7th level, cure serious wounds and remove curse ; and at 10th level, death ward and neutralize poison .

Your caster level is treated as two higher for the purpose of casting divine spells (up to a maximum of your character level). If you have no divine spellcasting ability, this effect grants you no benefit. Your alignment appears to be neutral good while you wear a high priest mask.

Jester: Gaudy ribbons, tinkling bells, and a bobbing cockscomb adorn this leather mask. Brightly hued eyeshadow, lipstick, and alternating red, black, and white diamonds flamboyantly paint the form's angular features.

You gain a +2 competence bonus on Balance, Perform, Sleight of Hand, and Tumble checks. As you advance in the master of masks class, you become more proficient with these skills: This bonus improves to +4 at 4th level, +6 at 7th level, and +8 at 10th level. Your alignment appears to be chaotic neutral while you wear a jester mask.

Lich: This mask is made of poorly cured, purplish skin stretched over yellowed bone. Bloodless cuts and old bruises mar its surface, and tufts of long, white hair sprout from its wrinkled brow.

Once per day you can use cause fear and detect undead as spell-like abilities. As you advance in the master of masks class, you can use additional spell-like abilities, each once per day: At 4th level, you can use false life ; at 7th level, halt undead ; and at 10th level,fear. Additionally, you gain resistance to cold 10.

Your alignment appears to be neutral evil while you wear a lich mask. Furthermore, you register as an undead creature with Hit Dice equal to your character level to any form of magical divination (such as detect undead).

Lord: A swirling mixture of gleaming copper and silver forms the regal countenance of a smiling man. A gem-studded diadem adorns its brow, and stamped across its surface are layered images of coins.

Once per day, you can use remove fear as a spell-like ability. As you advance in the master of masks class, you can use additional spell-like abilities, each once per day: At 4th level, you can use eagle's splendor; at 7th level, heroism; and at 10th level, dispel chaos.

In addition, you gain a +2 competence bonus on Diplomacy and Gather Information checks. This bonus improves to +4 at 4th level, +6 at 7th level, and +8 at 10th level. Your alignment appears to be lawful neutral while you wear a lord mask.

Savage: Bright, flaking warpaint streaks this battered wooden image of a snarling, fang-toothed wild man. Your hands transform into claws, granting you two primary natural weapon attacks, each dealing 1d4 points of damage (assuming you are Medium), plus your Strength modifier. You are considered to be proficient with your natural weapons. Your claws overcome damage reduction as if they were magic weapons. As you advance in the master of masks class, you can deal more damage with your claws: 1d6 points at 4th level, 1d8 at 7th level, and 2d6 at 10th level. Your alignment appears to be chaotic neutral while you wear a savage mask.

Mask Specialist (Su): Starting at 3rd level, you innately enhance the abilities of any magic mask you wear (such as the mask of the skull, DMG 262). If the mask creates an effect that requires a saving throw, the save DC increases by 2. If the mask grants a bonus on skill checks, that bonus is increased by 2. Otherwise, the mask's caster level is treated as two higher.

This ability has no effect on the persona masks you create and use.

Many Faces (Ex): At 5th level, you can wear more than one persona mask simultaneously. You can use the abilities of only one mask at a time, but you can switch between masks more quickly.

While wearing a persona mask, you can don a second without taking off the first. The appearance and benefit of the second replace those of the first. As a move action, you can have the first mask appear instead, granting its effect in place of the other's.

At 8th level, you can wear up to three masks simultaneously and can switch masks as a swift action.

At 10th level, you can wear up to four masks simultaneously and can switch masks as an immediate action. While wearing multiple persona masks in this way, you can remove any worn mask as a move action (regardless of which one is active).

Hidden Mask (Su): Beginning at 6th level, you can make any mask you wear become invisible (or return an invisible mask to visibility). Activating or deactivating this ability requires a swift action. The mask's benefit applies regardless of whether it is visible.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting *Masks Known
1st +0 +0 +2 +2 Persona masks 2
2nd +1 +0 +3 +3 +1 level of existing spellcasting class 3
3rd +1 +1 +3 +3 Mask specialist 4
4th +2 +1 +4 +4 +1 level of existing spellcasting class 4
5th +2 +1 +4 +4 Many faces (2, move) 5
6th +3 +2 +5 +5 Hidden mask 5
7th +3 +2 +5 +5 +1 level of existing spellcasting class 6
8th +4 +2 +6 +6 Many faces (3, swift) 6
9th +4 +3 +6 +6 +1 level of existing spellcasting class 7
10th +5 +3 +7 +7 Many faces (4, immediate) 7

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Bluff CHA
Craft INT
Disguise CHA
Forgery INT
Perform CHA
Sleight of Hand DEX
Speak Language None

MountebankEdit

(Complete Scoundrel variant, p. 57)

Mountebanks are frauds and con artists, capable of slipping into new identities as others change clothing.

RequirementsEdit

Alignment: Any nonlawful

Skills: Bluff 8 ranks , Knowledge (arcana, local or psionics) 4 ranks , Spellcraft 4 ranks

Feats: Deceitful

Hit dieEdit

d6

Skill pointsEdit

4 + Int

Class FeaturesEdit

Tongue of the Devil (Ex): Your cunning misdirection leaves others at your mercy. You add your Intelligence bonus (if any) to Bluff checks.

Sneak Attack (Ex): Beginning at 2nd level, you deal an extra 1d6 points of damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus. See the rogue class feature, PH 50. The extra damage dealt by your sneak attack increases to 2d6 at 5th level and to 3d6 at 8th level. If you get a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

Alter Ego (Sp): Starting at 3rd level, you establish an alternate identity. This alter ego has its own distinct physical characteristics, quirks, preferred clothing, and so on. At will, you can switch your form between that of your normal identity and that of your alter ego. This ability works like the alter self spell, except that you can assume only the appearance of your alternate identity. Your caster level for this ability is equal to your mountebank class level.

As you advance in this prestige class, you develop additional alter egos, gaining a new one every three levels beyond 1st (two at 6th and three at 9th).

Sideslip (Su): Beginning at 4th level, you become supernaturally elusive. Once per day as an immediate action, you can transfer yourself from your current space to another up to 20 feet away. This ability otherwise works like the dimension door spell, except that you cannot transport other creatures with you. At 6th level, and at every two levels thereafter, you gain an additional daily use of sideslip.

Slippery Mind (Ex): Starting at 7th level, whenever you are affected by an enchantment spell or effect and you fail your saving throw, you can attempt it again 1 round later at the same DC. You get only one extra chance to succeed on your save using this ability.

Sudden Escape (Sp): Beginning at 10th level, you can expend two daily uses of your sideslip ability as a swift action to use dimension door, as the spell. Your caster level is equal to your character level.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Tongue of the devil
2nd +1 +0 +3 +0 Sneak attack +1d6
3rd +2 +1 +3 +1 Alter ego
4th +3 +1 +4 +1 Sideslip 1/day
5th +3 +1 +4 +1 Sneak attack +2d6
6th +4 +2 +5 +2 Alter ego, sideslip 2/day
7th +5 +2 +5 +2 Slippery mind
8th +6 +2 +6 +2 Sideslip 3/day, sneak attack +3d6
9th +6 +3 +6 +3 Alter ego
10th +7 +3 +7 +3 Sideslip 4/day, sudden escape

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Bluff CHA
Concentration CON
Diplomacy CHA
Disguise CHA
Escape Artist DEX
Forgery INT
Intimidate CHA
Jump STR
Knowledge (arcana) INT
Knowledge (local) INT
Knowledge (psionics) INT
Listen WIS
Sense Motive WIS
Sleight of Hand DEX
Spellcraft INT
Spot WIS
Tumble DEX

Psibond AgentEdit

(Complete Scoundrel variant, p. 60)

A psibond agent sees through the eyes of others, gently guiding (or in some cases forcefully commanding) her puppet to go places she could never enter herself.

RequirementsEdit

Skills: Gather Information 8 ranks , Sense Motive 4 ranks

Languages: Any three. Psionics: Power point reserve of at least 1. Special: Sneak attack +1d6.

Hit dieEdit

d6

Skill pointsEdit

6 + Int

Class FeaturesEdit

Psibond (Su): As a member of this class, you know how to create a mental link between yourself and a subject. You must be psionically focused to forge the psibond, but afterward you can expend your focus as needed to use other abilities. Establishing a psibond requires a standard action, and an unwilling subject is allowed a Will save (DC 10 + your psibond agent level + your Cha modifier) to resist. Once established, a psibond lasts as long as you concentrate, up to a maximum of 1 minute per class level. The maximum range at which a psibond can be established is 100 feet, but once in place it persists even if the subject moves out of this range (the psibond is suppressed, but not broken, while the subject is on a different plane). A psibond grants you various options for gathering information or controlling the subject, based on your class level.

Forced Sense Link: At 1st level, you can use a swift action to perceive what the subject perceives using its sight, hearing, taste, or smell. This sense link lasts until you take another swift action to end it, or until the psibond's duration ends. Only one sense is linked, and you cannot switch between senses with the same psibond. You make any skill checks involving senses, such as Spot or Listen, as if you were the subject (using that individual's skill modifiers), and as if you were in the subject's location. You lose your Dexterity bonus to AC while directly sensing what the subject senses. This ability otherwise works like the forced sense link power (Expanded Psionics Handbook 131).

Nudge: Beginning at 2nd level, you can subtly influence the subject of your psibond. As an immediate action, you can implant a subtle suggestion about which course of action the subject takes if presented with a choice. You cannot communicate any specific action to your subject; you can only nudge it toward a specific choice. For example, if your subject is offered a choice of shifts for the night watch, you can suggest which one to take. No saving throw applies against this effect, but if the suggested action presents any obvious danger to the subject, your nudge fails; the psibond isn't broken. You can't implant the same nonverbal suggestion more than once during the same psibond.

Empathy: At 4th level, you can detect the surface emotions of the subject of your psibond as a free action. You also gain a +2 insight bonus on any Bluff, Diplomacy, Intimidate, or Sense Motive check made against that subject as long as the psibond is in place.

Suggestion: Beginning at 6th level, you can use a swift action to use suggestion (as the spell) on the subject of your psibond. The subject is allowed a Will save (DC 13 + your Cha modifier) to resist the effect. You can't use this ability more than once during the same psibond.

False Sensory Input: At 8th level, you gain a limited ability to falsify one of the senses of your psibond's subject. This requires a swift action to activate or maintain each round, and otherwise works like the false sensory input power (Expanded Psionics Handbook 106), though no save is allowed.

Dominate: At 10th level, you gain the ability to fully control the subject of your psibond. This works like the dominate monster spell (PH 224) and requires a standard action to activate. The subject is allowed a Will save (DC 19 + your Cha modifier) to resist the effect. If you successfully dominate the subject, the effect lasts for 1 hour. Using this ability automatically ends your psibond with the subject, regardless of whether it succeeds on the save.

Sneak Attack (Ex): Beginning at 3rd level, you deal an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. See the rogue class feature, PH 50. The extra damage dealt increases to 2d6 at 6th level and to 3d6 at 9th level. If you get a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

Lingering Psibond (Su): When you attain 5th level, your psibond becomes more powerful. Your psibond remains in place for 1 round after you cease concentrating. If you resume concentration in the next round, you retain the psibond's effect as if you had never stopped concentrating.

Double Psibond (Su): At 7th level, you learn the secret of maintaining two psibonds simultaneously. Each psibond must be established separately against a different subject, but your concentration maintains both links equally well. Using any special abilities through the links must be done separately (for example, establishing a forced sense link requires a separate swift action for each subject).

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Psibond (forced sense link)
2nd +1 +0 +3 +0 Psibond (nudge)
3rd +2 +1 +3 +1 Sneak attack +1d6
4th +3 +1 +4 +1 Psibond (empathy)
5th +3 +1 +4 +1 Lingering psibond
6th +4 +2 +5 +2 Psibond (suggestion), sneak attack +2d6
7th +5 +2 +5 +2 Double psibond
8th +6 +2 +6 +2 Psibond (false sensory input)
9th +6 +3 +6 +3 Sneak attack +3d6
10th +7 +3 +7 +3 Psibond (dominate)

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Balance DEX
Bluff CHA
Climb STR
Concentration CON
Craft INT
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 (local) INT
Listen WIS
Move Silently DEX
Open Lock DEX
Perform CHA
Profession WIS
Search INT
Sense Motive WIS
Sleight of Hand DEX
Speak Language None
Spot WIS
Swim STR
Tumble DEX
Use Psionic Device CHA
Use Rope DEX

Spellwarp SniperEdit

(Complete Scoundrel variant, p. 64)

The spellwarp sniper contorts spells, changing area effects into rays that deliver precise, devastating attacks.

RequirementsEdit

Skills: Concentration 8 ranks , Spellcraft 8 ranks

Feats: Point Blank Shot

Spellcasting: Ability to cast 3rd-level spells. Special: Sneak attack or sudden strike +1d6.

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, 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 spellwarp sniper, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Spellwarp (Ex): You can alter the form of certain area spells into rays as you cast them. As a free action, you can warp a 1st-level area spell with instantaneous duration and a range greater than touch. The spell's level, components, range, and damage (if any) remain unchanged. However, the spell's area entry is replaced by an effect entry of "ray." The spell acts in all ways as a ray, and is considered a ray for the purpose of effects that modify or depend on rays (such as the other abilities of this prestige class). You must succeed on a ranged touch attack to affect an opponent with the spell. Even if the original spell allowed a Reflex save to reduce or negate its effect, the ray does not. However, if the original spell allowed a Fortitude or Will save to reduce or negate the spell's effect, the save still applies.

You must decide to warp the spell as you cast it. You do not need to prepare it as a warped spell. You can apply metamagic feats as normal to the spell, as long as they can affect ray spells.

Each time you advance a level in this class, the maximum level of spell that you can affect increases by one. For example, a 3rd-level spellwarp sniper can warp spells of up to 3rd level.

Sudden Raystrike (Ex): If you can catch an opponent when he is unable to defend himself effectively from your ray attack, you can strike a vital spot for extra damage. Whenever the target of one of your ray spells is denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus of not), you deal an extra 1d6 points of damage with your ray spell. (If your ray spell doesn't deal hit point damage, this extra damage doesn't apply.) At 4th level, the extra damage increases to 2d6. If you get a sneak attack or sudden strike bonus from another source (such as rogue or ninja levels), the bonuses on damage stack whenever both abilities would apply to the same target. This damage applies only to targets within 30 feet. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to your sudden raystrikes.

Precise Shot: At 3rd level, you gain Precise Shot as a bonus feat. If you already have Precise Shot, you can select any other feat that has Point Blank Shot as a prerequisite, as long as you meet the prerequisite for the chosen feat.

Ray Mastery (Ex): At 5th level, you attain unequaled control over your ray spells. This control manifests in three ways:

  • You can apply the extra damage from the sudden raystrike ability (as well as any additional sneak attack or sudden strike damage from other sources) to ray attacks against a target within 60 feet, instead of 30 feet.
  • You can deliver a coup de grace with a ray spell that deals hit point damage. You must be adjacent to your target to deliver the coup de grace.
  • Once per day, you can empower a single ray spell, as though with the Empower Spell feat, without any adjustment to the spell's level or casting time. This effect applies equally to spells that are already rays and those you warp into rays.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Spellwarp +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Sudden raystrike +1d6 +1 level of existing spellcasting class
3rd +2 +1 +1 +3 Precise Shot +1 level of existing spellcasting class
4th +3 +1 +1 +4 Sudden raystrike +2d6 +1 level of existing spellcasting class
5th +3 +1 +1 +4 Ray mastery +1 level of existing spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Hide DEX
Intimidate CHA
Knowledge (arcana) INT
Move Silently DEX
Profession WIS
Spellcraft INT
Spot WIS

Uncanny TricksterEdit

(Complete Scoundrel variant, p. 67)

The uncanny trickster combines the features of his primary class with a wider range of skill tricks than any other character can achieve.

RequirementsEdit

Skills: Any four skills 8 ranks each. Skill Tricks: Any four.

Hit dieEdit

d6

Skill pointsEdit

8 + Int

Class FeaturesEdit

Class Features: At each level after 1st, you gain class features (including spellcasting ability) and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. You do not, however, gain the benefit of your previous class's Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming an uncanny trickster, you must decide to which class to add each level for the purpose of determining class features.

Bonus Trick (Ex): At each level, you gain a bonus skill trick for which you meet the prerequisite. These bonus tricks do not cost skill points and do not count against your maximum number of skill tricks available.

Favorite Trick (Ex): You have a limited repertoire of signature stunts. At each level, choose one skill trick you know that you can perform only once per encounter. You can now use that trick one additional time per encounter. You can't choose the same skill trick more than once.

Tricky Defense (Ex): At 3rd level, you have mastered incorporating tricks into your personal defenses. In any round when you perform a skill trick, you gain a +1 competence bonus on saving throws until the start of your next turn.

AdvancementEdit

Level BAB Fort Ref Will Special Class Features
1st +0 +0 +2 +0 Bonus trick, favorite trick
2nd +1 +0 +3 +0 Bonus trick, favorite trick +1 level of existing class features
3rd +2 +1 +3 +1 Bonus trick, favorite trick, tricky defense +1 level of existing class features

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
Intimidate CHA
Jump STR
Listen WIS
Move Silently DEX
Open Lock DEX
Perform CHA
Profession WIS
Search INT
Sense Motive WIS
Sleight of Hand DEX
Spot WIS
Swim STR
Tumble DEX
Use Magic Device CHA
Use Rope DEX

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