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Bear Warrior[]

(Complete Warrior variant, p. 16)

Bear warriors, through a special relationship with bear spirits, literally adopt a bear's strength in the rage of battle, actually transforming into bears while they fight.

Requirements[]

Base Attack Bonus: +7

Feats: Power Attack

Special: Rage or frenzy ability.

Hit die[]

d12

Skill points[]

4 + Int

Class Features[]

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

Bear Form (Su): A bear warrior can transform into a bear (similar to the polymorph spell) while in a rage or frenzy. His only limit on the number of times per day he can assume a bear form is the number of times per day he enters a rage or frenzy, and the bear warrior returns to his own form once the rage or frenzy ends. The bear warrior retains the normal +2 bonus on Will saves and –2 penalty to Armor Class while raging, but the ability score bonuses granted by rage or frenzy are replaced by Strength, Dexterity, and Constitution bonuses appropriate to the bear form taken (see below). As normal for polymorph, the bear warrior gains the bear form’s physical qualities (including size, movement, natural armor bonus, natural weapons, space, and reach), as well as any extra ordinary special attacks possessed by the form (such as improved grab in the brown bear or dire bear form). The transformation lasts for the duration of the rage or frenzy.

Unlike with the polymorph spell, a bear warrior doesn’t gain the bear’s Strength, Dexterity, and Constitution scores when he takes bear form, nor does he regain any hit points when he transforms. However, his current hit points increase due to his new Constitution, as normal for a rage ability.

Any bear warrior can assume the form of a black bear once per day. While in black bear form, he gains a +8 bonus to Strength, a +2 bonus to Dexterity, and a +4 bonus to Constitution.

At 5th level, a bear warrior can assume bear form twice per day and can choose between black and brown bear forms. While in brown bear form, he gains a +16 bonus to Strength, a +2 bonus to Dexterity, and a +8 bonus to Constitution.

At 10th level, a bear warrior can assume bear form three times per day and can choose between black, brown, and dire bear forms. While in dire bear form, he gains a +20 bonus to Strength, a +2 bonus to Dexterity, and a +8 bonus to Constitution.

Scent (Ex): At 3rd level, a bear warrior gains the scent special ability (see page 314 of the Monster Manual) while in bear or nonbear form.

Rage +1/Day (Ex): When a bear warrior attains 7th level, the number of times per day that he can enter a state of rage or frenzy increases by one. For example, a 7th-level barbarian/7th-level bear warrior can rage three times per day. If that character were to gain one more barbarian level, he could rage four times per day.

Advancement[]

Level BAB Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bear form (black)
2nd +2 +3 +0 +0
3rd +3 +3 +1 +1 Scent
4th +4 +4 +1 +1
5th +5 +4 +1 +1 Bear form (brown)
6th +6 +5 +2 +2
7th +7 +5 +2 +2 Rage +1/day
8th +8 +6 +2 +2
9th +9 +6 +3 +3
10th +10 +7 +3 +3 Bear form (dire)

Class skills[]

Skill name Key ability Trained only Armor check penalty
Climb STR
Handle Animal CHA
Intimidate CHA
Ride DEX
Survival WIS
Swim STR

Bladesinger[]

(Complete Warrior variant, p. 17)

Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole.

Requirements[]

Base Attack Bonus: +5

Race: Half-elf or Elf

Skills: Balance 2 ranks , Concentration 4 ranks , Perform (Dance) 2 ranks , Perform (Sing) 2 ranks , Tumble 2 ranks

Feats: Combat Casting , Combat Expertise , Dodge , Weapon Focus (Longsword or Rapier)

Spells: Able to cast arcane spells of 1st level.

Hit die[]

d8

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Bladesingers gain no proficiency with any weapon. They gain profi ciency with light armor but not with shields.

Spells per Day: At every oddnumbered level gained in the bladesinger class, the character gains new spells per day as if she had also gained a level in an arcane spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefi t a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class be fore becoming a bladesinger, she must decide to which class she adds the new level for purposes of determining spells per day.

Bladesong Style (Ex): When wielding a longsword or rapier in one hand (and nothing in the other), a bladesinger gains a dodge bonus to Armor Class equal to his class level, up to a maximum of her Intelligence bonus. If the bladesinger wears medium or heavy armor, she loses all benefi ts of the bladesong style.

Lesser Spellsong (Ex): When wielding a longsword or rapier in one hand (and nothing in the other), a bladesinger of 2nd level or higher can take 10 when making a Concentration check to cast defensively.

Song of Celerity (Ex): Once per day, a bladesinger of 4th level or higher may quicken a single spell of up to 2nd level, as if she had used the Quicken Spell feat, but without any adjustment to the spell’s effective level or casting time. She may only use this ability when wielding a longsword or rapier in one hand (and nothing in the other). At 8th level and higher, she can quicken a single spell of up to 4th level.

Greater Spellsong (Ex): A bladesinger of 6th level or higher ignores arcane spell failure chances when wearing light armor.

Song of Fury (Ex): When a 10th-level bladesinger makes a full attack with a longsword or rapier in one hand (and nothing in the other), she can make one extra attack in a round at her highest base attack bonus, but this attack and each other attack made in that round take a –2 penalty. This penalty applies for 1 round, so it also affects attacks of opportunity the bladesinger might make before her next action.

Advancement[]

Level BAB Fort Save Ref Save Will Save Special Spells per Day
1st +1 +0 +2 +2 Bladesong style +1 level of existing arcane spellcasting class
2nd +2 +0 +3 +3 Lesser spellsong
3rd +3 +1 +3 +3 +1 level of existing arcane spellcasting class
4th +4 +1 +4 +4 Song of celerity (2nd)
5th +5 +1 +4 +4 +1 level of existing arcane spellcasting class
6th +6 +2 +5 +5 Greater spellsong
7th +7 +2 +5 +5 +1 level of existing arcane spellcasting class
8th +8 +2 +6 +6 Song of celerity (4th)
9th +9 +3 +6 +6 +1 level of existing arcane spellcasting class
10th +10 +3 +7 +7 Song of fury

Class skills[]

Skill name Key ability Trained only Armor check penalty
Balance DEX
Concentration CON
Jump STR
Knowledge (arcana) INT
Perform CHA
Spellcraft INT
Tumble DEX

Cavalier[]

(Complete Warrior variant, p. 19)

Representing the ultimate in mounted warfare, the cavalier is the quintessential knight in shining armor.

Requirements[]

Base Attack Bonus: +8

Alignment: Any lawful.

Skills: Handle Animal 4 ranks , Knowledge (nobility and royalty) 4 ranks , Ride 6 ranks

Feats: Spirited Charge , Weapon Focus (lance) , Mounted Combat , Ride-By Attack

Hit die[]

d10

Skill points[]

2 + Int

Class Features[]

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

Special Mount: A cavalier's class levels stack with any paladin levels the character might have for determining the characteristics of a paladin's mount.

Mounted Weapon Bonus (Ex): A cavalier gains a competence bonus on his attack roll when using the indicated weapon while mounted. For the lance, this bonus starts out at +1 at 1st level and increases by +1 every four levels thereafter. For the sword, this bonus starts out at +1 at 2nd level and increases by +1 every four levels thereafter.

Ride Bonus (Ex): A cavalier gains a competence bonus on Ride checks. This bonus starts out at +2 and improves to +4 at 4th level, +6 at 7th level, and +8 at 9th level.

Courtly Knowledge (Ex): A cavalier adds his class level to his Knowledge (nobility and royalty) checks as a competence bonus.

Deadly Charge (Ex): When mounted and using the charge action, a cavalier of 2nd level or higher may declare a "deadly charge" before making his attack roll (thus, a failed attack ruins the attempt). If he hits, he deals triple damage with a melee weapon (or quadruple damage with a lance). This ability does not stack with the benefit of the Spirited Charge feat.

Burst of Speed (Ex): At 3rd level and higher, a cavalier can urge his mount to greater than normal speed when charging. This ability doubles the maximum distance the mount can travel when making a charge, up to four times its speed. This ability can be used once per day without penalty to the mount. Each additional use of the ability in a single day requires the mount to make a DC 20 Will save immediately after the conclusion of the charge; failure results in the mount taking 2d6 points of damage.

Full Mounted Attack (Ex): At 6th level and higher, a mounted cavalier can make a full attack when his mount moves more than 5 feet but no farther than a single move action would carry it. The cavalier cannot combine this full attack with a charge.

Unstoppable Charge (Ex): When making a deadly charge, a 10th-level cavalier deals quadruple damage with a melee weapon (or quintuple damage with a lance).

Multiclass Note: A paladin who becomes a cavalier may continue advancing as a paladin.

Advancement[]

Level* Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Special mount, mounted weapon bonus (lance) +1, Ride bonus +2, courtly knowledge
2nd +2 +3 +0 +3 Deadly charge 1/day. mounted weapon bonus (sword) +1
3rd +3 +3 +1 +3 Burst of speed
4th +4 +4 +1 +4 Deadly charge 2/day, Ride bonus +4
5th +5 +4 +1 +4 Mounted weapon bonus (lance) +2
6th +6 +5 +2 +5 Deadly charge 3/day, full mounted attack, mounted weapon bonus (sword) +2
7th +7 +5 +2 +5 Ride bonus +6
8th +8 +6 +2 +6 Deadly charge 4/day
9th +9 +6 +3 +6 Mounted weapon bonus (lance) +3, Ride bonus +8
10th +10 +7 +3 +7 Unstoppable charge 5/day, mounted weapon bonus (sword) +3
*Special: Cavalier class levels stack with paladin levels for determining the characteristics of a paladin's mount.

Class skills[]

Skill name Key ability Trained only Armor check penalty
Diplomacy CHA
Handle Animal CHA
Intimidate CHA
Knowledge (nobility and royalty) INT
Profession WIS
Ride DEX

Dark Hunter[]

(Complete Warrior variant, p. 20)

Dark hunters specialize in hunting down and eliminating creatures in the dark, twisting caves of the Underdark.

Requirements[]

Base Attack Bonus: +5

Skills: Craft (trapmaking) 5 ranks , Knowledge (dungeoneering) 2 ranks , Move Silently 2 ranks , Survival 2 ranks

Feats: Blind-Fight , Track

Hit die[]

d8

Skill points[]

4 + Int

Class Features[]

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

Improved Stonecunning (Ex): A dark hunter gains the stonecunning ability possessed by dwarves (see page 15 of the Player's Handbook), or, if the character already has the ability, she increases her bonus from +2 to +4 on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction, unsafe stone surfaces, shaky stone ceilings, and the like. This bonus also applies on Search checks made to detect stonework traps.

Enhanced Darkvision (Ex): Dark hunters spend most of their lives in the darkest caverns they can find. As a dark hunter's skills improve, her almost mystical understanding of the deep caverns sharpens her inborn visual acuity. If a dark hunter does not already have darkvision when she attains 2nd level, she gains it at a range of 30 feet. If she already had darkvision, she adds 30 feet to the range. Once a dark hunter attains 4th level, her darkvision range increases by an extra 30 feet.

This bonus stacks with other natural or extraordinary abilities that improve darkvision, but it does nothing to improve magically granted darkvision.

Any condition that causes the character to lose her normal darkvision also causes the enhanced darkvision to fail.

Sneak Attack (Ex): If a dark hunter can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Any time the dark hunter's target would be denied his Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), the dark hunter's attack deals an extra 1d6 points of damage. Should a dark hunter score a critical hit with a sneak attack, this extra damage is not multiplied.

It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is within 30 feet.

With a sap or an unarmed strike, a dark hunter can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual —4 penalty, because she must make optimal use of her weapon in order to execute the sneak attack.

A dark hunter can only sneak attack living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The dark hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A dark hunter cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

If a dark hunter gets a sneak attack bonus from another source (such as rogue levels), the extra damage stacks.

Stone's Hue (Su): When within 5 feet of a stone or earth wall, a dark hunter can take on the coloration of the stone and may seem to blend into the surface of the wall. As long as the dark hunter is within 5 feet of the wall, she gains a +10 circumstance bonus on Hide checks and can successfully hide herself from view in the open without having anything to actually hide behind.

Death Attack (Ex): If a dark hunter studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (dark hunter's choice). While studying the target, the dark hunter can undertake other actions as long as her attention stays focused on the target and the target does not detect the dark hunter or recognize the dark hunter as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the dark hunter's class level + the dark hunter's Int modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim's mind and body become enervated, rendering him helpless and unable to act for 1d6 rounds plus 1 round per level of the dark hunter. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the dark hunter has completed the 3 rounds of study, she must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes his save) or if the dark hunter does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.

Advancement[]

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +2 +0 Improved stonecunning
2nd +2 +0 +3 +0 Enhanced darkvision
3rd +3 +1 +3 +1 Sneak attack +1d6
4th +4 +1 +4 +1 Stone's hue
5th +5 +1 +4 +1 Death attack

Class skills[]

Skill name Key ability Trained only Armor check penalty
Climb STR
Concentration CON
Craft INT
Disable Device INT
Hide DEX
Knowledge (dungeoneering) INT
Listen WIS
Move Silently DEX
Profession WIS
Spot WIS
Survival WIS
Swim STR
Use Rope DEX

Darkwood Stalker[]

(Complete Warrior variant, p. 23)

Some elves train as elite hunters of orcs; these hunters are called darkwood stalkers.

Requirements[]

Base Attack Bonus: +5

Race: Elf or Half-elf

Skills: Hide 5 ranks , Listen 5 ranks , Move Silently 5 ranks , Spot 5 ranks , Survival 5 ranks

Feats: Dodge , Track

Speak Language: Orc

Hit die[]

d8

Skill points[]

4 + Int

Class Features[]

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

Ancient Foe (Ex): Due to his extensive study of orcs and training in the proper techniques for combating them, a darkwood stalker gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against orcs. He gets the same bonus on weapon damage rolls against these creatures. A darkwood stalker also gets the bonus on damage with ranged weapons, but only against targets within 30 feet (the darkwood stalker cannot strike with deadly accuracy beyond that range). The bonus on damage does not apply against creatures that are im mune to critical hits. At 4th, 7th, and 10th level, the darkwood stalker's bonus goes up by +2.

This bonus stacks with a favored enemy bonus (if any) acquired through ranger levels.

Uncanny Dodge (Ex): Starting at 2nd level, a darkwood stalker gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to Armor Class (if any) regardless of being caught flat-footed or struck by an invisible attacker. He still loses his Dexterity bonus to AC if immobilized.

If a darkwood stalker already had the uncanny dodge ability from another class, the character automatically gains improved uncanny dodge instead.

Sneak Attack (Ex): If a darkwood stalker can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for an extra 1d6 points of damage. For complete details on the sneak attack ability, see the description of the dark hunter earlier in this chapter.

Darkvision (Ex): Although stealthy and keen-eyed, the darkwood stalker is often at a disadvantage against orcs when fighting in the darkness. Long ago, elven sages developed a ritual to allow the most dedicated stalkers to overcome this disadvantage. Now, as they grow in experience, their night vision continually improves, eventually matching the darkvision of their hated foes. At 4th level, a darkwood stalker gains darkvision out to 30 feet, and at 7th level, the range increases to 60 feet. If the darkwood stalker already has darkvision as a racial ability, this ability does not increase it.

Improved Uncanny Dodge (Ex): At 5th level and higher, a darkwood stalker can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies other characters the ability to use flank attacks to sneak attack him. The exception to this defense is that a rogue of at least four levels higher than the character can flank him (and thus sneak attack him). If a darkwood stalker gains the uncanny dodge ability from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Dodge Critical (Ex): Although often more skilled than their orc foes, darkwood stalkers have seen too many battles won by one lucky blow from a falchion. At 8th level, a darkwood stalker becomes able to turn even the luckiest blow into a grazing strike. Once per day, a darkwood stalker can make a Reflex saving throw (DC 20 + the enhancement bonus, if any, possessed by the weapon) to turn a critical hit dealt upon him into a normal hit. The darkwood stalker must be aware of the attack and not flat-footed, and he must declare his attempt to reduce the effect of the critical hit before the damage from the hit is rolled.

Death Attack (Ex): If a 10th-level darkwood stalker studies a particular orc for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly killing the target. While studying the orc, the darkwood hunter can undertake other actions as long as his attention stays focused on the target and the target does not detect the darkwood stalker or recognize the darkwood stalker as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the darkwood stalker's class level + the darkwood stalker's Wis modifier), he dies. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the darkwood stalker has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes his save) or if the darkwood stalker does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Advancement[]

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Ancient foe +2
2nd +2 +3 +3 +0 Uncanny dodge
3rd +3 +3 +3 +1 Sneak attack +1d6
4th +4 +4 +4 +1 Ancient foe +4, darkvision 30 ft.
5th +5 +4 +4 +1 Improved uncanny dodge
6th +6 +5 +5 +2 Sneak attack +2d6
7th +7 +5 +5 +2 Ancient foe +6, darkvision 60 ft.
8th +8 +6 +6 +2 Dodge critical
9th +9 +6 +6 +3 Sneak attack +3d6
10th +10 +7 +7 +3 Ancient foe +8, death attack

Class skills[]

Skill name Key ability Trained only Armor check penalty
Climb STR
Craft INT
Heal WIS
Hide DEX
Jump STR
Knowledge (nature) INT
Listen WIS
Move Silently DEX
Profession WIS
Ride DEX
Search INT
Spot WIS
Survival WIS
Swim STR
Use Rope DEX

Dervish[]

(Complete Warrior variant, p. 25)

The dervish epitomizes speeds, quickness, and abandon.

Requirements[]

Base Attack Bonus: +5

Skills: Perform (Dance) 3 ranks , Tumble 3 ranks

Feats: Combat Expertise , Dodge , Mobility , Weapon Focus (any slashing melee weapon)

Hit die[]

d10

Skill points[]

4 + Int

Class Features[]

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

AC Bonus (Ex): A dervish gains this bonus to Armor Class as long as she is wearing no armor or light armor and not carrying a shield. This bonus to AC applies even against touch attacks or when the dervish is fl at-footed. She loses this bonus when she is immobilized or helpless, when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.

Dervish Dance (Ex): A dervish can become a whirling dancer of death a certain number of times per day. While in this dervish dance, she can take a full attack action (for melee attacks only) and still move up to her speed. However, the dervish must move a minimum of 5 feet between each attack when using this ability, and she cannot return to a square she just exited (though she may return to that square later during her full attack). The dervish is subject to attacks of opportunity while dancing, but may tumble normally as part of her move. A dervish prevented from completing her move is also prevented from fi nishing her full attack.

If a dervish wields a slashing weapon while in a dervish dance, she gains a bonus on her attack and damage rolls. This bonus is +1 at 1st level, and it increases by an extra +1 at every odd-numbered level thereafter.

A dervish may only perform a dervish dance while wielding a slashing weapon (she may use a double weapon, or multiple weapons, only if both ends of the weapon or all weapons are of the slashing type). She cannot perform a dervish dance in any armor heavier than light or if she is using a shield. While dancing, a dervish cannot use skills or abilities that involve concentration or require her to remain still, such as Move Silently, Hide, or Search. A dervish with the bardic music ability can, however, sing while she dances, and a dervish can also use the Combat Expertise feat while in a dance. A dervish cannot perform a dervish dance while under the effect of a rage or frenzy ability.

A dervish can perform a dervish dance only once per encounter. A dervish dance lasts 1 round for every two ranks of Perform (dance) that the character has. At the end of a dervish dance, the character becomes fatigued for the duration of the encounter (unless she is a 9th-level dervish, at which point this limitation no longer applies).

Movement Mastery (Ex): A dervish is so certain of her movements that she is unaffected by adverse conditions. When making a Jump, Perform (dance), or Tumble check, she may take 10 even if stress and distraction would normally prevent her from doing so.

Slashing Blades: A dervish treats the scimitar as a light weapon (rather than a one-handed weapon) for all purposes, including fighting with two weapons.

Fast Movement (Ex): At 2nd level and higher, a dervish gains an enhancement bonus to her speed. A dervish in any armor heavier than light or carrying a medium or heavy load loses this bonus.

Spring Attack: At 3rd level, a dervish gains the Spring Attack feat, even if she does not meet the prerequisites.

Dance of Death: At 4th level, a dervish gains the benefit of the Cleave feat while performing a dervish dance, even if she does not meet the prerequisites for the feat. She does not have to move 5 feet before making the extra attack granted by this ability.

Improved Reaction (Ex): When she attains 6th level, a dervish gains a +2 bonus on initiative rolls.

Elaborate Parry (Ex): When she attains 7th level, a dervish gains an extra +4 bonus to Armor Class when she chooses to fight defensively or use all-out defense in melee combat.

Tireless Dance: When a dervish reaches 9th level, the character no longer becomes fatigued for the duration of the encounter at the end of a dervish dance.

A Thousand Cuts (Ex): When a dervish reaches 10th level, once per day she may double the number of melee attacks she makes while performing a full attack action (whether in a dervish dance or not). If a dervish uses this ability in conjunction with her dervish dance, she can make up to two attacks between moves.

The dervish also gains the benefit of the Great Cleave feat with slashing weapons while performing a thousand cuts, even if she does not meet the prerequisites. She does not have to move 5 feet before making any extra attacks granted by this ability.

A dervish using this ability can receive an extra attack from the haste spell, but the bonuses provided by the spell do not stack with the bonuses granted by the class.

Advancement[]

Level BAB Fort Save Ref Save Will Save AC Bonus Special
1st +1 +0 +2 +2 +1 Dervish dance 1/day, movement mastery, slashing blades
2nd +2 +0 +3 +3 +1 Fast movement +5 ft.
3rd +3 +1 +3 +3 +1 Spring Attack, dervish dance 2/day
4th +4 +1 +4 +4 +1 Dance of death
5th +5 +1 +4 +4 +2 Fast movement +10 ft., dervish dance 3/day
6th +6 +2 +5 +5 +2 Improved reaction
7th +7 +2 +5 +5 +2 Elaborate parry, dervish dance 4/day
8th +8 +2 +6 +6 +2 Fast movement +15 ft.
9th +9 +3 +6 +6 +3 Tireless dance, dervish dance 5/day
10th +10 +3 +7 +7 +3 A thousand cuts

Class skills[]

Skill name Key ability Trained only Armor check penalty
Balance DEX
Craft INT
Escape Artist DEX
Jump STR
Listen WIS
Perform CHA
Profession WIS
Swim STR
Tumble DEX

Drunken Master[]

(Complete Warrior variant, p. 27)

By weaving and staggering about as if inebriated, drunken boxers avoid many blows.

Requirements[]

Skills: Tumble 8 ranks

Feats: Dodge , Great Fortitude , Improved Unarmed Strike (or monk's unarmed strike ability)

Special: Flurry of blows ability; evasion ability; must be chosen by existing drunken masters and survive a night of revelry among them without being incarcerated, poisoned, or extraordinarily embarrassed.

Hit die[]

d8

Skill points[]

4 + Int

Class Features[]

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

Drink Like a Demon (Ex): A drunken master's body handles alcohol differently from other people's. He can drink a large tankard of ale, a bottle of wine, or a corresponding amount of stronger alcohol as a move action. Every bottle or tankard of alcohol he consumes during combat reduces his Wisdom and Intelligence by 2 points each, but increases his Strength or Constitution (character's choice) by 2 points. A drunken master may benefit from a number of drinks equal to his class level. The duration of both the penalty and the bonus is a number of rounds equal to the character's drunken master level + 3.

Improvised Weapons (Ex): While bottles and tankards are a drunken master's preferred improvised weapons, he can use furniture, farm implements, or nearly anything else at hand to attack his foes. A drunken master's improvised weapon deals as much damage as his unarmed strike plus an extra 1d4 points. Most improvised weapons deal bludgeoning damage, although some (a broken glass bottle, for example) would deal piercing or slashing damage. When a drunken master rolls a natural 1 on an attack roll while using an improvised weapon, that weapon breaks apart and becomes useless.

Stagger (Ex): By tripping, stumbling, and staggering, a drunken master of 2nd level or higher can make a charge attack that surprises his opponents. This ability has two beneficial aspects: First, the charge need not be in a straight line, even though the character can still move up to twice his speed. Second, if a drunken master makes a DC 15 Tumble check before beginning a charge, his movement through threatened squares provokes no attacks of opportunity.

Swaying Waist (Ex): At 3rd level, a drunken master knows how to weave and bob during an attack, making him more difficult to hit. The character gains a +2 dodge bonus to Armor Class against any one opponent he chooses during his turn.

AC Bonus (Ex): At 4th level, a drunken master gains a +1 bonus to Armor Class. This bonus improves to +2 at 9th level.

Improved Improvised Weapons (Ex): A drunken master of 4th level or higher can use long improvised weapons (such as ladders) as reach weapons according to their length, and improvised weapons with many protrusions (such as chairs) provide a +2 bonus on opponents' disarm attempts. Finally, large objects with broad, flat surfaces (such as tables) can be upended to become improvised tower shields.

Greater Improvised Weapons (Ex): At 5th level and higher, a drunken master wielding an improvised weapon deals an extra 1d8 points of damage instead of 1d4. Improved Feint (Ex): A drunken master who attains 6th level gains Improved Feint as a bonus feat even if he does not meet the prerequisites.

Improved Grapple (Ex): A drunken master who attains 7th level gains Improved Grapple as a bonus feat even if he does not meet the prerequisites.

For Medicinal Purposes (Sp): At 8th level, a drunken master gains the ability to convert a single alcoholic drink he has ingested into a single potion of cure moderate wounds, as if he had just drunk a dose of the potion. To use this ability, the character must be under the effect of an alcoholic drink (see Drink Like a Demon, above). When he converts one drink of alcohol into one dose of the potion, his ability scores change (+2 to Intelligence and Wisdom, —2 to Strength or Constitution) as if the duration of the alcohol's effect had expired. This ability can be used up to three times per day. It is a standard action that does not provoke an attack of opportunity.

Corkscrew Rush (Ex): A drunken master of 9th level or higher can perform this maneuver, leaping forward and twisting his body in midair as he attempts to head-butt an opponent. When making a charge attack he can, in addition to dealing normal damage, initiate a bull rush (without provoking an attack of opportunity). If the bull rush attempt succeeds, the opponent is stunned unless she makes a Will save (DC 10 + the drunken master's class level + the drunken master's Wis modifier). However, if the bull rush attempt fails, the drunken master lands prone in front of the opponent.

Superior Improvised Weapons (Ex): At 9th level and higher, a drunken master wielding an improvised weapon deals an extra 1d12 points of damage instead of 1d8. Breath of Flame (Sp): A 10th-level drunken master can ignite some of the alcohol within his body and spew it forth from his mouth as a free action. This breath of flame deals 3d12 points of fire damage to all within the 20-foot cone, or half damage to those who make a Reflex save (DC 10 + the drunken master's class level + the drunken master's Con modifier). Each time a drunken master uses breath of flame, it consumes one drink's worth of alcohol from within his body, lessening the penalty to his Wisdom and Intelligence scores and reducing the bonus to his Strength or Constitution score (character's choice).

Multiclass Note: A monk who becomes a drunken master may continue advancing as a monk.

Advancement[]

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +2 +0 Drink like a demon, improvised weapons
2nd +1 +3 +3 +0 Stagger
3rd +2 +3 +3 +1 Swaying waist
4th +3 +4 +4 +1 AC bonus +1, improved improvised weapons
5th +3 +4 +4 +1 greater improvised weapons
6th +4 +5 +5 +2 Improved Feint
7th +5 +5 +5 +2 Improved Grapple
8th +6 +6 +6 +2 For medicinal purposes
9th +6 +6 +6 +3 AC bonus +2, corkscrew rush, superior improvised weapons
10th +7 +7 +7 +3 Breath of flame

Class skills[]

Skill name Key ability Trained only Armor check penalty
Balance DEX
Bluff CHA
Climb STR
Craft INT
Escape Artist DEX
Hide DEX
Jump STR
Listen WIS
Move Silently DEX
Perform CHA
Profession WIS
Swim STR
Tumble DEX

Exotic Weapon Master[]

(Complete Warrior variant, p. 30)

The only real requirement for exotic weapon master is commitment and perseverance.

Requirements[]

Base Attack Bonus: +6

Skills: Craft (Weaponsmithing) 3 ranks

Feats: Exotic Weapon Proficiency (any exotic weapon) , Weapon Focus (any exotic weapon)

Special: Races that have familiarity with an exotic weapon (such as the dwarf's familiarity with the dwarven waraxe and the dwarven urgrosh) are considered to have the Exotic Weapon Proficiency feat for the purpose of meeting the requirements for this class.

Hit die[]

d10

Skill points[]

2 + Int

Class Features[]

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

Exotic Weapon Stunt (Ex): At each level, an exotic weapon master learns a special trick that he can use with any exotic weapon for which he has the Weapon Focus feat. He must select the trick learned when he gains the level, and once selected, the choice cannot later be changed. He can't select the same stunt more than once.

Close-Quarters Ranged Combat: A character who knows this stunt doesn't provoke an attack of opportunity when using an exotic ranged weapon.

Double Weapon Defense: When wielding an exotic double weapon with both hands, the character gains a +1 shield bonus to AC.

Exotic Reach: When wielding an exotic weapon with reach, the character may make an attack of opportunity against a foe that provokes such an attack even if the foe has cover (but not total cover).

Exotic Sunder: When wielding a one-handed or two-handed exotic weapon, the character deals an extra 1d6 points of damage on any successful sunder attempt.

Flurry of Strikes: When wielding an exotic double weapon or a spiked chain with both hands, the character can elect to use a full attack action to make a flurry of strikes. When doing so, he may make one extra attack in the round at his full base attack bonus, but this attack takes a —2 penalty, as does each other attack made in that round and until the exotic weapon master's next turn. The extra attack may be with either end of the double weapon.

Ranged Disarm: The character can make a disarm at tempt even on a ranged attack. Such an attack provokes no attack of opportunity (except as normal for using a ranged weapon). For the purpose of this disarm attempt, treat the character's ranged weapon as a light weapon. If the character fails this disarm attempt, the defender can't attempt to disarm him.

Show Off: As a standard action, the character can display his mastery with an exotic weapon and confound his opponent. The character may make an Intimidate check against a single opponent within 30 feet that can see him, adding his base attack bonus to the result. If the result exceeds the opponent's modified level check (see the skill description on page 76 of the Player's Handbook), the opponent becomes shaken (—2 penalty on attack rolls, ability checks, and saving throws) for 1 round per class level of the exotic weapon master.

Stunning Blow: If the character has the Stunning Fist feat, he can utilize the feat while wielding an exotic melee weapon.

Throw Exotic Weapon: The character can throw an exotic weapon with no penalty on the attack roll, even if it isn't designed to be thrown (such as an orc double axe or a spiked chain). When he throws a double weapon, only one end of the weapon (character's choice) can strike the target. Exotic weapons thrown in this way have a range increment of 10 feet.

Twin Exotic Weapon Fighting: When wielding the same light exotic weapon in each hand, the character is treated as having the Two-Weapon Fighting feat. If he already has the feat, the penalties on attack rolls are lessened to —1 for both the primary hand and the off hand when fighting in this manner.

Trip Attack: The character can use a one-handed or twohanded exotic weapon to make a trip attack. If he is tripped during his own trip attempt, he can drop the weapon to avoid being tripped. If the exotic weapon already allows its wielder to make trip attacks, the character instead adds a +2 bonus on any trip attempt.

Uncanny Blow: When wielding a one-handed exotic melee weapon in two hands, the character can focus the power of his attack so that he deals extra damage equal to his Strength bonus ×2 instead of his Strength bonus ×1-1/2. If he has the Power Attack feat, he treats the weapon as twohanded for purposes of determining his bonus on damage rolls.

Advancement[]

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Exotic weapon stunt
2nd +2 +3 +0 +0 Exotic weapon stunt
3rd +3 +3 +1 +1 Exotic weapon stunt

Class skills[]

Skill name Key ability Trained only Armor check penalty
Craft INT
Intimidate CHA
Profession WIS

Eye of Gruumsh[]

(Complete Warrior variant, p. 31)

An orc or half-orc who heeds the call to serve Gruumsh in his image can become an eye of Gruumsh.

Requirements[]

Base Attack Bonus: +6

Alignment: Chaotic evil, chaotic neutral, or neutral evil.

Race: Half-Orc or Orc

Feats: Exotic Weapon Proficiency (orc double axe) , Weapon Focus (orc double axe)

Special: The character must be a worshiper of Gruumsh and must put out his own right eye in a special ritual. None of the eye of Gruumsh's special abilities function if the character regains sight in both eyes.

Hit die[]

d12

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Eyes of Gruumsh gain no proficiency with any weapon or armor.

Blind-Fight: An eye of Gruumsh gains Blind-Fight as a bonus feat. In addition, he suffers no adverse effects from the loss of one of his eyes.

Command the Horde (Ex): An eye of Gruumsh can direct the actions of any nongood orcs or half-orcs that are within 30 feet of him and whose Hit Dice are lower than his character level. Those who follow the character's orders gain a +2 morale bonus on Will saves. Any eligible orc or half-orc who willingly goes against the eye of Gruumsh's directions loses this bonus immediately.

Rage (Ex): An eye of Gruumsh can fly into a rage just as a barbarian can, with all the same benefits and drawbacks (see page 25 of the Player's Handbook). An eye of Gruumsh's class levels stack with his barbarian levels (if any) for determining the number of times per day he can use his rage ability. Add together the character's levels in the eye of Gruumsh and barbarian classes and refer to Table 3—3: The Barbarian on page 25 of the Player's Handbook to determine the number of rages per day. For example, a 6th-level barbarian/2nd-level eye ofGruumsh could rage three times per day (the same as an 8thlevel barbarian), while a 4th-level eye of Gruumsh with no levels in barbarian could rage twice per day (the same as a 4th-level barbarian).

Swing Blindly (Ex): An eye of Gruumsh's rage becomes more powerful when he reaches 2nd level, but at the cost of lowered defenses. The character adds an extra +4 to Strength while in a rage, but his Armor Class penalty goes from —2 to —4.

Ritual Scarring (Ex): Through frequent disfiguration of his own skin, an eye of Gruumsh's natural armor bonus improves by +1 at 3rd level (or to +1 if he didn't already have a natural armor bonus). This bonus increases by another +1 for every three eye of Gruumsh levels gained thereafter.

Blinding Spittle (Ex): An eye of Gruumsh of 4th level or higher can launch blinding spittle at any opponent within 20 feet. With a successful ranged touch attack (at a —4 penalty), he spits his stomach acid into the target's eyes. An opponent who fails a Reflex save (DC 10 + eye of Gruumsh's class level + eye of Gruumsh's Con modifier) is blinded until he or she can rinse away the spittle. This attack has no effect on creatures that don't have eyes or don't depend on vision. Blinding spittle is usable twice per day at 4th level and four times per day at 7th level.

Blindsight (Ex): At 5th level, an eye of Gruumsh gains blindsight (see page 306 of the Monster Manual) out to 5 feet. The range increases to 10 feet at 8th level.

Sight of Gruumsh (Ex): At 10th level, an eye of Gruumsh gains the ability to see the moment of his own death through his missing eye. This foreknowledge gives him a +2 morale bonus on all saving throws and Armor Class from then on. He also does not go unconscious when reduced to negative hit points; however, the character still dies at —10 hit points. (Whether or not the vision is accurate is irrelevant—the character believes it to be true.)

ORGANIZATION: THE EYES OF GRUUMSH[]

Though orcs revere eyes of Gruumsh for their unique clarity of vision, the average eye of Gruumsh isn't particularly well qualified to think for an entire tribe—even though he often assumes leadership of a tribe early in his career. Thus, he relies on a cleric of Gruumsh for wise counsel. To discourage any unhealthy confusion among their followers about who is in charge, both the eye of Gruumsh and the cleric encourage war against other races at every opportunity.

Since eyes of Gruumsh seek to avenge Corellon Larethian's insult to their deity, most are so obsessed with the destruction of elves that they attack any elven community on sight. Inspired by their leaders' rage, other orcs often throw themselves heedlessly at elven hordes.

Multiple eyes of Gruumsh usually don't work well together be cause they commonly have competing ideas about which course of action serves their deity best. Every few decades or so, how ever, several eyes of Gruumsh get the same idea in their heads—a crusade! (After all, a holy crusade involving hundreds of tribes under the command of dozens of eyes of Gruumsh is just the thing to inspire the younger generation to the deity's service.) When this occurs, the eyes of Gruumsh meet and declare truces between competing tribes by closing their functional left eyes all at once—thus blinding them to their own bickering. Then they go out and try to eradicate some other kind of creature.

Advancement[]

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Blind-Fight, command the horde, rage
2nd +2 +3 +0 +0 Swing blindly
3rd +3 +3 +1 +1 Ritual scarring +1
4th +4 +4 +1 +1 Blinding spittle 2/day
5th +5 +4 +1 +1 Blindsight 5 ft.
6th +6 +5 +2 +2 Ritual scarring +2
7th +7 +5 +2 +2 Blinding spittle 4/day
8th +8 +6 +2 +2 Blindsight 10 ft.
9th +9 +6 +3 +3 Ritual scarring +3
10th +10 +7 +3 +3 Sight of Gruumsh

Class skills[]

Skill name Key ability Trained only Armor check penalty
Climb STR
Intimidate CHA
Jump STR
Ride DEX
Survival WIS
Swim STR

Frenzied Berserker[]

(Complete Warrior variant, p. 34)

The frenzied berserker is constantly seeking out more conflict to feed her craving for battle.

Requirements[]

Base Attack Bonus: +6

Alignment: Any nonlawful.

Feats: Cleave , Destructive Rage , Intimidating Rage , Power Attack

Hit die[]

d12

Skill points[]

2 + Int

Class Features[]

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

Frenzy (Ex): A frenzied berserker can enter a frenzy during combat. While frenzied, she gains a +6 bonus to Strength and, if she makes a full attack action, gains a single extra attack each round at her highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, she also takes a —4 penalty to Armor Class and takes 2 points of nonlethal damage per round. A frenzy lasts for a number of rounds equal to 3 + the frenzied berserker's Constitution modifier. To end the frenzy before its duration expires, the character may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those from any rage ability the character may have.

At 1st level, the character can enter a frenzy once per day. Thereafter, she gains one additional use per day of this ability for every two frenzied berserker levels she acquires (but she can't use the ability more than once in any encounter). The character can enter a frenzy as a free action. Even though this takes no time, she can do it only during her turn, not in response to another's action. In addition, if she takes damage from an attack, spell, trap, or any other source, she automatically enters a frenzy at the start of her next action, as long as she still has at least one daily usage of the ability left. To avoid entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 + points of damage taken since her last action) at the start of her next turn.

While frenzied, the character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells, drink potions, activate magic items, or read scrolls. She can use any feat she has except Combat Expertise, item creation feats, or metamagic feats. She can use her special ability to inspire frenzy (see below) normally.

During a frenzy, the frenzied berserker must attack those she perceives as foes to the best of her ability. Should she run out of enemies before her frenzy expires, her rampage continues. She must then attack the nearest creature (determine randomly if several potential foes are equidistant) and fight that opponent without regard to friendship, innocence, or health (the target's or her own).

When a frenzy ends, the frenzied berserker is fatigued (—2 penalty to Strength and Dexterity, unable to charge or run) for the duration of the encounter. If the character is still under the effect of a rage ability, the fatigued condition does not apply until the rage ends—at which point the character is exhausted, not merely fatigued.

Diehard: A frenzied berserker gains Diehard as a bonus feat even if she does not meet the prerequisites.

Supreme Cleave: At 2nd level and higher, a frenzied berserker can take a 5-foot step between attacks when using the Cleave or Great Cleave feat. She is still limited to one such adjustment per round, so she cannot use this ability during a round in which she has already taken a 5-foot step.

Deathless Frenzy (Ex): At 4th level and higher, a frenzied berserker can scorn death and unconsciousness while in a frenzy. As long as her frenzy continues, she is not treated as disabled at 0 hit points, nor is she treated as dying at —1 to —9 hit points. Even if reduced to —10 hit points or less, she continues to fight normally until her frenzy ends. At that point, the effects of her wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate.

Improved Power Attack: Beginning at 5th level, a frenzied berserker gains a +3 bonus on her melee damage rolls for every —2 penalty she takes on her melee attack rolls when using the Power Attack feat (or +3 for every —1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the normal effects of Power Attack.

Inspire Frenzy (Su): Beginning at 6th level, a frenzied berserker can inspire frenzy in her allies while she herself is frenzied. When she uses this ability, all willing allies within 10 feet of her gain the benefits and the disadvantages of frenzy as if they had that ability themselves. The frenzy of affected allies lasts for a number of rounds equal to 3 + the frenzied berserker's Constitution modifier, regardless of whether they remain within 10 feet of her.

A frenzied berserker gains one additional use of this ability per day for every two additional frenzied berserker levels she acquires, though the ability is still usable only once per encounter.

Greater Frenzy (Ex): Starting at 8th level, the character's bonus to Strength during a frenzy becomes +10 instead of +6.

Supreme Power Attack: A 10th-level frenzied berserker gains a +2 bonus on her melee damage rolls for every —1 penalty she takes on her melee attack rolls when using the Power Attack feat (or +4 for every —1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the effects of Power Attack or Improved Power Attack.

Tireless Frenzy: A 10th-level frenzied berserker no longer becomes fatigued after a frenzy, though she still takes the nonlethal damage for each round it lasts.

Advancement[]

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Frenzy 1/day, Diehard
2nd +2 +3 +0 +0 Supreme cleave
3rd +3 +3 +1 +1 Frenzy 2/day
4th +4 +4 +1 +1 Deathless frenzy
5th +5 +4 +1 +1 Frenzy 3/day, improved power attack
6th +6 +5 +2 +2 Inspire frenzy 1/day
7th +7 +5 +2 +2 Frenzy 4/day
8th +8 +6 +2 +2 Greater frenzy, inspire frenzy 2/day
9th +9 +6 +3 +3 Frenzy 5/day
10th +10 +7 +3 +3 Inspire frenzy 3/day, tireless frenzy, supreme power attack

Class skills[]

Skill name Key ability Trained only Armor check penalty
Climb STR
Intimidate CHA
Jump STR
Ride DEX
Swim STR

Gnome Giant-slayer[]

(Complete Warrior variant, p. 36)

The gnome giant-slayer relies on a combination of agility, combat prowess, and pure craftiness to deal with foes.

Requirements[]

Race: Gnome

Skills: Escape Artist 3 ranks , Tumble 3 ranks

Feats: Dodge , Mobility , Spring Attack

Speak Language: Giant.

Hit die[]

d10

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Gnome giant-slayers have proficiency with all simple and martial weapons, with light and medium armor, and with shields.

Favored Enemy (Giant) (Ex): A gnome giant-slayer gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against giants. He gets the same bonus on weapon damage rolls against giants. This benefit stacks with the ranger favored enemy class feature if giant is the ranger's favored enemy. This bonus increases by an extra +2 for every three gnome giant-slayer levels beyond 1st.

Crafty Fighter (Ex): At 2nd level, a gnome giant-slayer gains a +4 dodge bonus to his Armor Class against giants, or a +2 dodge bonus against any other (nongiant) creature at least two size categories larger than himself. This benefit is lost in any situation in which the gnome giant-slayer would lose his Dexterity bonus to Armor Class. He also loses this bonus in heavy armor.

Slippery (Ex): If a gnome giant-slayer of 3rd level or higher is grappled by a creature at least two size categories larger than himself, he can add his gnome giant-slayer level as a bonus on any checks (whether grapple checks or Escape Artist checks) made to escape grappling.

In addition, a gnome giant-slayer can move through an area occupied by a creature two size categories larger than he is. This doesn't apply against creatures that completely fill their area, such as a gelatinous cube. (Normally, a character can only move through an area occupied by another creature if it is at least three size categories larger than the character.)

Close Shot (Ex): At 5th level and higher, a gnome giant-slayer does not provoke attacks of opportunity from giants for using a ranged weapon while threatened by them.

Fast Movement (Ex): At 6th level, a gnome giant-slayer's base land speed increases by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the giant-slayer's speed because of any load carried or armor worn.

Improved Mobility (Ex): At 8th level and higher, a gnome giant-slayer gains a +4 dodge bonus to his Armor Class when moving out of or within a giant's threatened area. As with all dodge bonuses, this benefit stacks with the bonus granted by the Mobility feat.

Annoying Strike (Ex): Whenever a gnome giant-slayer of 9th level or higher damages a giant in melee, that giant is shaken for 1 round.

Defensive Roll (Ex): A 10th-level gnome giant-slayer can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow struck by a giant, not a spell or special ability), he can attempt to roll with the damage. To use this ability, he makes a Reflex saving throw (DC = damage dealt; the gnome giant-slayer adds his class level as a bonus on this saving throw). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the character's evasion or improved evasion ability (if applicable) does not apply to the defensive roll.

Advancement[]

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Favored enemy (giant) +2
2nd +2 +3 +0 +0 Crafty fighter
3rd +3 +3 +1 +1 Slippery
4th +4 +4 +1 +1 Favored enemy (giant) +4
5th +5 +4 +1 +1 Close shot
6th +6 +5 +2 +2 Fast movement
7th +7 +5 +2 +2 Favored enemy (giant) +6
8th +8 +6 +2 +2 Improved mobility
9th +9 +6 +3 +3 Annoying strike
10th +10 +7 +3 +3 Favored enemy (giant) +8, defensive roll

Class skills[]

Skill name Key ability Trained only Armor check penalty
Climb STR
Craft INT
Escape Artist DEX
Hide DEX
Intimidate CHA
Jump STR
Move Silently DEX
Tumble DEX
Use Rope DEX

Halfling Outrider[]

(Complete Warrior variant, p. 38)

Halfling outriders are elite champions whose task is to warn their fellows of, and protect them from, danger.

Requirements[]

Base Attack Bonus: +5

Race: Halfling

Skills: Listen 3 ranks , Ride 6 ranks , Spot 3 ranks

Feats: Mounted Combat , Mounted Archery

Hit die[]

d8

Skill points[]

4 + Int

Class Features[]

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

AC Bonus: A halfling outrider gains a dodge bonus to the character's Armor Class when she is mounted. This benefit is lost in any situation in which the character would lose her Dexterity bonus to Armor Class.

Mount: A halfling outrider gains a mount appropriate to the resources of her halfling community. Most halfling communities attempt to provide an out rider with a riding dog or a warpony. A halfling outrider may, of course, choose to find and train or purchase a more exotic mount. Standard tack and harness is also provided, though, again, the character may wish to purchase masterwork or magic gear.

Halfling outrider class levels stack with paladin, druid, and ranger levels for determining the characteristics of a paladin's mount or an animal companion.

Alertness: A halfling outrider gains Alertness as a bonus feat.

Ride Bonus: A halfling outrider gains a competence bonus equal to her class level on all Ride checks.

Defensive Riding (Ex): A halfling outrider of 2nd level or higher knows the tricks of defensive riding. If she does nothing else while mounted (she cannot attack when riding defensively), she gains a +2 bonus on Refl ex saves and a +4 dodge bonus to Armor Class. In addition, her mount gains a +20 ft. bonus to its speed, a +2 bonus on all Will saves, and a +4 dodge bonus to its Armor Class.

Unbroken Charge (Ex): At 3rd level and higher, a mounted halfling outrider can charge through difficult terrain or squares occupied by friendly creatures by making a DC 15 Ride check.

Stand on Mount (Ex): At 4th level, a mounted halfling outrider becomes able to stand on her mount's back even during movement or combat, taking no penalties to actions while doing so, by making a DC 20 Ride check. While standing on her mount's back, a halfling outrider does not take any penalty for using a ranged weapon while her mount is taking a double move or running (see the Mounted Archery feat description, page 98 of the Player's Handbook).

Leap from the Saddle (Ex): A halfling outrider of 5th level or higher can dismount and land adjacent to her mount as a free action by making a DC 20 Ride check. If an opponent is in a square she threatens (after dismounting), she can make a melee attack against that opponent, taking a +2 bonus on the attack roll and a —2 penalty to Armor Class (just as if the character were making a charge). This ability is usable only if the mount is moving no faster than twice its speed.

Evasion (Ex): At 7th level, a halfling outrider gains the evasion ability. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the halfling outrider is wearing light armor or no armor. A helpless halfling outrider (such as one who is unconscious or paralyzed) does not gain the benefit of the ability.

While the halfling outrider is mounted, she confers this ability to her mount as well, and the mount is able to use the halfling outrider's Reflex save bonus or its own, whichever is higher. If the character already has the evasion ability, she gains improved evasion instead, and her mount still receives the benefit of evasion as described above. Improved evasion works like evasion, except that while the character still takes no damage on a successful Refl ex saving throw, she takes only half damage on a failed save.

Full Mounted Attack (Ex): At 8th level and higher, a halfling outrider may make a full attack when her mount moves more than 5 feet but no more than a single move action. The character cannot combine this full attack with a charge action.

Quick Turn (Ex): A 10th-level halfling outrider can make a DC 25 Ride check as a free action to force her mount to execute one change of direction during while running or charging (though the mount must still move at least 10 feet in a straight line after the turn to execute a charge). The turn may be up to 90 degrees, and the mount may make only one such turn per round. If the Ride check fails, the mount moves an extra 10 feet in a straight line and then loses the rest of its actions on this turn.

Advancement[]

Level BAB AC Fort Ref Will Special
1st +1 +1 +0 +2 +0 Mount, Alertness, Ride bonus
2nd +2 +1 +0 +3 +0 Defensive riding
3rd +3 +2 +1 +3 +1 Unbroken charge
4th +4 +2 +1 +4 +1 Stand on mount
5th +5 +3 +1 +4 +1 Leap from the saddle
6th +6 +3 +2 +5 +2
7th +7 +4 +2 +5 +2 Evasion
8th +8 +4 +2 +6 +2 Full mounted attack
9th +9 +5 +3 +6 +3
10th +10 +5 +3 +7 +3 Quick turn

Class skills[]

Skill name Key ability Trained only Armor check penalty
Handle Animal CHA
Listen WIS
Ride DEX
Spot WIS
Survival WIS

Hexblade[]

(Complete Warrior variant, p. 5)

Combining the dynamic powers of martial prowess and arcane might, the hexblade presents a deadly challenge to opponents unused to such a foe.

 ====Hit die====

d10

Alignment[]

Any nongood.

Starting gold[]

6d4 x 10

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, and with light armor but not with shields. Because the somatic components required for hexblade spells are simple, a hexblade can cast hexblade spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a hexblade wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (and most do). A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells derived from other classes.

Hexblade's Curse (Su): Once per day, as a free action, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a hexblade's curse takes a —2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 hexblade's class level + hexblade's Cha modifi er) negates the effect.

At every four levels beyond 1st (5th, 9th, 13th, and 17th) a hexblade gains the ability to use his curse one additional time per day, as indicated on Table 1—1. Multiple hexblade's curses don't stack, and any foe that successfully resists the effect cannot be affected again by the same hexblade's curse for 24 hours.

Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse. Arcane

Resistance (Su): At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.

Mettle (Ex): At 3rd level and higher, a hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.

Familiar: Beginning at 4th level, a hexblade can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The hexblade chooses the kind of familiar he gets. As the hexblade advances in level, his familiar also increases in power. Treat the hexblade as a sorcerer of three levels lower for determining the familiar's powers and abilities (see the Familiars sidebar on page 52 of the Player's Handbook).

If the familiar dies or is dismissed by the hexblade, the latter must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per hexblade level; success reduces the loss to one-half that amount. However, a hexblade's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, but it does not lose a level or a point of Constitution when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.

Spells: Beginning at 4th level, a hexblade gains the ability to cast a small number of arcane spells, which are drawn from the hexblade spell list (see Chapter 3). He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can (see page 54 of thePlayer's Handbook). To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a hexblade's spell is 10 + the spell level + the hexblade's Cha modifier.

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

The hexblade's selection of spells is extremely limited. A hexblade begins play knowing no spells, but gains one or more new spells at certain levels, as indicated on Table 1—2. (Unlike spells per day, his Charisma score does not affect the number of spells a hexblade knows; the numbers on Table 1—2 are fixed.)

Upon reaching 12th level, and at every third hexblade level after that (15th and 18th), a hexblade can choose to learn a new spell in place of one he already knows. In effect, the hexblade "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level hexblade spell the hexblade can cast. For instance, upon reaching 12th level, a hexblade could trade in a single 1st level spell (two spell levels below the highest-level hexblade spell he can cast, which is 3rd) for a different 1st-level spell. At 15th level, he could trade in a single 1st-level or 2nd-level spell (since he now can cast 4th-level hexblade spells) for a different spell of the same level. A hexblade may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Through 3rd level, a hexblade has no caster level. At 4th level and higher, his caster level is one-half his hexblade level.

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

Bonus Feat: At 5th level, and every five levels thereafter (10th, 15th, and 20th), a hexblade gains a bonus feat, which must be selected from the following list: Combat Casting, Greater Spell Focus (enchantment, necromancy, or transmutation only), Greater Spell Penetration, Spell Focus (enchantment, necromancy, or transmutation only), Spell Penetration.

Greater Hexblade's Curse (Su): When a hexblade attains 7th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the hexblade's curse becomes —4 instead of —2.

Aura of Unluck (Su): Once per day, a hexblade of 12th level or higher can create a baleful aura of misfortune. Any melee or ranged attack made against the hexblade while this aura of unluck is active has a 20% miss chance (similar to the effect of concealment). Activating the aura is a free action, and the aura lasts for a number of rounds equal to 3 + the hexblade's Charisma bonus (if any).

At 16th level and higher, a hexblade can use his aura of unluck twice per day. A 20th-level hexblade can activate this aura three times per day.

Dire Hexblade's Curse (Su): When a hexblade attains 19th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the hexblade's curse becomes —6 instead of —4.

Ex-Hexblades[]

A hexblade who becomes good-aligned loses all hexblade spells and all supernatural class abilities. His familiar becomes a normal animal and leaves the hexblade's service as soon as possible. He may not progress any farther in levels as a hexblade. He retains all the other benefits of the class (weapon and armor proficiencies and bonus feats).

Advancement[]

Spells per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +0 +0 +2 Hexblade's curse 1/day
2nd +2 +0 +0 +3 Arcane resistance
3rd +3 +1 +1 +3 Mettle
4th +4 +1 +1 +4 Summon familiar 0
5th +5 +1 +1 +4 Bonus feat, hexblade's curse 2/day 0
6th +6/+1 +2 +2 +5 1
7th +7/+2 +2 +2 +5 Greater hexblade's curse 1
8th +8/+3 +2 +2 +6 1 0
9th +9/+4 +3 +3 +6 Hexblade's curse 3/day 1 0
10th +10/+5 +3 +3 +7 Bonus feat 1 1
11th +11/+6/+1 +3 +3 +7 1 1 0
12th +12/+7/+2 +4 +4 +8 Aura of unlucky 1/day 1 1 1
13th +13/+8/+3 +4 +4 +8 Hexblade's curse 4/day 1 1 1
14th +14/+9/+4 +4 +4 +9 2 1 1 0
15th +15/+10/+5 +5 +5 +9 Bonus Feat 2 1 1 1
16th +16/+11/+6/+1 +5 +5 +10 Aura of unlucky 2/day 2 2 1 1
17th +17/+12/+7/+2 +5 +5 +10 Hexblade's curse 5/day 2 2 2 1
18th +18/+13/+8/+3 +6 +6 +11 3 2 2 1
19th +19/+14/+9/+4 +6 +6 +11 Dire hexblade's curse 3 3 3 2
20th +20/+15/+10/+5 +6 +6 +12 Aura of unlucky 3/day, bonus feat 3 3 3 3

Class skills[]

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Craft INT
Diplomacy CHA
Intimidate CHA
Knowledge (arcana) INT
Profession WIS
Ride DEX
Spellcraft INT

Hulking Hurler[]

(Complete Warrior variant, p. 40)

Hulking hurlers belong to those races of generously proportioned creatures who enjoy nothing more than wrenching boulders, trees, and even buildings free of their earthly bonds and throwing them at their foes.

Requirements[]

Base Attack Bonus: +5

Feats: Point Blank Shot , Power Attack , Weapon Focus ((any thrown weapon))

Special: Large size or larger.

Hit die[]

d10

Skill points[]

2 + Int

Class Features[]

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

Catch Weapon (Ex): A hulking hurler gains the Snatch Arrows feat even if he does not meet the prerequisites. He may catch weapons of his size or smaller (and hurl them back at the attacker immediately if he chooses).

Really Throw Anything (Ex): A hulking hurler gains the Throw Anything feat (described in Chapter 3 of this book) as a bonus feat. However, since a hulking hurler depends on brute strength more than skill, he can throw anything (not just weapons) he can lift as a light load. If the item is an improvised weapon, he takes a —2 penalty on his attack roll instead of the normal —4. Use the rules in Chapter 4 of this book to determine the amount of damage the thrown weapon does.

The range increment of a thrown weapon or improvised weapon wielded by a hulking hurler is 10 feet + 5 feet per size category the hulking hurler is beyond Large (this is a modification of the Throw Anything feat).

Two-Handed Hurl Trick (Ex): At 2nd level and again at 3rd level, a hulking hurler chooses one of the following tricks. In order to use any of these abilities, the hulking hurler must grip the weapon or improvised weapon in two hands and throw it as a full-round action.

Area Attack: The character makes an attack roll against a square the target creature occupies (AC 10) rather than the creature itself. Any creature in the square must succeed on a Reflex save (DC 10 + the hulking hurler's ranged attack bonus) or take full damage. This ability may only be used with a Huge or larger weapon.

Knockdown Blow: If the hulking hurler's attack hits and does damage to any creature of Medium or smaller size, the target is rendered prone.

Meteor Strike: As a full-round action, a hulking hurler deals extra damage equal to twice his Strength bonus on a successful hit with a thrown weapon.

Overburdened Heave: The hulking hurler can throw a weapon up to two sizes larger than his size category, or an item that weighs as much as his medium load (so a Large hulking hurler with a Strength score of 25 could heave a Gargantuan javelin or a rock weighing up to 533 pounds).

Ranged Power Attack: If the target is within 30 feet, the hulking hurler can use Power Attack with his thrown weapon.

Advancement[]

Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Catch weapon, really throw anything
2nd +2 +0 +3 +0 Two-handed hurl trick
3rd +3 +1 +3 +1 Two-handed hurl trick

Class skills[]

Skill name Key ability Trained only Armor check penalty
Climb STR
Intimidate CHA
Jump STR
Swim STR

Hunter of the Dead[]

(Complete Warrior variant, p. 42)

The hunter of the dead spends each restless night tracking undead to their lairs and cleansing the land of their foul presence.

Requirements[]

Base Attack Bonus: +5

Alignment: Any nonevil

Skills: Knowledge (religion) 5 ranks

Special: Able to turn undead.  Special: Scar of Unlife: The character must have lost one level or had an ability score point drained by an undead creature. Even if the loss is later offset by magic, this is the scar of unlife that all hunters of the dead carry.

Hit die[]

d8

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Hunters of the dead gain no proficiency with any weapon or armor.

Spells: Beginning at 1st level, a hunter of the dead gains the ability to cast a number of divine spells. To cast a spell, a hunter of the dead must have a Wisdom score of at least 10 + the spell's level, so a hunter of the dead with a Wisdom of 10 or lower cannot cast these spells. Hunter of the dead bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the hunter of the dead's Wisdom bonus (if any). When the hunter of the dead gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 1st-level hunter of the dead), she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

The hunter of the dead's spell list appears below; she has access to any spell on the list and can freely choose which to prepare. A hunter of the dead prepares and casts spells just as a cleric does (though a hunter of the dead cannot lose a spell to cast a cure spell in its place).

Detect Undead (Sp): At will, a hunter of the dead can use detect undead as if casting the spell of the same name.

Smite Undead (Su): Once per day, a hunter of the dead of 2nd level or higher can attempt to smite undead with one normal melee attack. She adds her Wisdom modifier (if positive) to her attack roll and deals 1 extra point of damage per level. For example, an 8th-level hunter of the dead armed with a longsword would deal 1d8+8 points of damage, plus any additional bonuses for Strength and magical effects that normally apply. If a hunter of the dead accidentally smites a creature that is not undead, the smite has no effect but it is still used up for that day. Note: A paladin/hunter of the dead can both smite evil and smite undead in the same day, potentially against the same target (if it's an evil undead).

Spurn Death's Touch (Ex): A hunter of the dead of 3rd level or higher applies her Wisdom modifier (if positive) as an additional bonus on all saving throws against effects and spells used by undead. This bonus stacks with the Wisdom modifier already applied to Will saves.

True Death (Su): Undead slain by a hunter of the dead of 5th level or higher, either by melee attacks or spells, can never rise again as undead. They are forever destroyed.

Extra Turning: At 6th level, a hunter of the dead receives Extra Turning as a bonus feat. This benefit allows the hunter to turn undead four more times per day than normal. It stacks with any turning ability the character has from another class.

Positive Energy Burst (Su): At the cost of two normal turning attempts, a hunter of the dead of at least 8th level can use a standard action to create a positive energy burst that deals 1d6 points of damage per class level to all undead creatures within 20 feet. Undead are allowed a Reflex save (DC 10 + the hunter's class level + the hunter's Cha modifier) for half damage.

Sealed Life (Su): A 10th level hunter of the dead cannot lose levels due to energy drain effects (although death still results in level loss, as do other level- or experience-draining effects).

Advancement[]

Spells per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Detect undead 0
2nd +2 +3 +0 +0 Smite undead 1/day 1
3rd +3 +3 +1 +1 Spurn death's touch 1 0
4th +4 +4 +1 +1 1 1
5th +5 +4 +1 +1 True death 1 1 0
6th +6 +5 +2 +2 Extra Turning, Smite undead 2/day 1 1 1
7th +7 +5 +2 +2 2 1 1 0
8th +8 +6 +2 +2 Positive energy burst 2 1 1 1
9th +9 +6 +3 +3 2 2 1 1
10th +10 +7 +3 +3 Sealed life, Smite undead 3/day 2 2 2 1

Class skills[]

Skill name Key ability Trained only Armor check penalty
Concentration CON
Heal WIS
Knowledge (religion) INT
Profession WIS
Ride DEX
Search INT

Invisible Blade[]

(Complete Warrior variant, p. 44)

Invisible blades are deadly fighters who prefer to use daggers and related weapons in combat.

Requirements[]

Skills: Bluff 8 ranks , Sense Motive 6 ranks

Feats: Far Shot , Point Blank Shot , Weapon Focus (dagger, kukri, or punch dagger)

Special: The candidate must defeat a worthy opponent in single combat using one or more daggers, kukris, or punching daggers in any combination as his only weapons.

Hit die[]

d6

Skill points[]

4 + Int

Class Features[]

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

Dagger Sneak Attack (Ex): An invisible blade gains the sneak attack ability (see the description of the dark hunter, earlier in this chapter) if he does not already have it, but the extra damage applies only to sneak attacks made with a dagger, kukri, or punching dagger (the DM may allow other similar weapons). When making a sneak attack with one of these weapons, he deals an extra 1d6 points of damage at 1st level, and this increases to 2d6 at 3rd level and to 3d6 at 5th level. If he already has the sneak attack ability from a previous class, the applicable bonuses on damage rolls stack.

Unfettered Defense (Ex): An invisible blade benefits from an increased survival instinct during combat. Because of this sixth sense, he adds 1 point of Intelligence bonus (if any) per invisible blade class level to his Armor Class in addition to any other modifiers he would normally receive. If the invisible blade is caught flat-footed or is otherwise denied his Dexterity modifier to Armor Class, he also loses this bonus. Unfettered defense functions only when an invisible blade is not wearing armor and is armed with one or more daggers, kukris, or punching daggers as his only weapons.

Bleeding Wound (Ex): An invisible blade of 2nd level or higher who makes a successful dagger sneak attack can choose to deal a bleeding wound, sacrificing 1d6 points of the extra damage from the dagger sneak attack. Such an attack deals damage as normal in the round when the attack hits. Thereafter, the wound caused by the invisible blade's dagger bleeds for 1 point of damage per round. Multiple wounds from the weapon result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). The bleeding can only be stopped by a DC 15 Heal check or the application of any cure spell or other healing spell (heal,healing circle, and so on). Creatures immune to sneak attack damage are immune to bleeding wounds as well.

Uncanny Feint (Ex): At 3rd level, an invisible blade gains the ability to feint in combat (see page 68 of the Player's Handbook) as a move action rather than a standard action. At 5th level, the character can feint in combat as a free action. An invisible blade can use uncanny feint only when armed with a dagger, kukri, or punching dagger.

Feint Mastery (Ex): At 4th level, an invisible blade armed with a dagger, kukri, or punching dagger becomes so sure of his ability to mislead opponents that he can take 10 on all Bluff checks when feinting in combat (see page 68 of the Player's Handbook), even if stress and distractions would normally prevent him from doing so.

Advancement[]

Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Dagger sneak attack +1d6, unfettered defense
2nd +2 +0 +3 +0 Bleeding wound
3rd +3 +1 +3 +1 Dagger sneak attack +2d6, uncanny feint (move action)
4th +4 +1 +4 +1 Feint mastery
5th +5 +1 +4 +1 Dagger sneak attack +3d6, uncanny feint (free action)

Class skills[]

Skill name Key ability Trained only Armor check penalty
Balance DEX
Bluff CHA
Climb STR
Craft INT
Escape Artist DEX
Hide DEX
Innuendo Wis
Jump STR
Listen WIS
Move Silently DEX
Perform CHA
Profession WIS
Sense Motive WIS
Spot WIS
Tumble DEX

Justiciar[]

(Complete Warrior variant, p. 47)

Justiciars make a living kicking the daylights out of criminals who desperately deserve it.

Requirements[]

Base Attack Bonus: +6

Alignment: Any lawful

Skills: Gather Information 5 ranks , Search 5 ranks , Survival 5 ranks

Feats: Skill Focus (Gather Information) , Track

Hit die[]

d10

Skill points[]

4 + Int

Class Features[]

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

Bring 'em Back Alive (Ex): Whenever a justiciar attacks with a melee weapon, he can deal nonlethal damage with the weapon instead of lethal damage with no penalty on the attack roll. Normally, attempting to deal nonlethal damage with a weapon in this way incurs a —4 penalty on the attack roll.

Nonlethal Strike (Ex): A justiciar can make nonlethal strikes. Any time the character uses the bring 'em back alive ability and his target would be denied her Dexterity bonus to Armor Class (whether she actually has a Dexterity bonus or not) or when the justiciar flanks the target, the justiciar's attack deals an extra 1d6 points of nonlethal damage. This extra damage increases to 2d6 at 4th level, 3d6 at 7th level, and 4d6 at 10th level. Should the justiciar score a critical hit with a nonlethal strike, this extra damage is not multiplied.

A justiciar can use nonlethal strike only on a living creature with discernible anatomy—undead, constructs, oozes, plants, and incorporeal creatures are not subject to this extra damage. Also, creatures immune to nonlethal damage are immune to nonlethal strike damage. The justiciar cannot make a nonlethal strike against a creature with concealment.

Improved Grapple (Ex): At 2nd level, a justiciar receives Improved Grapple as a bonus feat even if he does not meet the prerequisites.

Crippling Strike (Ex): A justiciar of 2nd level or higher can make a nonlethal strike against an opponent with such precision that his blow weakens and hampers the opponent. When a justiciar damages an opponent with a nonlethal strike, that character also takes 1 point of Strength damage.

Exotic Weapon Proficiency (Manacles): Intimately familiar with the capture of criminals, justiciars have learned to do more with a pair of manacles than restrain a lawbreaker. A justiciar of 3rd level or higher can swing a pair of metal manacles in one hand as if they were a club without taking a penalty for using an improvised weapon. Masterwork manacles can be wielded as if they were a masterwork light flail.

Street Savvy (Ex): A justiciar of 3rd level or higher gains a circumstance bonus on Gather Information checks he attempts while in pursuit of a criminal. This bonus is initially +2 at 3rd level, and increases by an extra +2 every third level thereafter.

Hog-Tie (Ex): When a justiciar of 5th level or higher successfully pins an opponent while grappling, he can attempt to hog-tie the opponent (in addition to his other options; see If You're Pinning an Opponent on page 156 of the Player's Handbook). A justiciar must have a rope, chain, or manacles in one hand to use this ability.

A justiciar can use this ability on an opponent of up to one size category larger than he is (for example, a halfling justiciar can attempt to hog-tie a Medium or smaller opponent). He can use the ability only against humanoid-shaped creatures (thus, most humanoids, monstrous humanoids, outsiders, and giants would qualify).

An attempt to hog-tie is resolved with an opposed check. The justiciar can make a Use Rope check instead of a normal grapple check, while the opponent makes either a grapple check or an Escape Artist check. If the justiciar succeeds, the opponent is hog-tied. If the opponent succeeds, the hogtie attempt fails and the grapple continues.

If a justiciar successfully hog-ties an opponent, that person is considered bound and helpless. A bound opponent can attempt to escape by making an Escape Artist check opposed by the justiciar's Use Rope check (including his +10 bonus; see Bind a Character on page 86 of the Player's Handbook) or a Strength check (DC 23 for rope, DC 26 for chain or manacles, DC 28 for masterwork manacles) to break free.

Improved Hog-tie (Ex): A justiciar of 8th level or higher can make a hog-tie attempt without first pinning his opponent.Whenever a grapple is established, the justiciar can use an attack action to make a hog-tie attempt. Also, if the justiciar has the Quick Draw feat, he does not need to be holding the rope, chain, or manacles in his hand before making the attempt.

Intuition (Su): When hunting a specific person, a 10th level justiciar can use a Survival check to determine in which direction the culprit might be found if the criminal is within 1 mile of the justiciar (DC 15 + target's HD). A justiciar can use this ability to determine the direction of anyone he has previously faced in combat if he or she is within range.

The DM should make this check secretly for the justiciar, since the character should not know if he failed the check because of the die roll or because the target is too far away. A justiciar can make this check once per day for any single target.

Multiclass Note: A paladin who becomes a justiciar may continue advancing as a paladin.

Advancement[]

Level BAB Fort Ref Will Special
1st +1 +0 +0 +2 Bring 'em back alive, nonlethal strike +1d6
2nd +2 +0 +0 +3 Improved grapple, crippling strike
3rd +3 +1 +1 +3 Exotic Weapon Proficiency (manacles), street savvy +2
4th +4 +1 +1 +4 Nonlethal strike +2d6
5th +5 +1 +1 +4 Hog-tie
6th +6 +2 +2 +5 Street savvy +4
7th +7 +2 +2 +5 Nonlethal strike +3d6
8th +8 +2 +2 +6 Improved hog-tie
9th +9 +3 +3 +6 Street savvy +6
10th +10 +3 +3 +7 Intuition, nonlethal strike +4d6

Class skills[]

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

Kensai[]

(Complete Warrior variant, p. 49)

The kensai masters body, mind, weapon, and will.

Requirements[]

Base Attack Bonus: +5

Alignment: Any lawful

Skills: Concentration 5 ranks , Diplomacy 5 ranks , Ride 5 ranks

Feats: Combat Expertise , Weapon Focus (any weapon)

Special: Must complete an other of service (see sidebar) to either an overlord or an ideal.

Hit die[]

d10

Skill points[]

4 + Int

Class Features[]

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

Signature Weapon (Su): The kensai chooses one of his weapons (it must be one for which he has the Weapon Focus feat) to become a signature weapon. Most kensai choose  either a sword or bow for this weapon, but even a kensai's natural weapons can be chosen. If the weapon is a manufactured one, it must be of at least masterwork quality.

Upon qualifying for the class, a kensai gains the ability to establish a link with his signature weapon. The character focuses part of his life energy on the weapon, making it more effective in his hands and his hands alone.

Signature Weapons[]

Weapon Minimum
Class Level Bonus XP Cost 2
1st +1 40
2nd +2 160
3rd +3 360
4th +4 640
5th +5 1,000
6th +6 1 1,440
7th +7 1 1,960
8th +8 1 2,560
9th +9 1 3,240
10th +10 1 4,000

1A weapon can't actually have an enhancement bonus higher than +5, but it can have special abilities that are the equivalent of additional bonuses. Use these lines on the table to determine the XP cost when special abilities are added to a signature weapon. Example:* A 6th-level kensai who has a masterwork longsword can imbue it with the power to be a +5 keen longsword at a cost of 1,440 XP, since the keen special ability is equivalent to a +1 bonus.

2The XP cost presented here assumes that the weapon being imbued does not already have an enhancement bonus. If it does, the cost to imbue it with additional power is reduced. For instance, if a kensai has a +1 longsword and wants to imbue it with the power to be a +3 longsword, he may do so by paying the difference in XP cost between creating a +1 weapon and a +3 weapon (360 minus 40, or  320 XP).

The process for imbuing a signature weapon with power is a simple one. The character must find a quiet, safe spot to meditate (and pray, for those kensai who serve deities) for 24 hours. At the end of this meditation, the kensai sacrifices a number of experience points, essentially shifting some of his life force into his signature weapon. The signature weapon then becomes a magic weapon (if it wasn't already) and gains an enhancement bonus and/or special abilities. His current class level limits the amount of enhancement a kensai can place into his signature weapon. A kensai cannot create a signature weapon if doing so would cost enough experience points to reduce his character level.

Use the table on the previous page to determine XP costs and class level limits.

If the ritual is interrupted, it can be begun again at any time, but it must run for a full 24 hours for the signature weapon to be imbued. The kensai pays the XP cost as soon as the ritual has been completed.

A kensai's signature weapon has a caster level equal to the character's class level + 10.

Imbuing Double Weapons: A double weapon may be imbued, but both ends of the weapon must be paid for and imbued separately.

Imbuing Natural Weapons: The process for imbuing a kensai's natural weapons (such as his fists) is the same as for a manufactured weapon, except all of the kensai's natural weapons of one type are imbued at 100% of the cost + 10% per natural weapon. For example, a human kensai who has Weapon Focus (unarmed strike) may turn his fists into signature weapons for 120% of the XP cost. A six-armed kensai with a bite and tail attack would have to choose between fists, bite, and tail and pay either 160% of the cost (for six fists) or 110% of the cost (for the single bite or tail). A kensai who imbues a particular type of natural weapon must imbue all his natural weapons of that type (so a human kensai with two fists must imbue both fists). It takes 24 hours for a kensai to imbue one type of natural weapon, regardless of how many actual weapons of that type he possesses.

Losing a Signature Weapon: If a kensai's signature weapon is lost or stolen, the character must strive to recover it by any means that do not violate his oath or alignment. A kensai who knowingly abandons a signature weapon is treated as if he broke his oath of service (see the sidebar). A kensai who abandons a signature weapon and atones for the deed can begin to create a new signature weapon.

If someone destroys a kensai's signature weapon, only the kensai can repair it. If enough is left of the weapon to salvage (the shattered shards of a sword, for example), the kensai can reforge the weapon as if he were using the Craft (weaponsmithing) skill to make a masterwork weapon. If he takes the reforged weapon and then meditates for 24 hours, he may pay the appropriate XP cost to restore his weapon to full strength.

Should nothing remain of the weapon, the kensai must begin anew with a weapon that has never before been imbued. The character, however, has not failed in his oath—the destruction of a kensai's weapon in service of his oath is not shameful, and other kensai are likely to show even more respect to a comrade whose weapon is destroyed in oathbound service.

Losing Natural Weapons: If a kensai loses his natural weapons (such as his fists), he may have them regrown by using regeneration or a similar spell. In this singular case, the kensai does not need to spend any more XP or time to reimbue his signature weapon with power. The link is direct enough that no extra effort is necessary.

Power Surge (Ex): At 2nd level, a kensai gains the ability to make a DC 15 Concentration check as a move action to focus his energy and spirit. If he succeeds, he gains +8 to his Strength for a number of rounds equal to one-half his class level. Each time after the first that a kensai successfully uses this ability in a single 24-hour period, the check DC increases by 5.

Ki Projection: At 4th level and higher, a kensai adds one half his class level (round down) to any BluffDiplomacyGather Information, or Intimidate checks he makes. At 8th level and higher, the kensai adds his full class level to such checks.

A target that realizes it has been fooled by a kensai's successful Bluff check gains a +10 bonus on any check or saving throw involving the kensai's use of BluffDiplomacyGather Information, or Intimidate against that target in the future. The kensai can regain the creature's trust by changing its attitude from unfriendly to friendly (see Influencing NPC Attitudes, page 72 of the Player's Handbook).

Withstand (Ex): When a kensai of 5th level or higher is forced to make a Reflex save to avoid damage from an area effect spell (such as a fireball), he can make a Concentration check instead of a Reflex save to resist taking full damage. If a kensai has the evasion or improved evasion ability, those benefits apply on this Concentration check as well.

Instill (Ex): Once per day, a kensai of 8th level or higher may take a full-round action to make a Concentration check (DC 10 + target's HD or character level) to impart some of his own ability into a willing ally he can touch. The kensai then transfers some of his power to the ally: He subtracts up to 1 point per class level from his base attack bonus and/or any or all of his base save bonuses and transfers the same amount to the recipient. The kensai regains the instilled power 1 hour later, when it transfers back out of the ally. If the ally dies before the instilled power is transferred back, the kensai must make a Fortitude save (DC 5 + target's HD or character level) or die as well. If he succeeds, he immediately gets his instilled powers back.

Ki Warlord: When a kensai attains 10th level, he gains great notoriety and becomes known as a ki warlord. Other kensai of the same alignment revere the ki warlord, and even those of differing alignments treat him with some measure of respect. If the ki warlord has an NPC master, this master likely assigns the ki warlord more responsibility and authority within his domain (perhaps giving him a castle, monastery, or military school). If the ki warlord serves a deity, that deity may take a personal interest in giving the ki warlord more responsibility, perhaps actually contacting the ki warlord directly or through intermediaries and making the deity's wishes known.

In addition to this added responsibility, a ki warlord gains some tangible benefits. He has the right to petition other (lower-level) members of the prestige class for assistance on adventures or in the fulfillment of his oath. As long as a ki warlord's requests do not violate the other members' own oaths of service or alignment, lower-level kensai have a responsibility to assist a ki warlord in any reasonable manner — such as providing food and shelter, access to minor resources, and other things another character might have to barter for.

Ki warlords inspire those around them. When fighting within 30 feet of a ki warlord, allies gain a +1 morale bonus on Will saves,Concentration checks, and attack rolls. Lawful allies gain a +2 morale bonus on these checks.

Multiclass Note: A samurai, paladin, or monk who becomes a kensai may continue advancing in his original class.

Advancement[]

Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Signature weapon
2nd +1 +0 +0 +3 Power surge
3rd +2 +1 +1 +3
4th +3 +1 +1 +4 Ki projection
5th +3 +1 +1 +4 Withstand
6th +4 +2 +2 +5
7th +5 +2 +2 +5 Ki projection
8th +6 +2 +2 +6 Instill
9th +6 +3 +3 +6
10th +7 +3 +3 +7 Ki warlord

Class skills[]

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Concentration CON
Craft INT
Diplomacy CHA
Intimidate CHA
Jump STR
Knowledge (local) INT
Knowledge (nobility and royalty) INT
Ride DEX
Sense Motive WIS

Knight of the Chalice[]

(Complete Warrior variant, p. 53)

The knight of the Chalice is a member of an elite knightly organization devoted to fighting demons and other evil outsiders.

Requirements[]

Base Attack Bonus: +8

Alignment: Lawful good

Skills: Knowledge (the planes) 5 ranks , Knowledge (religion) 10 ranks

Spells: Able to cast divine spells, including protection from evil

Hit die[]

d10

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Knights of the Chalice gain no proficiency with any weapon or armor.

Spells: Beginning at 1st level, a knight of the Chalice gains the ability to cast a number of divine spells. To cast a spell, a knight of the Chalice must have a Wisdom score of at least 10 + the spell's level, so a knight with a Wisdom of 10 or lower can not cast these spells. Knight of the Chalice bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the knight's Wisdom modifier. When the knight gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 1st-level knight), she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

The knight of the Chalice's spell list appears below; he has access to any spell on the list and can freely choose which to prepare. A knight of the Chalice prepares and casts spells just as a cleric does (though a knight cannot lose a spell to cast a cure spell in its place).

Fiendslaying (Ex): Knights of the Chalice gain a number of special benefits in combat with evil outsiders. A 1st-level knight of the Chalice gets a +1 competence bonus on attack rolls against evil outsiders. On a successful attack, she deals an extra 1d6 points of damage due to her expertise in combating these creatures. These bonuses increase as the knight advances in level, as shown on Table 2—19.

A 1st-level knight of the Chalice's +1 competence bonus also applies to Intimidate, Listen, Sense Motive, and Spot checks when she uses these skills against evil outsiders. She gets the same bonus on Will saving throws against attacks from evil outsiders, and on opposed ability checks she makes against evil outsiders.

These bonuses all stack with the knight's favored enemy bonus (if any).

Censure Demons (Su): Knights of the Chalice can censure demons, much as clerics turn undead. Rather than channeling positive energy, a knight of the Chalice channels energy from the celestial planes of lawful good.

When a knight of the Chalice uses this ability, any demon within 30 feet must succeed on a Will save (DC 10 + the knight of the Chalice's class level + the knight of the Chalice's Cha modifier) or be censured.

A censured demon whose Hit Dice are equal to or greater than twice the knight's class level is stunned by the knight's holy power for 1 round.

If a censured demon has fewer Hit Dice than twice the knight's class level, it is stunned and must succeed on a second Will save (same DC) or be sent back to its home plane as if it had been the subject of a dismissal spell. Only one demon may dismissed in this way by any single censure demons attempt; if more than one demon is required to make this second Will save, check for the demon with the lowest HD first.

A knight may attempt to censure demons once per day for every two class levels she possesses.

Courage of Heaven (Su): A knight of the Chalice of 2nd level or higher is immune to fear effects cast or created by evil outsiders. At 5th level and higher, a knight of the Chalice is also immune to enchantment spells and effects cast or created by evil outsiders, including charms and suggestions. At 8th level and higher, these immunities extend to all allies within 20 feet of the knight of the Chalice.

Consecrated Casting (Ex): When a knight reaches 4th level, spells cast by the character on evil outsiders become more difficult to resist. When the knight casts a spell that targets an evil outsider, add +2 to the knight's caster level check to overcome the target's spell resistance and +2 to the DC of any saving throw the spell allows.

Holy Aura (Su): A 10th-level knight of the Chalice has the ability to create a holy aura once per day that affects herself only. The aura's effect is as the spell cast by a 10th-level cleric, but it wards the knight against the attacks, spells, and mental influence of evil outsiders only, and only evil outsiders can be blinded if they strike the knight.

Multiclass Note: A paladin who becomes a knight of the Chalice may continue advancing as a paladin.

Advancement[]

Spells per day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Fiendslaying +1/+1d6 0
2nd +2 +3 +0 +0 Censure demons, courage of heaven (fear) 1
3rd +3 +3 +1 +1 Fiendslaying +2/+2d6 1 0
4th +4 +4 +1 +1 Consecrated casting 1 1
5th +5 +4 +1 +1 Courage of heaven (enchantment) 1 1 0
6th +6 +5 +2 +2 Fiendslaying +3/+3d6 1 1 1
7th +7 +5 +2 +2 2 1 1 0
8th +8 +6 +2 +2 Courage of heaven (radius) 2 1 1 1
9th +9 +6 +3 +3 Fiendslaying +4/+4d6 2 2 1 1
10th +10 +7 +3 +3 Holy aura 1/day 2 2 2 1

Class skills[]

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

Knight Protector[]

(Complete Warrior variant, p. 55)

Knight protectors are martial characters dedicated to restoring the ideals of knightly chivalry before they fade forever.

Requirements[]

Base Attack Bonus: +5

Alignment: Lawful neutral or lawful good.

Skills: Diplomacy 6 ranks , Knowledge (nobility and royalty) 4 ranks , Ride 6 ranks

Feats: Armor Proficiency (heavy) , Cleave , Great Cleave , Mounted Combat , Power Attack

Hit die[]

d10

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Knight protectors gain proficiency with tower shields.

Defensive Stance (Ex): At the start of any turn when a knight protector is within 5 feet of an ally who has fewer Hit Dice than he does, the knight protector can transfer up to 2 points of Armor Class to the ally (making his own Armor Class worse by the same number). The maximum number of points he can transfer increases by 1 for every three levels beyond 1st.

Shining Beacon (Su): A knight protector is the physical and spiritual embodiment of high ideals. All his allies gain a +4 morale bonus on saves against fear effects when they stand within 10 feet of the character. If the knight protector is paralyzed, unconscious, or otherwise rendered helpless, his allies lose this bonus.

Best Effort (Ex): The daunting nature of the knight protector's goals often requires special focus of effort. Beginning at 2nd level, a knight protector gains a bonus on any one skill check he makes, once per day. The character must declare that he is using this ability before he makes the skill check. This bonus increases by 1 for every three levels beyond 2nd.

Iron Will (Ex): At 2nd level, a knight protector gains Iron Will as a bonus feat.

Supreme Cleave (Ex): Beginning at 3rd level, a knight protector can take a 5-foot step between attacks when using the Cleave or Great Cleave feat.

No Mercy (Ex): At 6th level, a knight protector gains the ability to make one extra attack of opportunity per round (as if he had the Combat Reflexes feat and a Dexterity modifier of +1). At 9th level and higher, the character can make as many as two extra attacks of opportunity per round. This benefit stacks with the benefit of the Combat Reflexes feat.

Retributive Attack (Su): If an ally of a 10th-level knight protector is rendered helpless or unconscious, the character can make a retributive attack against the creature that felled his ally. When making a retributive attack, the knight protector  adds his Charisma bonus (if any) to his attack roll and deals an extra 10 points of damage on a successful hit.

A knight protector can make a number of retributive attacks per day equal to his Charisma bonus (minimum one), but never more than one per round. He may make more than one retributive attack against the same foe.

Multiclass Note: A paladin or samurai who becomes a knight protector may continue advancing in his original class.

THE CODE OF THE KNIGHT PROTECTOR[]

A knight protector must be of lawful neutral or lawful good alignment, and must adhere to the order's code of conduct.

Support: The order supports its own. A knight protector can expect to receive room and board, as well as a mount with appropriate gear, from the order for as long as he remains in its ranks and adheres to the Code.

The Code: Courage and enterprise in obedience to the order. Defense of any mission unto death. Respect for all peers and equals; courtesy to all lessers. Combat is glory; battle is the true test of self-worth; war is the flowering of the chivalric ideal. Personal glory above all in battle. Death before dishonor.

Advancement[]

Level BAB Fort Ref Will Special
1st +1 +0 +0 +2 Defensive stance +2, shining beacon
2nd +2 +0 +0 +3 Best effort +2, Iron Will
3rd +3 +1 +1 +3 Supreme cleave
4th +4 +1 +1 +4 Defensive stance +3
5th +5 +1 +1 +4 Best effort +3
6th +6 +2 +2 +5 No mercy 1
7th +7 +2 +2 +5 Defensive stance +4
8th +8 +2 +2 +6 Best effort +4
9th +9 +3 +3 +6 No mercy 2
10th +10 +3 +3 +7 Defensive stance +5, retributive attack

Class skills[]

Skill name Key ability Trained only Armor check penalty
Diplomacy CHA
Intimidate CHA
Knowledge (nobility and royalty) INT
Ride DEX
Spot WIS

Master of the Unseen Hand[]

(Complete Warrior variant, p. 60)

Masters of the unseen hand delight in crushing their foes with invisible force, flinging massive objects into the sky, and disarming enemies with a single thought.

Requirements[]

Skills: Concentration 8 ranks

Spells: Able to cast the telekinesis spell, or access to telekinesis as a spell-like or supernatural ability

Hit die[]

d4

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Masters of the unseen hand gain no proficiency with any weapon or armor.

Improved Caster Level (Ex): At 1st level, a master of the unseen hand begins his relentless focus on the power of telekinesis. He adds his levels in master of the unseen hand to his caster level (whether from actual spellcasting levels or determined by the spell-like ability) when using his telekinesis ability. For example, a 10th-level sorcerer/3rd-level master of the unseen hand casts telekinesis as a 13th-level caster, and a blue slaad who is a 2nd-level master of the unseen hand would use its telekinesis spell-like ability as a 10th-level caster.

Versatile Telekinesis (Ex): A master of the unseen hand learns to combine the three versions of the telekinesis spell or ability, switching from one to another as he likes. For instance, he can use sustained force for 2 rounds, then switch to combat maneuver, then return to using sustained force. The spell or spell-like ability ends after the first use of the violent thrust version, however, or if the master of the unseen hand is unable to maintain concentration.

Telekinetic Wielder (Ex): A master of the unseen hand develops the ability to wield weapons with his telekinetic power. By maintaining concentration on the combat maneuver version of telekinesis, a master of the unseen hand of 2nd level or higher can make a single attack with an unattended weapon or one he is holding, moving the weapon up to 20 feet before the attack. Resolve the attack as normal, except that the weapon's movement doesn't provoke attacks of opportunity. The master of the unseen hand's base attack bonus on this attempt is equal to his caster level plus his Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer or a creature with the telekinesis supernatural or spell-like ability). Any weapon-related feats the master of the unseen hand has (such as Weapon Focus and Power Attack) do not apply when he's telekinetically wielding a weapon.

The weapon wielded can be one the master of the unseen hand took from a foe on a successful disarm attempt.

Sustained Concentration (Ex): At 2nd level, a master of the unseen hand becomes adept at moving and fighting while maintaining his telekinesis ability. It only takes a move action, not a standard action, to use the sustained force version of telekinesis (or simply to maintain concentration so the ability doesn't end). The master of the unseen hand can even cast another spell while maintaining concentration on telekinesis, but doing so requires a successful Concentration check as if the caster were distracted by a nondamaging spell (Concentration check DC equal to the save DC of telekinesis). It still takes a standard action to use the combat maneuver or violent thrust versions of the ability, however.

Full Attack Telekinesis (Ex): At 3rd level, a master of the unseen hand is as skilled in telekinetic combat as a fighter is with melee combat. When using the combat maneuver version of telekinesis or wielding a weapon telekinetically, the master of the unseen hand can make a full attack, potentially attacking, bull rushing, disarming, grappling, or tripping more than once per round. Just as with nontelekinetic attacks, the master of the unseen hand gains an additional attack for every 5 points of base attack bonus above +1 (using caster level for base attack bonus as described in the telekinesis spell description).

Improved Violent Thrust (Ex): At 4th level, a master of the unseen hand's violent thrust version of telekinesis becomes more effective. He uses his caster level in place of his base attack bonus when making the attack roll, and he uses his Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer or a creature with the telekinesis supernatural or spell-like ability) as a bonus on damage rolls if he hurls weapons at the target. Finally, using a violent thrust no longer ends the telekinesis effect, but the master of the unseen hand can't make another violent thrust for 1d4 rounds.

Telekinetic Flight (Ex): A master of the unseen hand of 4th level or higher can use the sustained force version of telekinesis to lift himself and willing creatures into the air. With a move action, the master of the unseen hand can move 20 feet with perfect maneuverability and can move willing creatures as well. The master of the unseen hand doesn't have to move all the creatures he's lifting in the same direction, but any lifted creatures plummet to the ground if they move more than 40 feet from the master of the unseen hand. The master of the unseen hand can lift one Medium or smaller creature (carrying up to its maximum load) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. Unlike the form of flight granted by the fly spell, telekinetic flight ends immediately and abruptly if disrupted by dispel magic or a lapse in the master of the unseen hand's concentration. Without telekinesis to support them, creatures fall to the ground immediately, taking 1d6 points of damage per 10 feet fallen (maximum 20d6).

Fling Skyward (Ex): Rather than hurling a creature toward another target, a 5th-level master of the unseen hand can use the violent thrust version of telekinesis to hurl a creature straight up. A target is allowed a Will save (and spell resistance) to negate the effect. The master of the unseen hand can lift a creature into the air a maximum distance of 10 feet per caster level. At the beginning of the character's next action, the creature falls to the ground, taking 1d6 points of damage per 10 feet fallen. Unlike other times when a master of the unseen hand uses the violent thrust version of telekinesis, flinging a foe skyward immediately ends the telekinesis effect.

Advancement[]

Level BAB Fort Ref Will Special
1st +1 +0 +0 +2 Improved caster level, versatile telekinesis
2nd +2 +0 +0 +3 Telekinetic wielder, sustained concentration
3rd +3 +1 +1 +3 Full attack telekinesis
4th +4 +1 +1 +4 Improved violent thrust, telekinetic flight
5th +5 +1 +1 +4 Fling skyward

Class skills[]

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

Master Thrower[]

(Complete Warrior variant, p. 58)

Master throwers depend on quick reflexes, good planning, and deadly aim.

Requirements[]

Base Attack Bonus: +5

Skills: Sleight of Hand 4 ranks

Feats: Point Blank Shot , Precise Shot , Weapon Focus (Any Thrown Weapon)

Hit die[]

d8

Skill points[]

4 + Int

Class Features[]

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

Quick Draw: At 1st level, a master thrower gains the Quick Draw feat.

Thrown Weapon Trick (Ex): At 1st level and every two levels thereafter, a master thrower chooses one of the following thrown weapon tricks. Once chosen, the trick is a permanent part of the master thrower's repertoire and may not be exchanged. A master thrower cannot choose the same trick more than once. Each trick may only be used with a thrown weapon for which the character has taken Weapon Focus.

Deadeye Shot: The critical multiplier for any specific type of thrown weapon increases by one (for example, a hand axe has a critical multiplier of ×4 instead of ×3) when this ability is used. The benefit of this ability does not stack with any other effect that increases critical multipliers.

Defensive Throw: If a master thrower with this ability succeeds on a Concentration check (DC 10 + number of threatening foes) before attempting to attack with a thrown weapon while in a threatened square, her thrown weapon attacks don't provoke attacks of opportunity for 1 round. If the check fails, her opponents get attacks of opportunity as normal when she makes her attacks.

Doubletoss: A master thrower with this ability may, as a standard action, throw two weapons at one or two targets within 30 feet. The character may apply her full Strength bonus to each weapon (instead of one-half her Strength bonus for the off-hand weapon). The normal penalties for fighting with two weapons apply (see page 160 of the Player's Handbook).

Palm Throw: When using little thrown weapons (darts, shuriken, and daggers; the DM may allow other weapons), a master thrower with this ability may throw two of each weapon with a single attack roll. Damage for each weapon is resolved separately, but the master thrower does not apply her Strength bonus to either damage roll.

Sneaky Shot: Just before making a ranged attack, a master thrower with this ability can use a move action to make a Sleight of Hand check opposed by her target's Spot check. If she wins the opposed check, her opponent is denied his Dexterity bonus to Armor Class against the attack.

Trip Shot: A master thrower with this ability may use a thrown weapon to make a trip attempt against an opponent farther than 5 feet away. The character makes a normal attack against the opponent with a thrown weapon. If the attack succeeds, in addition to doing damage as normal, the master thrower makes a Dexterity check with a +4 bonus opposed by the opponent's Dexterity check or Strength check (whichever ability score has the higher modifi er). Other modifiers may apply on this opposed check (see page 158 of the Player's Handbook). If the master thrower wins the opposed check, the opponent is tripped. The benefit of this ability does not stack with the benefi t of the Improved Trip feat.

Tumbling Toss: When wearing light, medium, or no armor, a master thrower with this ability can hurl a single thrown weapon at any point during a tumbling attempt as a standard action. If the result of her Tumble check is 25 or higher, the master thrower does not provoke an attack of opportunity for making this attack regardless of how many opponents threaten her.

Two with One Blow: If a master thrower with this ability uses a thrown weapon to attack two opponents adjacent to each other, she may take a —4 penalty on the attack roll and attempt to hit both opponents at once. The attack may hit either, both, or neither opponent depending on the roll and the Armor Class of each opponent. Damage for each opponent is resolved separately. If the attack roll results in the threat of a critical hit, roll to confirm each critical hit separately.

Weak Spot: A master thrower can gain this ability only after reaching 5th level. When using a thrown weapon against a target of her size or larger, the character can make a ranged touch attack instead of a normal attack. If the attack hits, the master thrower does not apply her Strength bonus to the damage.

Evasion (Ex): At 2nd level, a master thrower gains the evasion ability. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the master thrower is wearing light armor or no armor. A helpless master thrower (such as one who is unconscious or paralyzed) does not gain the benefit of the ability.

If the character already has the evasion ability, he gains improved evasion instead. Improved evasion works like evasion, except that while the character still takes no damage on a successful Refl ex saving throw, she takes only half damage on a failed save.

Snatch Arrows: A master thrower gains the benefit of the Snatch Arrows feat at 4th level, even if she does not meet the prerequisites.

Critical Throw (Ex): At 5th level, a master thrower gains the Improved Critical feat for any thrown weapon with which she has Weapon Focus.

Advancement[]

Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Quick Draw, thrown weapon trick
2nd +2 +0 +3 +0 Evasion
3rd +3 +1 +3 +1 Thrown weapon trick
4th +4 +1 +4 +1 Snatch Arrows
5th +5 +1 +4 +1 Critical throw, thrown weapon trick

Class skills[]

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Climb STR
Concentration CON
Craft INT
Jump STR
Perform CHA
Profession WIS
Sleight of Hand DEX
Spot WIS
Tumble DEX
Use Rope DEX

Mindspy[]

(Complete Warrior variant, p. 62)

By reading the minds of her enemies, a mindspy knows exactly what they're going to do a fraction of a second before they do it.

Requirements[]

Base Attack Bonus: +3

Skills: Concentration 8 ranks

Special: Able to cast the detect thoughts spell or to use detect thoughts as a spell-like ability.

Hit die[]

d8

Skill points[]

2 + Int

Class Features[]

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

Anticipate (Su): Because she is reading her foe's thoughts, a mindspy knows where she needs to block and how she needs to dodge before an attack from the foe arrives. In addition, a mindspy can detect weak points in a foe's defense by observing her enemy's thoughts. At 1st level, a mindspy can add 1 point of Charisma bonus (if any) per mindspy class level as a bonus to her Armor Class against attacks from a foe whose surface thoughts she is detecting (if the normal 3 rounds passes and the target fails its Will save) as well as an insight bonus on attack rolls against any foe whose surface thoughts she is detecting. If a mindspy is caught flat-footed or is otherwise denied her Dexterity bonus, she also loses this insight bonus to her Armor Class.

Combat Telepathy (Su): By reading her opponents' surface thoughts, a mindspy can anticipate their every move. She can make a Concentration check (DC 10 + damage taken during the previous round) at the beginning of her turn. If the mindspy succeeds, she can maintain concentration on detect thoughts as a free action. If the mindspy casts a spell or uses another spell-like ability, detect thoughts ends.

Spherical detect thoughts (Su): A mindspy can widen the area of her detect thoughts spell or ability into a sphere centered on her, rather than a cone. The radius of the sphere is equal to the length of the cone.

Faster Mindscan (Su): By 2nd level, a mindspy has become adept at tuning into others' thoughts quickly. In the round when she activates detect thoughts, she detects the presence or absence of thoughts and the Intelligence score of each thinking mind in the area. In the next round, she detects the surface thoughts of any one mind in the area.

Multiple Surface Thoughts (Su): A mindspy of 3rd level or higher can simultaneously detect the surface thoughts of any two creatures who fail their Will saves. This means that she gains anticipate bonuses against both of them. Once per round as a free action, she can choose new minds to listen in on. At 5th level, a mindspy can simultaneously detect the surface thoughts of four creatures.

Instant Mindscan (Su): At 4th level and higher, a mindspy can enter her enemies' minds at the speed of thought. She gains all the information from detect thoughts (presence or absence of minds, Intelligence scores, and surface thoughts) in the same round when she activates the spell or ability. The mindspy's enemies still get Will saves to keep their surface thoughts secret.

Advancement[]

Level BAB Fort Ref Will Special
1st +1 +0 +0 +2 Anticipate, combat telepathy, spherical detect thoughts
2nd +2 +0 +0 +3 Faster mindscan
3rd +3 +1 +1 +3 Multiple surface thoughts (two)
4th +4 +1 +1 +4 Instant mindscan
5th +5 +1 +1 +4 Multiple surface thoughts (four)

Class skills[]

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Craft INT
Intimidate CHA
Profession WIS
Sense Motive WIS

Nature's Warrior[]

(Complete Warrior variant, p. 63)

Nature's warriors are defenders of the wild, protectors of the natural world . . . and often druids who have spent "too much time" in wild shape form.

Requirements[]

Base Attack Bonus: +4

Alignment: Any neutral

Skills: Knowledge (nature) 8 ranks , Knowledge (the planes) 2 ranks , Survival 8 ranks

Feats: Track

Special: Wild shape ability

Hit die[]

d10

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Nature's warriors gain no proficiency with any weapon or armor.

Spells per Day: At every even-numbered level gained in the nature's warrior class, the character gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class. If the character did not belong to a divine spellcasting class before attaining 2nd level in the prestige class, she gains a druid spellcasting level. In no case, however, does she gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a nature's warrior, she must decide to which class she adds the new level for purposes of determining spells per day.

Nature's Armament (Su): Upon attaining an odd-numbered level in this prestige class, a nature's warrior may choose one of the following abilities. These abilities, unless otherwise noted, are only applicable while the nature's warrior is in wild shape form.

Armor of the Crocodile: The nature's warrior's natural armor bonus is improved by +1 per class level. This is an actual improvement, not an enhancement bonus.

Blaze of Power: While in fire elemental form, the nature's warrior is covered in a blaze of power, which functions as a warm fire shield at a caster level equal to her druid level (if any) plus her nature's warrior level.

Claws of the Grizzly: The nature's warrior gains a +3 bonus on damage when using her natural weapons.

Earth's Resilience: The nature's warrior gains damage reduction 3/—.

Nature's Weapon: The nature's warrior gains a +1 enhancement bonus on attack rolls when using her natural weapons, and her attacks are treated as magic weapons for the purpose of overcoming damage reduction.

Robe of Clouds: While in air elemental form, the nature's warrior may as a free action wreathe her body in mist and clouds for 1 minute per class level (or until she dismisses the effect). This gives her concealment, though it does not affect her ability to see or act at all.

Serpent's Coils: When in the form of a creature that normally has the improved grab ability, the nature's warrior gains a +4 bonus on all grapple checks and does damage equal to 1d8 + her Strength bonus after winning an opposed grapple check.

Water's Flow: To use this ability, the nature's warrior must be able to use wild shape to take the form of an elemental. Three times per day as part of a move action, the character may transform her body into a flowing rush of water. She may move at her base land speed while in this form but does not provoke attacks of opportunity while doing so. She may do nothing but move while in this form. At the end of her move, she immediately changes back into whatever form she was in prior to activating this ability. She may use this ability while not in wild shape form.

Wild Growth: The nature's warrior gains fast healing 1.

Wings of the Hurricane: If the nature's warrior is in an avian form or air elemental form, she increases her base fly speed by 30 feet and improves her maneuverability by one category (thus good maneuverability becomes perfect).

Wilding (Su): Nature's warrior class levels stack with druid levels (as well as levels in other prestige classes that allow these abilities to stack) to determine wild shape abilities and for wild empathy checks. For example, a druid 8/nature's warrior 3 would be considered an 11th-level druid for purposes of wild shape HD, size, type, and frequency (she could assume wild shape form 4/day and could become a Tiny creature). She would add +11 for her class levels (instead of +8) to her wild empathy checks against animals and certain magical beasts.

Advancement[]

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Nature's armament, wilding
2nd +2 +3 +0 +0 +1 level of existing divine spellcasting class
3rd +3 +3 +1 +1 Nature's armament
4th +4 +4 +1 +1 +1 level of existing divine spellcasting class
5th +5 +4 +1 +1 Nature's armament

Class skills[]

Skill name Key ability Trained only Armor check penalty
Diplomacy CHA
Handle Animal CHA
Intimidate CHA
Jump STR
Knowledge (nature) INT
Listen WIS
Survival WIS
Swim STR

Occult Slayer[]

(Complete Warrior variant, p. 66)

The occult slayer is driven to confront any arcane or divine spellcaster who crosses her path.

Requirements[]

Base Attack Bonus: +5

Skills: Knowledge (arcana) 4 ranks , Spellcraft 3 ranks

Feats: Improved Initiative , Weapon Focus (any weapon)

Hit die[]

d8

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Occult slayers are proficient with all simple and martial weapons and all armor and shields.

Magical Defense (Ex): An occult slayer's constant training in countering magic of all types manifests itself as a bonus on saving throws against spells or spell-like abilities. This bonus is +1 at 1st level, and it increases to +2 at 3rd level and to +3 at 5th level.

Weapon Bond (Su): An occult slayer must choose a particular weapon of at least masterwork quality as the focus of her power. Upon making her selection, she immediately forms a bond with the chosen weapon that imbues it with the force of her hatred for spellcasters. Thereafter, any successful attack she makes with that weapon against a spellcaster or a creature with spell-like abilities deals an extra 1d6 points of damage. If this particular weapon is lost or destroyed, the occult slayer loses the ability to deal the extra damage until she acquires and bonds with another weapon of the same kind of at least masterwork quality. The occult slayer must spend one day per character level practicing with the replacement weapon (and doing very little else—no adventuring) to create a new weapon bond.

Mind over Magic (Su): Starting at 2nd level, an occult slayer can cause a spell or spell-like ability targeted against her to rebound onto the originator as a free action. This ability otherwise functions as the spell turning spell (caster level equals the character's occult slayer level + 5). An occult slayer can use this ability once per day at 2nd level and twice per day at 4th level.

Vicious Strike (Ex): At 2nd level and higher, an occult slayer who readies an attack action to disrupt a spellcaster deals double damage if the attack hits.

Auravision (Su): At 3rd level, an occult slayer gains the ability to see magical auras at a range of up to 60 feet as a free action. This ability otherwise functions as the detect magic spell. The character cannot use this ability to determine anything but the number of magical auras present.

Nondetection Cloak (Su): Upon reaching 4th level, an occult slayer (and any gear she wears or carries) becomes more difficult to locate through divinations such as clairaudience/clairvoyance, locate object, and other detection spells. The occult slayer gains magical protection from divinations equivalent to a nondetection spell (caster level equals the character's occult slayer level), except that it affects only the occult slayer and her possessions.

Blank Thoughts (Ex): At 5th level, an occult slayer can induce within herself a state of mental absence, thereby becoming immune to mind-affecting effects (charms, compulsions, patterns, phantasms, and morale effects). She can suppress or resume this ability as a free action.

Advancement[]

Level BAB Fort Ref Will Special
1st +1 +0 +0 +2 Magical defense +1, weapon bond
2nd +2 +0 +0 +3 Vicious strike, mind over magic 1/day
3rd +3 +1 +1 +3 Auravision, magical defense +2
4th +4 +1 +1 +4 Mind over magic 2/day, nondetection cloak
5th +5 +1 +1 +4 Blank thoughts, magical defense +3

Class skills[]

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Craft INT
Gather Information CHA
Knowledge (arcana) INT
Profession WIS
Sense Motive WIS
Spellcraft INT

Order of the Bow Initiate[]

(Complete Warrior variant, p. 68)

By learning the meditative art of the Way of the Bow, the archer improves his discipline, precision, and spirituality.

Requirements[]

Base Attack Bonus: +5

Skills: Craft (bowmaking) 5 ranks , Knowledge (religion) 2 ranks

Feats: Point Blank Shot , Precise Shot , Rapid Shot , Weapon Focus (longbow, shortbow, or composite version of either)

Hit die[]

d8

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency:* Order of the Bow initiates gain no proficiency with any weapon or armor.

Ranged Precision (Ex): As a standard action, an initiate may make a single precisely aimed attack with a ranged weapon, dealing an extra 1d8 points of damage if the attack hits. When making a ranged precision attack, an initiate must be within 30 feet of his target. An initiate's ranged precision attack only works against living creatures with discernible anatomies. Any creature that is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a ranged precision attack, and any item or ability that protects a creature from critical hits (such as armor with the fortification special ability) also protects a creature from the extra damage.

Unlike with a rogue's sneak attack, the initiate's target does not have to be flat-footed or denied its Dexterity bonus, but if it is, the initiate's extra precision damage stacks with sneak attack damage. Treat the initiate's ranged precision attack as a sneak attack in all other ways.

The initiate's bonus to damage on ranged precision attacks increases by +1d8 every two levels.

An initiate can only use this ability with a ranged weapon for which he has taken the Weapon Focus feat.

Close Combat Shot (Ex): At 2nd level, an initiate can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.

Greater Weapon Focus (Ex): At 4th level, an Order of the Bow initiate gains the Greater Weapon Focus feat with a single ranged weapon for which he has taken the Weapon Focus feat even if he has not attained 8th level as a fighter.

Sharp-Shooting: At 6th level, an initiate gains the Sharp-Shooting feat (see Chapter 3 of this book) even if he does not meet the prerequisites.

Extended Precision (Su): A 10th-level Order of the Bow initiate's senses and feel for "the shot" become so attuned that he may make ranged precision attacks (and sneak attacks, if he has the ability) at a range of up to 60 feet

Advancement[]

Level BAB Fort Ref Will Special
1st +1 +0 +2 +2 Ranged precision +1d8
2nd +2 +0 +3 +3 Close combat shot
3rd +3 +1 +3 +3 Ranged precision +2d8
4th +4 +1 +4 +4 Greater Weapon Focus
5th +5 +1 +4 +4 Ranged precision +3d8
6th +6 +2 +5 +5 Sharp-Shooting
7th +7 +2 +5 +5 Ranged precision +4d8
8th +8 +2 +6 +6
9th +9 +3 +6 +6 Ranged precision +5d8
10th +10 +3 +7 +7 Extended precision

Class skills[]

Skill name Key ability Trained only Armor check penalty
Climb STR
Craft INT
Knowledge (religion) INT
Ride DEX
Spot WIS
Swim STR

Paladin Variant[]

(Unearthed Arcana variant, p. 58)

A variant paladin class.

 

Class Features[]

Gain: Favored enemy (as ranger; may only select aberrations, dragons, giants, monstrous humanoids, evil outsiders, or undead).

Lose: Lay on hands, turn undead, remove disease.

Purple Dragon Knight[]

(Complete Warrior variant, p. 70)

Purple Dragon knights develop uncanny skills related to coordinating and leading soldiers.

Requirements[]

Base Attack Bonus: +5

Alignment: Lawful good, neutral good, lawful neutral, or neutral

Skills: Diplomacy 1 ranks or Intimidate 1 ranks , Listen 2 ranks , Ride 2 ranks , Spot 2 ranks

Feats: Mounted Combat , Negotiator

Special: Membership in the Purple Dragons

Hit die[]

d10

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Purple Dragon knights gain proficiency with tower shields.

Heroic Shield (Ex): A Purple Dragon knight can use the aid another action to give an ally a +4 circumstance bonus to Armor Class instead of the normal +2.

Rallying Cry (Su): Up to three times per day as a free action, a knight can utter a powerful shout that causes all allies within 60 feet to gain a +1 morale bonus on their next attack roll and increases their speed by 5 feet until the knight's next turn. Traditionally, this mind-affecting ability is used when a formation of soldiers is about to charge.

Inspire Courage (Su): This ability, gained at 2nd level, has the same effect as the bard ability of the same name. The knight makes an inspirational speech, bolstering her allies against fear and improving their combat abilities. To be affected, an ally must be able to hear the knight speak. The effect lasts for as long as the ally hears the knight speak and for 5 rounds thereafter. While speaking, the knight can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 2nd level, a knight may use this ability once per day; at 4th level, she may use it twice per day.

Fear (Su): Once per day as a standard action, a knight of 3rd level or higher can evoke a fear effect (DC 10 + the knight's class level + the knight's Cha modifier) as the spell fear, using her class level as the caster level. Her allies are immune to the effect.

Oath of Wrath (Su): Once per day as a free action, a knight of 4th level or higher can select a single opponent within 60 feet and swear an oath to defeat him. For the duration of the encounter, the knight has a +2 morale bonus on melee attack rolls, weapon damage rolls, saving throws, and skill checks made against the challenged target. The effect is negated immediately if the knight uses a fullround action to move away from the challenged opponent.

Final Stand (Su): Once per day, a 5th-level Purple Dragon knight can inspire his troops to a heroic effort, temporarily increasing their vitality. All allies within 10 feet of the knight gain 2d10 temporary hit points. This ability affects a number of creatures equal to the knight's class level + her Charisma modifier and lasts an equal number of rounds.

Multiclass Note: A paladin who becomes a Purple Drag on knight may continue advancing as a paladin.

Advancement[]

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Heroic shield, rallying cry
2nd +2 +3 +0 +0 Inspire courage 1/day
3rd +3 +3 +1 +1 Fear
4th +4 +4 +1 +1 Inspire courage 2/day, oath of wrath
5th +5 +4 +1 +1 Final stand

Class skills[]

Skill name Key ability Trained only Armor check penalty
Climb STR
Diplomacy CHA
Handle Animal CHA
Intimidate CHA
Jump STR
Knowledge (local) INT
Ride DEX
Swim STR

Rage Mage[]

(Complete Warrior variant, p. 72)

The rage mage's approach to magic is based on the primal passion of magic more than the studious quasi-scientific approach.

Requirements[]

Base Attack Bonus: +4

Alignment: Any nonlawful

Feats: Combat Casting

Spells: Able to cast 2nd-level arcane spells. Special: Rage or frenzy ability.

Hit die[]

d8

Skill points[]

2 + Int

Class Features[]

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

Spells per Day: At every even-numbered level gained in the rage mage class, the character gains new spells per day as if she had also gained a level in an arcane spellcasting class she belonged to before adding the prestige class. In no case, however, does she gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting (but see spell rage, below). If a character had more than one arcane spellcasting class before becoming a rage mage, she must decide to which class she adds the new level for purposes of determining spells per day.

Spell Rage (Ex): A rage mage can cast spells while in a rage, as long as the spell's casting time is no more than 1 full round. When she casts a spell of the abjuration, conjuration, evocation, necromancy, or transmutation school while in a rage, the rage mage uses her character level as her caster level. This ability only works when the rage mage is in a spell rage.

While in a spell rage, a rage mage becomes reckless and loses her some of her ability to defend herself. She temporarily takes a —2 penalty to Armor Class. She can attempt Concentration checks to avoid having a spell disrupted, but can't use any other Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride) while in a spell rage.

A fit of rage lasts for a number of rounds equal to 3 + the character's Constitution modifier. A rage mage can end her rage voluntarily. At the end of the rage, the character is fatigued (—2 Strength, —2 Dexterity, can't charge or run) for the duration of the current encounter (unless the rage mage is 10th level, when this limitation no longer applies). A rage mage can only fly into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but a rage mage can only do it during her action, not in response to somebody else's action.

Overcome Spell Failure (Ex): At 2nd level, a rage mage learns to ignore some of the restrictive nature of armor. Her arcane spell failure chance when wearing light or medium armor decreases by 10%.

Rage (Ex): A rage mage can enter a rage one additional time per day at 3rd level and another time per day at 8th level.

Angry Spell (Ex): Beginning at 5th level, when a rage mage casts a spell of the abjuration, conjuration, evocation, necromancy, or transmutation school while raging, the save DC for the spell increases by +2. At 10th level, this increase becomes +4.

Spell Fury (Sp): Upon reaching 7th level, a rage mage can quicken one spell of 4th level or lower (as if she had used the Quicken Spellfeat), but without adjusting the spell's level or casting time. She may use this ability once during each rage.

Tireless Rage (Ex): At 9th level and higher, a rage mage no longer becomes fatigued at the end of her rage.

Warrior Cry (Sp): A 10th-level rage mage may scream out a cry once per day as a free action on her turn and gain the benefit of theTransformation spell, with one exception: She does not lose her spellcasting ability for the duration of this effect. The rage mage's caster level for the purpose of this effect is equal to her character level.

Advancement[]

Level BAB Fort Ref Will Special Spells per Day
1st +0 +2 +0 +0 Spell rage 1/day
2nd +1 +3 +0 +0 Overcome spell failure +1 level of existing arcane spellcasting class
3rd +2 +3 +1 +1 Rage +1 use/day
4th +3 +4 +1 +1 +1 level of existing arcane spellcasting class
5th +3 +4 +1 +1 Spell rage 2/day
6th +4 +5 +2 +2 +1 level of existing arcane spellcasting class
7th +5 +5 +2 +2 Spell fury
8th +6 +6 +2 +2 Rage +1 use/day +1 level of existing arcane spellcasting class
9th +6 +6 +3 +3 Tireless rage
10th +7 +7 +3 +3 Warrior cry, spell rage 3/day +1 level of existing arcane spellcasting class

Class skills[]

Skill name Key ability Trained only Armor check penalty
Concentration CON
Profession WIS
Spellcraft INT
Survival WIS

Ranger Variant[]

(Unearthed Arcana variant, p. 58)

A variant ranger class.

 

Class Features[]

Gain: Wild shape (as druid; Small or Medium animals only), fast movement (as barbarian).

Lose: Combat style, improved combat style, combat style mastery.

Ravager[]

(Complete Warrior variant, p. 73)

The infamous ravager has dedicated himself to the service of Erythnul, deity of slaughter.

Requirements[]

Base Attack Bonus: +5

Alignment: Chaotic evil or neutral evil

Skills: Intimidate 3 ranks , Knowledge (religion) 3 ranks , Survival 3 ranks

Feats: Improved Sunder , Power Attack

Special: Must survive the ravager initiation rites (see the sidebar).

Hit die[]

d10

Skill points[]

2 + Int

Class Features[]

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

Pain Touch (Su): Erythnul teaches that life is pain, and so is the touch of a ravager. A ravager can make an unarmed touch attack that deals 1d8 points of damage + 1 point per ravager level. Weapon attacks also transmit the pain of Erythnul, but only at the rate of 1d4 extra points of damage + 1 point per ravager level. The ravager can make one additional pain touch attack for every three levels beyond 1st.

Aura of Fear (Su): Enemies within 10 feet of a ravager of 2nd level or higher take a —2 morale penalty on all saving throws for as long as they remain within range. This ability is usable a number of times per day as given on the table. Each use lasts for a number of rounds equal to 3 + the ravagers Charisma modifier. The range of this aura increases at 5th level to 20 feet, and then again at 8th level to 30 feet.

Cruelest Cut (Ex): When a ravager reaches 3rd level, his familiarity with pain and fear grant him a cruel precision with his melee attacks. The character must declare he is making a cruelest cut attempt before he makes a melee attack (thus, a failed attack roll ruins the attempt). If he strikes successfully, he deals ld4 points of Constitution damage to the target, in addition to any other damage the attack may cause. A ravager can use cruelest cut once per day for every three levels he has attained, but may only make one cruelest cut attempt per round.

Visage of Terror (Sp): A 10th-level ravager has plumbed the true depths of horror and hopelessness. Once per day, he can trigger a spell-like ability similar to the arcane spell phantasmal killer (save DC 10 + the ravager's class level + the ravager's Cha bonus) as a standard action. To the foe the ravager selects, he seems to take on the visage of what the target fears most. In all other respects, this ability functions as the spell described in the Player's Handbook.

RAVAGER RITES[]

Individual ravagers are often perceived as dangerous loners but, in actuality, each belongs to a tight-knit warband. The initiation of a potential ravager into a warband (and into the prestige class) is brutally violent. When a prospective member approaches a warband and makes his intention to join known, the ravagers' standard tactic involves attacking him en masse. The warband's lowest-ranked members (usually anywhere between six to sixteen warriors, rogues, or fighters with individual levels between 2nd and 6th) come out first and try their best to kill the newcomer. Should the newcomer survive an arbitrary period of time (usually between 3 and 10 rounds, depending on how well the newcomer appears to be fighting and the cruelty or interest of the warband's leader), he is allowed to join the warband. Should the newcomer actually want to progress in the ravager prestige class, he must undergo a second rite: the fire sacrifice. The candidate waits on his knees, praying to Erythnul (or a similar deity) to fill his heart with hate and malice. Other members of the warband acquire a suitable sacrificial victim (preferably human, but in a pinch any humanoid will do). The would-be ravager must sacrifice the victim in accordance with the unholy rites of the deity, which always involve bloodletting followed by burning the sacrifice alive. Following this cruel and horrific act, the warband applies a distinctively repulsive set of tattoos to the applicant's face that forever marks him as a true ravager. Once the ceremony is complete, the only way to leave the warband is to die.

Advancement[]

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Pain touch 1/day
2nd +2 +3 +0 +0 Aura of fear 10 ft. 1/day
3rd +3 +3 +1 +1 Cruelest cut 1/day
4th +4 +4 +1 +1 Pain touch 2/day
5th +5 +4 +1 +1 Aura of fear 20 ft. 2/day
6th +6 +5 +2 +2 Cruelest cut 2/day
7th +7 +5 +2 +2 Pain touch 3/day
8th +8 +6 +2 +2 Aura of fear 30 ft. 3/day
9th +9 +6 +3 +3 Cruelest cut 3/day
10th +10 +7 +3 +3 Visage of terror

Class skills[]

Skill name Key ability Trained only Armor check penalty
Intimidate CHA
Knowledge (religion) INT
Move Silently DEX
Profession WIS
Ride DEX

Reaping Mauler[]

(Complete Warrior variant, p. 75)

Reaping maulers are the back-breakers, the limb-twisters, and the neck-snappers among pit fighters.

Requirements[]

Base Attack Bonus: +5

Skills: Escape Artist 5 ranks , Tumble 5 ranks

Feats: Clever Wrestling , Improved Unarmed Strike

Special: The candidate must have defeated at least three opponents one size category larger than himself with his bare hands

Hit die[]

d10

Skill points[]

2 + Int

Class Features[]

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

Improved Grapple (Ex): When wearing light armor or no armor, a reaping mauler gains the benefit of the Improved Grapple feat, even if he does not meet the prerequisites.

Mobility (Ex): When wearing light armor or no armor, a reaping mauler gains the benefits of the Mobility feat, even if he does not meet the prerequisites.

Adept Wrestling (Ex): Beginning at 2nd level, a reaping mauler who is wearing light armor or no armor gains a +1 bonus on all grapple checks and opposed Dexterity or Strength checks. This bonus increases to +2 at 4th level.

Counter Grapple (Ex): When grappling or pinned, a reaping mauler of 3rd level or higher wearing light armor or no armor can attempt either a grapple check or an Escape Artist check opposed by his opponent's grapple check to free himself as normal. If he fails the check he has chosen, he can immediately attempt the other check as a free action.

Sleeper Lock (Ex): At 3rd level, a reaping mauler learns how to render an opponent unconscious with pressure. If the character pins his opponent while grappling and maintains the pin for 1 full round, the opponent must make a Fortitude save (DC 10 + the reaping mauler's class level + the reaping mauler's Wis modifier) at the end of the round or fall unconscious for 1d3 rounds. A creature with no discernible anatomy has immunity to this effect.

Devastating Grapple (Ex): If a 5th-level reaping mauler pins his opponent while grappling and maintains the pin for 3 consecutive rounds, the opponent must make a Fortitude save (DC 10 + the reaping mauler's class level + the reaping mauler's Wis modifier) at the end of the third round or die. A creature with no discernible anatomy is immune to the effect of this ability

Advancement[]

Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Improved Grapple, Mobility
2nd +2 +3 +3 +0 Adept wrestling +1
3rd +3 +3 +3 +1 Counter grapple, sleeper lock
4th +4 +4 +4 +1 Adept wrestling +2
5th +5 +4 +4 +1 Devastating grapple

Class skills[]

Skill name Key ability Trained only Armor check penalty
Climb STR
Craft INT
Escape Artist DEX
Intimidate CHA
Jump STR
Perform CHA
Profession WIS
Swim STR
Tumble DEX

Ronin[]

(Complete Warrior variant, p. 77)

A ronin is a masterless warrior cast adrift in the world, but still clinging to the remnants of his former life.

Requirements[]

Base Attack Bonus: +6

Alignment: Any nonlawful

Feats: Exotic Weapon Proficiency (bastard sword)

Special: Must have fled or been exiled from the service of a feudal lord, commonly for disobeying orders, displaying rudeness or cowardice at a crucial juncture, or failing in a crucial task.

Hit die[]

d10

Skill points[]

2 + Int

Class Features[]

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

Infamy: The ronin's reputation for dishonor—deserved or not—follows him everywhere. Whenever someone in a position of authority has heard of the ronin's past (usually through a DC 10 Gather Information or Knowledge (nobility and royalty) check), that person's attitude starts one category worse than usual, and the ronin takes a —4 circumstance penalty on all Charisma-based checks involving that person. The infamy penalty applies only if the authority figure knows the ronin's identity, so some ronin adopt pseudonyms or secret identities.

Sneak Attack (Ex): If a ronin can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for an extra 1d6 points of damage. This extra damage increases by 1d6 points every third level (+2d6 at 4th level, +3d6 at 7th level, +4d6 at 10th level). For complete details on the sneak attack ability, see the description of the dark hunter earlier in this chapter.

Banzai Charge (Ex): The ronin has cast away the code of bushido and at least a measure of his own honor, but his heart still remembers the thrill of bravery. When a ronin of 2nd level or higher charges into battle, he can accept a variable penalty to his Armor Class and take an equivalent bonus on the damage roll. The normal —2 AC penalty for charging still applies and counts toward the bonus, but the ronin cannot accept a penalty smaller than —2 or larger than his base attack bonus. For example, a 2nd-level ronin making a banzai charge could take a —8 penalty to AC in exchange for a +8 bonus on the damage roll.

Bonus Feat: The ronin's experience in battle has taught him many tricks and techniques. At 5th and 9th level, a ronin may choose one feat from the following list: Far ShotImproved Precise ShotManyshotMounted ArcheryMounted CombatPoint Blank ShotPrecise ShotRapid ShotRide-By AttackShot on the RunSpirited ChargeTrample. The ronin must still meet all the prerequisites for the bonus feat.

Former Samurai[]

Ronins who possess levels of samurai (that is to say, are now ex-samurai) regain some of their lost class features the more levels of samurai they possess; refer to the accompanying table for details. High-level ronins retain much of their bushido training, even if fate has dealt them a treacherous blow.

Ex-Samurai Ronin Abilities[]

Samurai Level Regained Abilities
1st—5th The ronin regains any kiai smite class feature he once possessed as a samurai, and can use it just as any samurai can.
6th—10th As above, plus the ronin regains any staredown class feature (staredown, mass staredown, improved staredown) he once possessed as a samurai, using it just as he did before he became an ex-samurai.
11th+ As above, plus an ex-samurai of this stature immediately gains a ronin level for each level of samurai he trades in. For example, a character who has thirteen levels of samurai can immediately become a 10th-level ronin with all abilities if he chooses to lose ten levels of samurai. The character level of the character does not change. However, with the loss of samurai levels, the character might lose some of the class features granted by the samurai class. Thus, an ex-samurai of 14th level could become a 4th-level ronin/10th-level samurai, but would lose the improved two swords as one, kiai smite 3/day, and improved staredown class features.

Advancement[]

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Infamy, sneak attack +1d6
2nd +2 +3 +0 +0 Banzai charge
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Sneak attack +2d6
5th +5 +4 +1 +1 Bonus feat
6th +6 +5 +2 +2
7th +7 +5 +2 +2 Sneak attack +3d6
8th +8 +6 +2 +2
9th +9 +6 +3 +3 Bonus feat
10th +10 +7 +3 +3 Sneak attack +4d6

Class skills[]

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Craft INT
Disguise CHA
Intimidate CHA
Knowledge (history) INT
Knowledge (nobility and royalty) INT
Ride DEX
Sense Motive WIS

Samurai[]

(Complete Warrior variant, p. 8)

Wielding their signature katana and wakizashi simultaneously, samurai are as potent in melee as a fighter, although they are less versatile.

 ====Hit die====

d10

Alignment[]

Any lawful.

Starting gold[]

2d4x10

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: A samurai is proficient with all simple and martial weapons, and with all types of armor, but not with shields.

Daisho Proficiency (Ex): In melee combat, a samurai favors the katana (a masterwork bastard sword) and the wakizashi (a masterwork short sword). Many samurai receive an heirloom set of these two blades, known as the daisho. Because a samurai is trained in their use, he gains Exotic Weapon Proficiency (bastard sword) as a bonus feat.

Two Swords as One (Ex): At 2nd level, a samurai has learned to wield the katana and wakizashi together. He is treated as having theTwo-Weapon Fighting feat when wielding a katana and wakizashi, even if he does not meet the prerequisites for that feat.

Kiai Smite (Ex): Once per day, a samurai of 3rd level or higher can give a great cry during combat that invigorates him. When a samurai shouts (a free action), his next attack gains a bonus on the attack roll and the damage roll equal to his Charisma bonus (minimum +1). As a samurai gains levels, he can make a kiai smite more often.

Iaijutsu Master (Ex): By 5th level, a samurai has become adept at iaijutsu, a fighting technique that concentrates on drawing his weapon and striking a foe in one fluid motion. He is treated as having the Quick Draw feat, but only when he draws his katana or wakizashi.

Staredown (Ex): At 6th level, a samurai becomes able to strike fear into his foes by his mere presence. He gains a +4 bonus on Intimidate checks and can demoralize an opponent (as described in the Intimidate skill description, page 76 of the Player's Handbook).

Improved Initiative (Ex): At 8th level, the samurai has practiced iaijutsu techniques used in ritual duels between two samurai, and he is able to anticipate when any enemy will attack. He now has the Improved Initiative feat.

Mass Staredown (Ex): At 10th level, a samurai has sufficient presence that he can cow multiple foes. Using an Intimidate check, the samurai can demoralize all opponents within 30 feet with a single standard action.

Improved Two Swords as One (Ex): At 11th level, a samurai's prowess with the katana and wakizashi improves. He is treated as having the Improved Two-Weapon Fighting feat when wielding a katana and wakizashi, even if he does not meet the prerequisites for the feat.

Improved Staredown (Ex): At 14th level, even a glance from the hard eyes of a samurai is enough to give his foes pause. The samurai can demoralize opponents within 30 feet as a move action, not a standard action.

Greater Two Swords as One(Ex): At 16th level, fighting with a katana and wakizashi becomes second nature for a samurai. He is treated as having the Greater Two-Weapon Fighting feat when wielding a katana and wakizashi, even if he does not meet the prerequisites for that feat.

Frightful Presence (Ex): A 20th-level samurai's bravery, honor, and fighting prowess have become legendary. When the samurai draws his blade, opponents within 30 feet must succeed on a Will save (DC 20 + samurai's Cha modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have from 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected. Any foe that successfully resists the effect cannot be affected again by the same samurai's frightful presence for 24 hours.

Ex-Samurai[]

A samurai who ceases to be lawful or who commits an act of grave dishonor loses all samurai class features that depend on Charisma or Charisma-based checks. Minor embarrassments don't count, but major breaks with the code of bushido do. Acts that could lose a samurai his status include disobeying an order from a superior officer or feudal lord, fleeing in cowardice from an important battle, being caught in a major lie or other breach of integrity, and appallingly rude behavior. A disgraced character may not progress any farther as a samurai. He regains his class features the ability to advance in the class if he atones for his violations (see the atonement spell, page 201 of the Player's Handbook), assuming the feudal lord offers a chance at redemption. (Some feudal lords demand ritual suicide as the only act that cleanses the stain of dishonor.)

Like a member of any other class, a samurai may be a multiclass character, but multiclass samurai face a special restriction. A samurai who gains a level in any class other than samurai may never again raise his samurai level, though he retains all his current samurai abilities. The way of the samurai demands constant adherence to the code of bushido. Samurai may sometimes take levels in particular prestige classes without violating this code. The kensai and the knight protector (both in this book) and the dwarven defender (in the Dungeon Master's Guide) are three such examples. The Dungeon Master may designate other prestige classes as available to a samurai.

Some disgraced samurai take levels in the ronin prestige class (described in Chapter 2 of this book), which gives them a chance to regain their lost class features.

Advancement[]

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Daisho profi ciency
2nd +2 +3 +0 +0 Two swords as one
3rd +3 +3 +1 +1 Kiai smite 1/day
4th +4 +4 +1 +1
5th +5 +4 +1 +1 Iaijutsu master
6th +6/+1 +5 +2 +2 Staredown
7th +7/+2 +5 +2 +2 Kiai smite 2/day
8th +8/+3 +6 +2 +2 Improved Initiative
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Mass staredown
11th +11/+6/+1 +7 +3 +3 Improved two swords as one
12th +12/+7/+2 +8 +4 +4 Kiai smite 3/day
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Improved staredown
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5 Greater two swords as one
17th +17/+12/+7/+2 +10 +5 +5 Kiai smite 4/day
18th +18/+13/+8/+3 +11 +6 +6
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Frightful presence

Class skills[]

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Diplomacy CHA
Intimidate CHA
Knowledge (nobility and royalty) INT
Ride DEX
Sense Motive WIS

Spellsword[]

(Complete Warrior variant, p. 79)

The dream of melding magic and weaponplay is fulfilled in the person of the spellsword.

Requirements[]

Base Attack Bonus: +4

Skills: Knowledge (arcana) 6 ranks

Spells: Able to cast 2nd-level arcane spells. Special: Must have defeated a foe through force of arms alone, without recourse to spellcasting. Feats: Proficiency with all simple and martial weapons and with all armor (heavy, medium, and light).

Hit die[]

d8

Skill points[]

2 + Int

Class Features[]

Spells per Day: At every odd-numbered level, a spell sword gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on), save for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a spellsword, he must decide to which class he adds the new level for purposes of determining spells per day.

Ignore Spell Failure (Ex): Beginning at 1st level, a spell sword's hard work and practice at merging spellcraft with weaponplay starts to pay off. As an extraordinary ability, he ignores a portion of the arcane spell failure chance associated with using armor. This reduction starts at 10%and gradually increases to 30%, as shown on the class table. A spellsword subtracts the given percentage value from his total spell failure chance, if any. For instance, a character wearing scale mail and carrying a small shield normally has a spell failure chance of 30%, but this drops to only 20% for a 1st-level spellsword.

Bonus Feat: At 2nd level, a spellsword advances his art, gaining a bonus feat. This bonus feat must be either a metamagic feat or one drawn from the list of bonus feats allowed to a fighter (see Table 5—1 on page 90 of the Player's Handbook).

Channel Spell (Sp): At 4th level, a spellsword can channel any spell he can cast into his melee weapon. Using this ability requires a move action, and the spellsword uses up the prepared spell or spell slot just as if he had cast the spell. The channeled spell affects the next target that the spell sword successfully attacks with his weapon (saving throws and spell resistance still apply). Even if the spell normally affects an area or is a ray, it affects only the target. The spell is discharged from the weapon, which can then hold an other spell. A spellsword can channel his spells into only one weapon at a time. Spells channeled into a weapon are lost if not used in 8 hours.

Multiple Channel Spell (Sp): A 10th-level spellsword can channel two spells into his melee weapon, using a move action to channel each one. Both channeled spells affect the next target the spellsword successfully attacks with his weapon, in the order the spells were placed into the weapon. As with the channel spell class feature, saving throws and spell resistance apply normally. Each time a spellsword uses multiple channel spell, two of his five channel spell uses per day are expended.

Advancement[]

Level BAB Fort Ref Will Special Spellcasting
1st +1 +2 +0 +2 Ignore spell failure 10% +1 level of existing arcane spellcasting class
2nd +2 +3 +0 +3 Bonus feat
3rd +3 +3 +1 +3 Ignore spell failure 15% +1 level of existing arcane spellcasting class
4th +4 +4 +1 +4 Channel spell 3/day
5th +5 +4 +1 +4 Ignore spell failure 20% +1 level of existing arcane spellcasting class
6th +6 +5 +2 +5 Channel spell 4/day
7th +7 +5 +2 +5 Ignore spell failure 25% +1 level of existing arcane spellcasting class
8th +8 +6 +2 +6 Channel spell 5/day
9th +9 +6 +3 +6 Ignore spell failure 30% +1 level of existing arcane spellcasting class
10th +10 +7 +3 +7 Multiple channel spell

Class skills[]

Skill name Key ability Trained only Armor check penalty
Climb STR
Concentration CON
Jump STR
Knowledge Int
Profession WIS
Spellcraft INT

Stonelord[]

(Complete Warrior variant, p. 81)

The earth whispers to special dwarves known as stonelords.

Requirements[]

Base Attack Bonus: +5

Race: Dwarf

Skills: Craft (stoneworking) 6 ranks , Speak Language (Terran) 1 ranks

Feats: Endurance

Special: The character must undergo an arduous ritual involving immersion in sacred loam, long fasting periods deep underground, and the ingestion of 1,000 gp worth of powdered gemstones. The gem type chosen is then the stonelord's totem gem, and she must carry that type of stone with her at all times to access the spell-like abilities she gains as a stonelord

Hit die[]

d8

Skill points[]

2 + Int

Class Features[]

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

Earth's Blood (Sp): Once per day, a stonelord can take a standard action to heal her own wounds using a clump of mud. This ability heals a number of hit points equal to 1d8 + her stonelord class level.

Stone Power: At every even-numbered level, a stonelord can choose one ability from the following list of stone powers. No stone power can be chosen more than once. Unless otherwise noted, the stonelord uses her class level as the caster level for these effects (the save DCs are Constitution-based). Using one of these abilities is a standard action unless otherwise noted.

Earthgrip (Sp): Once per day, a stonelord with this ability can use hold monster on any target touching the ground. If the opponent is airborne or waterborne, the stonelord cannot affect the creature with the spell.

Earth Magic (Su): Once per day, a spell cast by a stonelord with this ability (assuming she can cast spells) is considered maximized as if prepared with the Maximize Spell feat, although the spell's level is unaffected. The spell's level cannot be higher than the class level of the stonelord. Using this ability is a free action.

Earth's Endurance (Sp): Once per day, a stonelord with this ability grants herself a boost to her Constitution score as if she were affected by a bear's endurance spell for 1 hour.

Earth's Strength (Sp): Once per day, a stonelord with this ability grants herself a boost to her Strength score as if she were affected by a bull's strength spell for 1 hour.

Earth Power (Su): Once per day, all melee attacks made in a single round by a stonelord with this ability gain a +2 bonus on the attack roll and deal an extra 2d6 points of damage on a successful hit. Using this ability is a free action.

Earth Shadows (Su): Once per day per class level, a stonelord with this ability can create a figment of a Medium earth elemental that appears in a flanking position adjacent to the stonelord's opponent for 1 round. This ability allows the stonelord to make flanking attacks (+2 to hit, can make a sneak attack if such ability is available) against that opponent during that round. Using this ability is a free action.

Gravity (Sp): Once per day, a stonelord with this ability can use a slow effect (as the spell).

Stoneskin (Sp): Once per day, a stonelord with this ability can give herself the benefit of a stoneskin spell (caster level equal to the stonelord's class level). The character must provide the material component as if she were actually casting the spell.

Summon Earth Elemental (Sp): Once per day, a stone lord with this ability can summon an earth elemental as if she had cast a summon monster spell. The size of the summoned earth elemental depends on the stonelord's class level, as follows: 1st—3rd, Small; 4th—6th, Medium; 7th—9th, Large; 10th, Huge.

Stone Shape (Sp): Once per day, a stonelord of 3rd level or higher can use a stone shape effect (caster level equal to the stonelord's class level).

Meld into Stone (Sp): Once per day per class level, a stonelord of 5th level or higher can use a meld into stone effect (caster level equal to the stonelord's class level).

Stone Tell (Sp): Once per day, a stonelord of 7th level or higher can speak with stone as if she had cast stone tell (caster level equal to the stonelord's class level).

Earthquake (Sp): Once per day, a stonelord of 9th level or higher can use an earthquake effect (caster level equal to the stonelord's class level).

Advancement[]

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Earth's blood
2nd +2 +3 +0 +0 Stone power
3rd +3 +3 +1 +1 Stone shape
4th +4 +4 +1 +1 Stone power
5th +5 +4 +1 +1 Meld into stone
6th +6 +5 +2 +2 Stone power
7th +7 +5 +2 +2 Stone tell
8th +8 +6 +2 +2 Stone power
9th +9 +6 +3 +3 Earthquake
10th +10 +7 +3 +3 Stone power

Class skills[]

Skill name Key ability Trained only Armor check penalty
Climb STR
Concentration CON
Craft INT
Knowledge Int
Profession WIS
Spot WIS
Survival WIS

Swashbuckler[]

(Complete Warrior variant, p. 11)

The swashbuckler embodies the concepts of daring and panache.

 ====Hit die====

d10

Alignment[]

Any

Starting gold[]

6d4 x 10

Skill points[]

4 + Int

Class Features[]

Weapon and Armor Proficiency: Swashbucklers are proficient with all simple and martial weapons, and with light armor. Some of the swashbuckler's class features, as noted below, rely on her being no more than lightly armored and unencumbered.

Weapon Finesse (Ex): A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.

Grace (Ex): A swashbuckler gains a +1 competence bonus on Reflex saves at 2nd level. This bonus increases to +2 at 11th level and to +3 at 20th level. A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Insightful Strike (Ex): At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler's insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Dodge Bonus (Ex): A swashbuckler is trained at focusing her defenses on a single opponent in melee. During her action, she may designate an opponent and receive a +1 dodge bonus to Armor Class against melee attacks from that opponent. She can select a new opponent on any action. This bonus increases by +1 at every five levels after 5th (+2 at 10th level, +3 at 15th, and +4 at 20th). A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

If the swashbuckler also has the Dodge feat, she need not designate the same target for this ability as for the Dodge feat. (If she designates the same target, the bonuses stack.)

Acrobatic Charge (Ex): A swashbuckler of 7th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.

Improved Flanking (Ex): A swashbuckler of 8th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don't gain this increased bonus.)

Lucky (Ex): Many swashbucklers live by the credo "Better lucky than good." Once per day, a swashbuckler of 11th level or higher may re-roll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the re-roll, even if it's worse than the original roll.

Acrobatic Skill Mastery (Ex): At 13th level, a swashbuckler becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Jump or Tumble check, a swashbuckler may take 10 even if stress and distractions would normally prevent her from doing so.

Weakening Critical (Ex): A swashbuckler of 14th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect.

Slippery Mind (Ex): When a swashbuckler reaches 17th level, her mind becomes more difficult to control. If the swashbuckler fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw.

Wounding Critical (Ex): A swashbuckler of 19th level or higher who scores a critical hit against a creature also deals 2 points of Constitution damage to the creature. (This damage is in addition to the Strength damage dealt by the swashbuckler's weakening critical class feature.) Creatures immune to critical hits are immune to this effect.

Advancement[]

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Weapon Finesse
2nd +2 +3 +0 +0 Grace +1
3rd +3 +3 +1 +1 Insightful strike
4th +4 +4 +1 +1
5th +5 +4 +1 +1 Dodge bonus +1
6th +6/+1 +5 +2 +2
7th +7/+2 +5 +2 +2 Acrobatic charge
8th +8/+3 +6 +2 +2 Improved flanking
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Dodge bonus +2
11th +11/+6/+1 +7 +3 +3 Grace +2, lucky
12th +12/+7/+2 +8 +4 +4
13th +13/+8/+3 +8 +4 +4 Acrobatic skill mastery
14th +14/+9/+4 +9 +4 +4 Weakening critical
15th +15/+10/+5 +9 +5 +5 Dodge bonus +3
16th +16/+11/+6/+1 +10 +5 +5
17th +17/+12/+7/+2 +10 +5 +5 Slippery mind
18th +18/+13/+8/+3 +11 +6 +6
19th +19/+14/+9/+4 +11 +6 +6 Wounding critical
20th +20/+15/+10/+5 +12 +6 +6 Dodge bonus +4, grace +3

Class skills[]

Skill name Key ability Trained only Armor check penalty
Balance DEX
Bluff CHA
Climb STR
Craft INT
Diplomacy CHA
Escape Artist DEX
Jump STR
Profession WIS
Sense Motive WIS
Swim STR
Tumble DEX
Use Rope DEX

Tattooed Monk[]

(Complete Warrior variant, p. 82)

Certain monastic orders bestow supernatural or spell-like powers on their members by inscribing magic tattoos on their skin.

Requirements[]

Base Attack Bonus: +3

Alignment: Any lawful

Skills: Knowledge (religion) 8 ranks

Feats: Endurance , Improved Grapple , Improved Unarmed Strike

Hit die[]

d8

Skill points[]

4 + Int

Class Features[]

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

Monk Abilities: A tattooed monk's class levels stack with his monk levels for determining his unarmed damage, AC bonus, and unarmored speed bonus.

Tattoo (Su or Sp): Tattooed monks gain their powers from the magic tattoos that eventually cover their bodies. A 1stlevel tattooed monk has one tattoo and gains another tattoo at every odd-numbered level. A tattooed monk can choose his tattoos from among those described below. Note that three of the tattoos (centipede, crescent moon, and phoenix) have minimum class level requirements.

All tattoos are magical, and the abilities they bestow are supernatural (except for the crescent moon). A tattooed monk in an antimagic field loses all benefits of his tattoos. Unless the effect of a tattoo is continuous, activating a tattoo is a move action that does not provoke an attack of opportunity.

Arrowroot: A character with this tattoo can heal wounds in another character by touch. Each day he can cure a total number of hit points equal to his Wisdom bonus × his class level. A tattooed monk cannot heal himself, but he may divide the curing among multiple recipients, and he doesn't have to use it all at once.

Bamboo: Once per day per tattoo he possesses, a character with this tattoo can add the number of tattoos he possesses as an enhancement bonus to his Constitution score. This benefit lasts for 1 round per class level.

Bat: Once per day per tattoo he possesses, a character with this tattoo can add the number of tattoos he possesses as an enhancement bonus to his Dexterity score. This benefit lasts for 1 round per class level.

Bellflower: Once per day per tattoo he possesses, a character with this tattoo can add his Charisma modifier as an enhancement bonus to any of his ability scores (including Charisma). This benefit lasts for 1 round per class level.

Butterfly: Once per day per tattoo he possesses, a character with this tattoo can add the number of tattoos he possesses as an enhancement bonus to his Wisdom score. This benefit lasts for 1 round per class level.

Centipede: Once per week, a character with this tattoo can use a shadow walk effect. This ability allows the tattooed monk to cross great distances, but he must end his journey on the Material Plane. A tattooed monk must be at least 5th level to gain this tattoo.

Chameleon: A character with this tattoo can use an alter self effect once per day per tattoo he possesses. This benefit lasts for 1 hour per class level.

Crab: A character with this tattoo gains damage reduction 2/magic. This damage reduction improves by 2 for each additional tattoo he possesses.

Crane: A character with this tattoo gains a gradual immunity to bodily decay. When a tattooed monk first gains this tattoo, he gains immunity to nonmagical diseases. When he gains his next tattoo (whatever it may be), he acquires immunity to poison as well. When he gains his next tattoo, he no longer takes ability score penalties for aging, and he cannot be magically aged. (Any aging penalties he may already have incurred remain in place.) Bonuses still accrue, and the tattooed monk still dies of old age when his time is up.

Chrysanthemum: Every hour that a character with this tattoo is in direct sunlight, he heals a number of hit points equal to his level. A daylight spell does not provoke this fast healing; the character must be exposed to real sunlight.

Dragon: Once per day per tattoo he possesses, a character with this tattoo can use fire breath as if he had drunk an elixir of fire breath (see page 255 of the Dungeon Master's Guide).

Dragonfly: Once per day, a character with this tattoo gains a dodge bonus to his AC equal to the number of tattoos he possesses. This benefit lasts for 1 round per class level.

Falcon: A character with this tattoo is immune to fear (magical or otherwise). Allies within 10 feet of his gain a morale bonus on their saving throws against fear effects equal to the tattooed monk's Charisma bonus (if any) plus the number of tattoos he possesses.

Lion: Once per day per tattoo he possesses, a character with this tattoo can smite a foe, gaining a +4 bonus on the attack roll and a bonus on the damage roll equal to his class level on a single melee attack. The tattooed monk must declare the smite before making the attack. A missed attack uses up the attempt.

Monkey: A character with this tattoo gains a +1 competence bonus per tattoo he possesses on all Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Open Lock, Sleight of Hand, and Tumble checks.

Moon, Crescent: Once per day, a character with this tattoo can use ethereal jaunt as a spell-like ability. A tattooed monk must be at least 9th level to gain this tattoo.

Moon, Full: Once per day per tattoo he possesses, a character with this tattoo can gain a +2 luck bonus on a single attack roll, skill check, or ability check, as he calls on the power of the full moon. This ability cannot be used during daylight hours.

Mountain: A character with this tattoo can activate it to take on the immovability of a mountain for as much as 1 round per class level, gaining phenomenal durability though he cannot move from the spot where he stands. He gains a +4 bonus to his Constitution and Wisdom scores. The increase in Constitution increases the tattooed monk's hit points by 2 points per level, but these hit points go away when the ability's duration expires or when the character chooses to end it (a free action). These extra hit points are not lost first the way temporary hit points are. While using this ability, the tattooed monk takes a —20 penalty on any Dexterity-based skill checks. He is immune to bull rush and trip attacks. The tattooed monk may use this ability once per day per tattoo he possesses.

Nightingale: A character with this tattoo can heal wounds, either his own or others'. He can heal a number of hit points of damage equal to twice his current class level each day, and he can spread this healing out among several uses.

Ocean: A character with this tattoo never needs to eat, sleep, or drink.

Phoenix: A character with this tattoo gains spell resistance equal to his class level + 15. A tattooed monk must be at least 7th level to gain this tattoo.

Pine: A character with this tattoo gains the Remain Conscious feat.

Scorpion: Once per day per tattoo he possesses, a character with this tattoo can force an opponent attacking him to use his lowest ability score modifier instead of his Strength or Dexterity score modifier when making his attack roll. The character can activate this tattoo on his opponent's turn, but he must declare it before the success or failure of the attack is determined. The tattooed monk must be aware of the attack and not flat-footed in order to use this ability.

Spider: To use this tattoo, a character must have the Stunning Fist feat. Instead of a stunning fist attack, a character with this tattoo can make an attack that delivers a contact poison. The poison's save DC is equal to 10 + the tattooed monk's class level + his Con modifier. The poison's initial and secondary damage is 2 points of Constitution damage. Using this tattoo counts as one of the character's stunning fist attacks for that day.

Sun: Once per day per tattoo he possesses, a character with this tattoo can gain a +2 luck bonus on a single attack roll, skill check, or ability check, as he calls on the full power of the sun. This ability can only be used during daylight hours.

Tiger: Once per day per tattoo he possesses, a character with this tattoo can fight unarmed with a +1 bonus on all attack rolls and deal an extra 1d6 points of damage with a successful attack. This burst of martial arts ferocity lasts for 1 round per class level.

Tortoise: Once per day per tattoo he possesses, a character with this tattoo can use his class level as the number of ranks in a skill he does not possess for the purpose of one skill check. For example, a 4th-level tattooed monk with two tattoos can make up to two Use Magic Device checks as if he had 4 ranks in that skill. He adds his Charisma modifier to the skill check as usual.

Unicorn: A character with this tattoo gains the power of good fortune, usable once per day. This ability allows the tattooed monk to reroll one d20 roll that he has just made. The character must take the result of the reroll, even if it's worse than the original roll. The character must declare the reroll before the result of the original roll has been determined.

Wasp: Once per day per tattoo he possesses, a character with this tattoo can use haste on herself. The benefit lasts for 1 round per class level.

White Mask: A character with this tattoo is immune to detect thoughts, detect lies, and any attempt to magically discern his alignment. He gains a +10 bonus on all Bluff checks.

Multiclass Note: A monk who becomes a tattooed monk may continue advancing as a monk.

Advancement[]

Level BAB Fort Ref Will Special
1st +0 +2 +2 +2 Monk abilities, tattoo
2nd +1 +3 +3 +3
3rd +2 +3 +3 +3 Tattoo
4th +3 +4 +4 +4
5th +3 +4 +4 +4 Tattoo
6th +4 +5 +5 +5
7th +5 +5 +5 +5 Tattoo
8th +6 +6 +6 +6
9th +6 +6 +6 +6 Tattoo
10th +7 +7 +7 +7

Class skills[]

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Concentration CON
Craft INT
Diplomacy CHA
Escape Artist DEX
Hide DEX
Jump STR
Knowledge Int
Listen WIS
Move Silently DEX
Perform CHA
Profession WIS
Swim STR
Tumble DEX

Thayan Knight[]

(Complete Warrior variant, p. 85)

Thayan knights have mastered the art of swordplay, are familiar with magic, and are loyal to none but the tattooed mages.

Requirements[]

Base Attack Bonus: +5

Alignment: Any nongood

Race: Human

Skills: Intimidate 2 ranks , Knowledge (arcana) 2 ranks , Knowledge (local) (Thay) 2 ranks

Feats: Iron Will , Weapon Focus (longsword)

Special: Sworn allegiance to the Red Wizards of Thay

Hit die[]

d10

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Thayan knights gain proficiency with tower shields.

Horrors of Thay (Ex): Because of long exposure to the cruelty of her homeland, a Thayan knight gains a +2 morale bonus on saving throws against fear effects and a +1 morale bonus on saving throws against charm effects. At 4th level, these bonuses increase to +4 and +2, respectively. None of these bonuses apply against attacks from Red Wizards.

Zulkir's Favor (Su): At 1st level, a Thayan knight undergoes a long and painful tattooing ritual. A magic tattoo, placed either on the back or the forehead, provides a +2 resistance bonus on Reflex saves. The tattoo also marks the knight as someone loyal to the Red Wizards. The knight automatically fails any saving throw against a mind-affecting spell cast by a Red Wizard. When the tattoo is visible, the knight gains a +2 morale bonus on Intimidate checks as an extraordinary ability.

Zulkir's Defender (Ex): A Thayan knight of 2nd level or higher gains a +2 morale bonus on attack rolls and damage rolls against any creature that attacks her or that she has previously seen attack a Red Wizard.

Fighter Feat: At 3rd level, a Thayan knight may choose any one feat except Weapon Specialization from the fighter bonus feat list (see Table 5—1, page 90 of the Player's Handbook).

Final Stand (Su): Once per day as a standard action, a Thayan knight of 4th level or higher can inspire her troops. Allies within 10 feet of the knight gain 2d10 temporary hit points. This ability affects a number of creatures equal to the knight's class level + the knight's Charisma modifier and lasts the same number of rounds.

Zulkir's Champion (Su): A 5th-level Thayan knight receives a large magic tattoo across her face, signifying her devotion to the protection of the Red Wizards. Once per day, she can add a +2 luck bonus on a single saving throw. This bonus can be taken after the die is rolled and after other modifiers have been applied to the roll. When the tattoo is visible, the knight gains a +4 morale bonus on Intimidate checks as an extraordinary ability.

Advancement[]

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Horrors of Thay (+2 fear, +1 charm), zulkir's favor
2nd +2 +3 +0 +0 Zulkir's defender
3rd +3 +3 +1 +1 Fighter feat
4th +4 +4 +1 +1 Horrors of Thay (+4 fear, +2 charm), final stand
5th +5 +4 +1 +1 Zulkir's champion

Class skills[]

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Climb STR
Craft INT
Gather Information CHA
Handle Animal CHA
Intimidate CHA
Jump STR
Knowledge (arcana) INT
Knowledge (local) INT
Profession WIS
Ride DEX
Spot WIS
Swim STR

War Chanter[]

(Complete Warrior variant, p. 87)

A war chanter's music flows across the battlefield like a raging torrent, catching friends and foes alike in its wake.

Requirements[]

Base Attack Bonus: +4

Alignment: Any nonlawful

Skills: Perform (sing) 6 ranks or Perform (oratory) 6 ranks

Feats: Combat Expertise , Weapon Focus

Special: Able to use the inspire courage bardic music ability.

Hit die[]

d8

Skill points[]

4 + Int

Class Features[]

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

Inspire Toughness (Su): A war chanter with 9 or more ranks in Perform (sing) or Perform (oratory) can use her song or poetics to impart a kind of berserk resiliency on her allies (including himself). To be affected, an ally must be able to hear the war chanter sing (or speak). The effect lasts for as long as the ally hears the war chanter sing and for 5 rounds thereafter. An affected ally receives +2 temporary hit points for every class level of the war chanter. At 6th level and higher, a war chanter also grants affected allies the benefit of the Diehard feat when using this ability.

War Chanter Music: War chanter music follows the same rules as bardic music (see page 29 of the Player's Handbook). War chanter levels stack with bard levels for the purpose of determining how often a character can use war chanter music or bardic music. War chanter levels do not stack with bard levels for determining which songs a bard has access to.

Inspire Recklessness (Su): A War chanter of 3rd level or higher with 12 or more ranks in any Perform skill can use her song or poetics to inspire an often dangerous, but very effective, ferocity in one of her allies within 60 feet (or in himself). The effect lasts for as long as the ally hears the war chanter sing and for 5 rounds thereafter. An affected ally (or the war chanter herself) is inspired to recklessness, gaining the ability to decrease her Armor Class by a number less than or equal to her base attack bonus and add the same number to her melee attack rolls as a morale bonus.

On her action, before making any attack rolls in a round, the affected character must choose to subtract a number from her Armor Class and add the same number to all melee attack rolls (this number may be 0). The penalty to Armor Class and the bonus on attack rolls apply until the character's next action.

Combine Songs (Su): A war chanter of 5th level or higher with 12 or more ranks in any Perform skill can combine two types of bardic music or war chanter music to provide the benefits of both (normal stacking rules for bonus types apply).

Inspire Awe (Su): A war chanter of 7th level or higher with 15 or more ranks in any Perform skill can inspire uneasiness, fear, or even terror in her foes. To be affected, a foe must be within 60 feet of the war chanter and must be able to hear the war chanter. Foes get a Will save (DC 10 + war chanter's class level + war chanter's Cha modifier) to resist the effect. The severity of the effect depends on the difference between the foe's Hit Dice and the war chanter's Hit Dice (character level). Subtract the foe's HD from the war chanter's HD and consult the following table.

The effect lasts for as long as the foe can hear the war chanter and 1 round thereafter. If a foe's hearing of the war chanter's song is interrupted, the foe needs to make another saving throw when he hears the war chanter's song again.

HD Difference Effect
+10 or more Foe is paralyzed with fear
+1 to +9 Foe is panicked
0 to —5 Foe is frightened
—6 or less Foe is shaken

Singing Shout (Su): When a war chanter of 8th level or higher engages in battle, he often lets out a singing shout as a standard action. All allies (including herself) within a 60-foot radius who can hear the war chanter gain a +4 enhancement bonus to Strength for a number of rounds equal to one-half the class level of the war chanter.

Inspire Legion (Su): A 10th-level war chanter with 18 or more ranks in any Perform skill can unite her allies and make them fight better together. To be affected, an ally must be within 60 feet of the war chanter and must be able to hear the war chanter. Only allies who meet these requirements at the beginning of the song are affected, and an ally whose hearing is interrupted or who moves more than 60 feet away from the war chanter cannot rejoin the same song. The effect lasts as long as the affected characters can hear the war chanter and stay within range.

When the war chanter begins singing, determine the best base attack bonus among all the affected characters. All affected characters use this base attack bonus or the war chanter's character level as their base attack bonus for the duration of the effect. All affected characters gain a +2 competence bonus on damage rolls as well.

Advancement[]

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Inspire toughness, war chanter music
2nd +2 +3 +0 +0
3rd +3 +3 +1 +1 Inspire recklessness
4th +4 +4 +1 +1
5th +5 +4 +1 +1 Combine songs
6th +6 +5 +2 +2
7th +7 +5 +2 +2 Inspire awe
8th +8 +6 +2 +2 Singing shout
9th +9 +6 +3 +3
10th +10 +7 +3 +3 Inspire legion

Class skills[]

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Concentration CON
Craft INT
Diplomacy CHA
Escape Artist DEX
Gather Information CHA
Intimidate CHA
Jump STR
Perform CHA
Profession WIS
Sense Motive WIS
Swim STR

Warshaper[]

(Complete Warrior variant, p. 89)

The warshaper grows and evolves her own weapons and armor to suit the threat at hand.

Requirements[]

Base Attack Bonus: +4

Race: Any (but see below). Special: Must be able to change shape in one of the following five ways:

  • Change shape supernatural ability (aranea, hound archon, barghest, doppelganger, rakshasa, slaad).
  • Shapechanger subtype (lycanthropes, phasm).
  • Polymorph as a spell-like ability (astral deva, planetar, solar, couatl, marilith, bronze dragon, gold dragon, silver dragon, efreeti, leonal guardinal, night hag, ogre mage, pixie).
  • Able to cast the Polymorph spell.
  • Wild shape or similar class feature (bear warrior *, druid).

The alternate form ability (possesed by quasits, vampires, and others) is insufficient to become a warshaper * Prestige class from this book.

Hit die[]

d8

Skill points[]

2 + Int

Class Features[]

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

Morphic Immunities (Ex): A warshaper is adept at distributing her form's vital organs around her body to keep them safe from harm. Warshapers are immune to stunning and critical hits.

Morphic Weapons (Su): As a move action, a warshaper can grow natural weapons such as claws or fangs, allowing a natural attack that deals the appropriate amount of damage according to the size of the new form (see Table 5—1 on page 296 of the Monster Manual). These morphic weapons need not be natural weapons that the creature already possesses. For example, a warshaper polymorphed into an ettin (Large giant) could grow a claw that deals 1d6 points of damage, or horns for a gore attack that deals 1d8 points of damage.

If the warshaper's form already has a natural weapon of that type, the weapon deals damage as if it were one category larger. For example, a warshaper who used wild shape to become a dire wolf (Large animal) could grow its jaw and snout, enabling a bite attack that deals 2d6 points of damage (as a for Huge animal), not the normal 1d8.

A warshaper can change morphic weapons as often as it likes, even if it is using a shapechanging technique such as the polymorph spell or the wild shape class feature that doesn't allow subsequent changes after the initial transformation.

Morphic Body (Su): At 2nd level and higher, a warshaper can use its precise control over its form to make itself stronger and heartier. It gains +4 to Strength and +4 to Constitution.

Morphic Reach (Su): A warshaper of 3rd level or higher can suddenly stretch its limbs, neck, or other appendages outward, giving it 5 more feet of reach than the creature it's emulating. Unlike most creatures, warshapers don't appear to have a longer reach until they actually use it.

Morphic Healing (Su): At 4th level, a warshaper becomes able to change its form where wounds appear, creating smooth skin where once were wounds. The warshaper gains fast healing 2, and if it spends a full-round action and succeeds on a Concentration check (DC equal to the total damage it has sustained), it heals 10 points of damage.

Flashmorph/Multimorph (Su): A 5th-level warshaper gains one of two class features. If the warshaper has the ability to change form at will, such as from the change shape ability, the shapechanger subtype, or a polymorph spell-like ability, it gains the flashmorph class feature, allowing it to change form as a move action. If it casts the polymorph spell, has polymorph as a spell-like ability usable less often than at will, or has the wild shape class feature, it instead gains the multimorph class feature. Multimorph allows a warshaper to change forms multiple times during the duration of the spell, spell-like ability, or class feature that enables her to change form. For example, a wizard/warshaper could polymorph into a troll for 2 minutes, then change into a red dragon for 4 minutes, and then spend the rest of the spell's duration in the form of a hill giant. Each change requires a standard action, and only the first transformation heals the warshaper. If the warshaper changes into its natural form, the spell, spell-like ability, or use of wild shape ends.

Advancement[]

Level BAB Fort Ref Will Special
1st +0 +2 +0 +0 Morphic immunities, morphic weapons
2nd +1 +3 +1 +1 Morphic body
3rd +2 +3 +1 +1 Morphic reach
4th +3 +4 +1 +1 Morphic healing
5th +3 +4 +1 +1 Flashmorph/multimorph

Class skills[]

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Concentration CON
Craft INT
Disguise CHA
Escape Artist DEX
Jump STR
Swim STR
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