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Aerial Avenger[]

(Dragon Compendium variant, p. 67)

A master of air combat, the aerial avenger swoops down upon his enemies like a deadly thunderbolt.

Requirements[]

Skills: Tumble 5 ranks

Feats: Dodge , Mobility

Base Save Bonus: Reflex +3. Special: Must have a fly speed or the ability to cast fly at least twice per day.

Hit die[]

d8

Skill points[]

6 + Int

Class Features[]

Weapon and Armor Proficiency: Aerial avengers are proficient with all simple and martial weapons but with no armor or shields.

Flyby Attack: At 1st level, the aerial avenger gets Flyby Attack as a bonus feat.

Momentum (Ex): A 2nd-level aerial avenger learns to use her momentum and weight to her advantage while fighting. If in the air, the aerial avenger gains a +1 competence bonus to damage. At 5th level, this bonus becomes +2, and at 8th level it rises to +3.

Power Dive (Ex): When a 2nd-level aerial avenger makes a dive (charge) attack, she deals an additional +1d6 points of damage if she hits.

Maneuverability Increase (Ex): At 3rd level, the aerial avenger's maneuverability increases by one rank, so that an aerial avenger with an average maneuverability gains good maneuverability. If the aerial avenger's maneuverability is already perfect, this ability cannot affect it. The aerial avenger's maneuverability increases again at 7th level.

Speed (Ex): At 3rd level, the aerial avenger learns to increase her speed by +10 feet. This bonus increases by +10 feet at 8th level.

Death From Above (Ex): Through training and practice, the 4th-level aerial avenger improves her attack bonus while airborne. If in the air above a foe, the aerial avenger gains a +1 competence bonus to attacks. At 9th level, this bonus increases to +2.

Range Increase (Ex): The 4th-level aerial avenger, when making a ranged attack while in the air, increases the distance of any range increment (or in the case of spells that require a ranged attack roll, an increase in the overall range) by 50%.

Swoop (Ex): At 6th level, the aerial avenger learns to make a devastating attack. While flying in a straight line (using a full-round action), the aerial avenger can move her speed, making a melee attack at any foe within reach on her path. For each foe attacked beyond the first, each attack suffers a -1 attack penalty, so the aerial avenger must declare how many foes she attacks before she starts (minimum two). The aerial avenger gives up her regular attacks to take this action. This is an extraordinary ability that draws no attacks of opportunity, even if the aerial avenger passes through threatened areas on her way through the swoop.

Terrifying Shriek (Ex): The loth-level aerial avenger can add a shrill shriek to any swoop attack, causing all creatures within 50 feet of the point of the first attack to make a Will saving throw (DC 20 plus the aerial avenger's Charisma modifier) or become panicked for 1d6+4 rounds.

Advancement[]

Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Flyby Attack
2nd +1 +0 +3 +0 Momentum +1, power dive
3rd +2 +1 +3 +1 Maneuverability increase, speed +10 feet
4th +3 +1 +4 +1 Death from above +1, range increase
5th +3 +1 +4 +1 Momentum +2
6th +4 +2 +5 +2 Swoop
7th +5 +2 +5 +2 Maneuverability increase, speed +10 feet
8th +6 +2 +6 +2 Momentum +3
9th +6 +3 +6 +3 Death from above +2
10th +7 +3 +7 +3 Terrifying shriek

Class skills[]

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

Arcanopath Monk[]

(Dragon Compendium variant, p. 68)

Martial arts and a hatred of Spellcasters combine to produce a killer feared and hunted by wizards and sorcerers.

Requirements[]

Base Attack Bonus: +4

Alignment: Any Lawful

Skills: Knowledge (arcana) 8 ranks

Feats: Deflect Arrows , Dodge , Improved Unarmed Strike , Mobility

Special: Must find the Monastery of Finithamon amidst the Ever-Changing Chaos of Limbo, successfully petition the sensei for membership, and have slain an arcane spellcaster.

Hit die[]

d8

Skill points[]

4 + Int

Class Features[]

Weapon and Armor Proficiency: Arcanopaths are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, shuriken, siangham, and sling. The arcanopath monk gains the same advantages for using a kama, nunchaku, or siangham as does a monk.

Student of Perfection: Arcanopaths are monks, although they meditate on alternative methods of achieving physical enlightenment. As such, an arcanopath monk gains flurry of blows, unarmed damage, AC bonus, and unarmored speed as if he were a monk whose level equaled his monk level + his arcanopath monk level. For instance, a 6th-level monk/1st-level arcanopath has a base flurry ofblows attack bonus of +4/+4 (as if he were a 7th-level monk). Those who manage to meet the requirements for this class who are not monks gain these abilities as if a monk equal to only their arcanopath monk level.

Clap of Deafness (Su): The monk can use this supernatural ability once per round, but no more than once per arcanopath level per day. The monk must declare he is using the clap of deafness before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the arcanopath is forced to make a Fortitude saving throw (DC 10 + the arcanopath level + the arcanopath's Wisdom modifier), in addition to taking damage as normal If the saving throw fails, the opponent is deafened for 1 round. A deafened character has a 20% chance of spell failure when casting spells with verbal components (as well as suffering a -4 penalty on initiative checks and an inability to make Listen checks). Unless specified to the contrary, all spell failure penalties stack. Creatures immune to critical hits or sonic attacks cannot be affected by the arcanopath's clap.

Chop of Silence (Su): The arcanopath of at least 2nd level can use this supernatural ability once per round, but no more than once per arcanopath level per day. The arcanopath must declare he is using the chop of silence attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the arcanopath is forced to make a Fortitude saving throw (DC 10 + the arcanopath level + the arcanopath's Wisdom modifier), in addition to taking damage as normal. If the saving throw fails, the opponent is rendered mute for 1 round. A mute character is unable to cast spells with a verbal component (and cannot communicate verbally). Creatures immune to critical hits cannot be affected by the chop.

Strike of Confusion (Su): The monk of 3rd or higher level can use this supernatural ability once per round, but no more than once per arcanopath level per day. The monk must declare he is using the strike of confusion before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the arcanopath is forced to make a Fortitude saving throw (DC 10 + the arcanopath level + the arcanopath's Wisdom modifier), in addition to taking damage as normal. If the saving throw fails, the opponent has a 50% chance of spell failure when casting any spell (or attempting to use a spell-like ability) for 2d4 rounds. Unless specified to the contrary, all spell failure penalties stack. Creatures immune to critical hits cannot be affected by the strike.

Deflect Spell (Su): At 4th level, the arcanopath monk learns to deflect incoming ray and energy missile spells. The arcanopath must have at least one hand free (holding nothing) to use this ability. Once per round when the arcanopath would normally be hit with a ray or energy missile spell the character can make a DC 20 Reflex saving throw (if the ray or energy missile has a magical bonus to attack, the DC increases by that amount). If the arcanopath succeeds, he deflects the spell. The arcanopath must be aware of the attack and not flat-footed. Attempting to deflect a ray or energy missile doesn't count as an action.

A ray is a spell that produces a ray effect.

An energy missile is a weaponlike spell that produces something physical that the spell projects or the caster can hurl, such as Melf'sacid arrow or produceflame.Fireball, magic missile, and the like are not energy missiles.

Ki Strike (Su): Beginning at 5th level, an arcanopath's unarmed attack is empowered with ki and is treated as if it were made of cold iron for the purposes of bypassing damage reduction.

Allseeing Eye (Su): The 6th-level arcanopath gains the ability to see as if enjoying the effects of a permanent see invisibility spell cast by a 5th-level sorcerer. This supernatural ability functions continuously.

Slap of Forgetfulness (Ex): The arcanopath monk of 7th or higher level can use this extraordinary ability once per round, but no more than once per arcanopath level per day. The monk must declare he is using the slap of forgetfulness attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the arcanopath is forced to make a Fortitude saving throw (DC 10 + the arcanopath level + the arcanopath's Wisdom modifier), in addition to taking damage as normal. If the saving throw fails, the opponent loses 1d4 arcane spells (or 1d4 unused daily arcane spell slots). The lost spells or spell slots are lost first from the highest level spells the spellcaster can cast, but otherwise are determined by the creature struck. If the result indicates more spells lost than are prepared (or unused) at a particular level, spells at the next lower level are lost in the same fashion, and so on. Lost spells (or open spell slots) can be regained normally. Creatures immune to critical hits cannot be affected by the slap of forgetfulness.

Empty Hand (Ex): An 8th-level arcanopath monk gains the ability to make melee attacks against ethereal creatures. Reflect Spell (Su): Starting at 9th level, when an arcanopath monk successfully deflects a spell he can choose to reflect it back at the caster. An arcanopath can use this ability a number of times per day equal to his Wisdom modifier (minimum once per day). A reflected spell is, in effect, cast back on the original caster, although the monk rerolls any necessary attack roll (associated DCs are unchanged).

Sundering Strike of Oblivion (Ex): When an arcanopath monk of 10th level makes a successful slap of forgetfulness, he can automatically convert it to a sundering strike of oblivion once per day. In addition to taking normal damage and losing 1d4 prepared arcane spells (or 1d4 unused daily arcane spell slots), the foe completely loses knowledge of the lost spells. Spellcasters who lose knowledge of spells may later attempt a Spellcraft check (DC 10 + spell level + the arcanopath's Wisdom modifier) to regain each one. Failure indicates the spell is unavailable until the next time the spellcaster advances a level, at which time the spellcaster automatically relearns all her forgotten spells (as well as gains knowledge of new spells as normal for the class).

Advancement[]

Level BAB Fort Ref Will Special
1st +0 +2 +2 +2 Student of perfection, clap of deafness
2nd +1 +3 +3 +3 Chop of muteness
3rd +2 +3 +3 +3 Strike of confusion
4th +3 +4 +4 +4 Deflect spell
5th +3 +4 +4 +4 Ki strike (cold iron)
6th +4 +5 +5 +5 Allseeing eye
7th +5 +5 +5 +5 Slap of forgetfulness
8th +6 +6 +6 +6 Empty hand
9th +6 +6 +6 +6 Reflect spell
10th +7 +7 +7 +7 Sundering strike of oblivion

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 (arcana) INT
Listen WIS
Move Silently DEX
Perform CHA
Profession WIS
Tumble DEX

Spells for Arcanopath Monk[]

Battle Dancer[]

(Dragon Compendium variant, p. 26)

An elegant warrior who pairs martial arts with graceful maneuvers in battle.

 ====Hit die====

d8

Alignment[]

Any Chaotic

Starting gold[]

5d4

Skill points[]

4 + Int

Class Features[]

Weapon and Armor Proficiency: A battle dancer is proficient with all simple weapons. She is not proficient with any type of armor or shield.

AC Bonus (Ex): When unarmored and unencumbered, the battle dancer adds her Charisma bonus (if any) to her AC. She uses the captivating and confusing movements of the battle dance to evade her foes' attacks. In addition, a battle dancer gains a +1 dodge bonus to AC at 5th level. This bonus increases by 1 for every five battle dancer levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). This bonus reflects the battle dancer's intense training in unarmed and unarmored combat.

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

Unarmed Strike: A battle dancer uses unarmed strikes in a manner similar to a monk. She can land a blow with her fist that has the same power as an axe stroke. At 1st level, the battle dancer gains Improved Unarmed Strike as a bonus feat.

The battle dancer's unarmed attacks deal lethal damage, but she can choose to deal nonlethal damage without penalties on her attack rolls. Treat her attacks as both natural and manufactured weapons for purposes of spells and effects that can enhance either type of attack.

The battle dancer's knowledge of martial arts allows her strikes to deal far more damage than an untrained person's blows.  Note that, unlike a monk, the battle dancer does not gain the ability to use a flurry of blows, but she can make an off hand attack as normal using a weapon or unarmed strike.

Dance of Reckless Bravery (Su): A 2nd-level battle dancer with 5 ranks in Tumble gains the ability to inspire bravery in her allies. All ofthe battle dancer's allies within 30 feet of her gain a +4 bonus on saves against fear effects for a number of rounds equal to 5 + the battle dancer's Charisma modifier. The battle dancer can use this ability only when she is within an opponent's threatened area. It requires a move action that does not provoke an attack of opportunity.

Bonus Speed (Ex): The battle dancer moves with speed and agility earned through countless hours of practice, physical training, and study of the precise, fluid movements of her battle dances. She gains a +10- foot bonus to speed at 4th level. She gains additional +10-foot bonuses at 10th level and 16th level.

Dance of the Vexing Snake (Su): A 5th-level battle dancer with 8 ranks in Tumble gains the ability to dodge her opponent's blows with her sudden, unpredictable maneuvers. She can use the Tumble skill to move at her normal speed without penalty, and she can Tumble a distance up to her current speed.

Dancer's Strike (Su): The magic of the battle dancer's arcane maneuvers allows her to manifest auras of energy around her feet and hands. These auras can defeat an opponent's damage reduction. The battle dancer can generate this aura as a standard action at will. It persists for a number of rounds equal to 5 + the battle dancer's Charisma modifier before it fades.

At 6th level, the battle dancer's aura makes her unarmed strikes count as magic damage.

At 12th level, the battle dancer chooses one aspect of her alignment, such as good or chaotic. Her aura allows her strikes to count as that alignment (as well as magic). She must choose one aspect of her alignment, and once she has made a choice she cannot alter it.

At 18th level, the battle dancer can choose any one special material or alignment that overcomes damage reduction (such as adamantine, cold iron, holy, or even lawful). Her aura now includes that material or alignment. Once she has made this choice, she cannot change it.

Dance of the Floating Step (Su): The battle dancer moves with such grace and speed that she can dance across water. An 8th-level battle dancer with 11 ranks in Tumble can cross the surface of a liquid, such as water or magma, without taking damage or sinking below the surface. If she ends her movement on such a liquid, she takes damage and sinks as normal. The battle dancer must begin her movement on a stable, firm surface.

Dance of the Springing Tiger (Su): An 11th-level battle dancer with 14 ranks in Tumble can spring upon an opponent with the ferocity of a tiger. When charging, she can attempt a DC 20 Tumble check. If she succeeds, she may make a full attack rather than a standard attack as part of her charge.

Dance of the Crushing Python (Su): The battle dancer's speed and mighty unarmed strikes combine to make her a fearsome opponent. She can step into an opponent's reach and confuse it with a series of feints and quick blows, distracting it from other threats. A 14th-level battle dancer with 17 ranks in Tumble can rain a series of hammering blows upon a foe. She must use the Tumble skill to enter her opponent's space without provoking an attack of opportunity. If she succeeds, she may then attack her opponent while in its space. If the battle dancer's attack hits, her opponent takes a -2 penalty to AC and it cannot make attacks of opportunity until the start of the battle dancer's next action. After the battle dancer completes her attack, she enters a square of her choice adjacent to the target.

Dance of the Soaring Eagle (Su): A 17th-level battle dancer with 20 ranks in Tumble gains a fly speed equal to her base land speed with average maneuverability. If a flying battle dancer charges an opponent below her, she gains a +4 bonus on attack rolls and a +2 bonus on damage in place of the normal benefits of charging. She may use her dance of the springing tiger in conjunction with an aerial charge.

Dance of Death's Embrace (Su): A 20th-level battle dance with 23 ranks in Tumble can perform a vicious, deadly dance to defeat her opponent. Before using this dance, the battle dancer selects a single target within 30 feet. As a full-round action, the battle dancer performs an elaborate dance that requires a DC 35 Tumble check to complete. If she succeeds, any time she makes a successful attack against her designated target she deals +2d6 points of damage. In addition, any critical threat the battle dancer makes against her designated target is automatically confirmed as a critical hit. This ability lasts until the end of the battle dancer's next turn.

Advancement[]

Unarmed AC
Level BAB Fort Ref Will Special Damage Bonus
1st +1 +0 +2 +0 AC bonus, unarmed strike 1d6 +0
2nd +2 +0 +3 +0 Dance of reckless bravery 1d6 +0
3rd +3 +1 +3 +1 1d6 +0
4th +4 +1 +4 +1 Bonus speed +10 feet 1d8 +0
5th +5 +1 +4 +1 Dance of the vexing snake 1d8 +1
6th +6/+1 +2 +5 +2 Dancer's strike (magic) 1d8 +1
7th +7/+2 +2 +5 +2 1d8 +1
8th +8/+3 +2 +6 +2 Dance of the floating step 1d10 +1
9th +9/+4 +3 +6 +3 Improved evasion 1d10 +1
10th +10/+5 +3 +7 +3 Bonus speed +20 feet 1d10 +2
11th +11/+6/+1 +3 +7 +3 Dance of the springing tiger 1d10 +2
12th +12/+7/+2 +4 +8 +4 Dancer's strike (alignment) 2d6 +2
13th +13/+8/+3 +4 +8 +4 2d6 +2
14th +14/+9/+4 +4 +9 +4 Dance of the crushing python 2d6 +2
15th +15/+10/+5 +5 +9 +5 2d6 +3
16th +16/+11/+6/+2 +5 +10 +5 Bonus speed +30 feet 2d8 +3
17th +17/+12/+7/+2 +5 +10 +5 Dance of the soaring eagle 2d8 +3
18th +18/+13/+8/+3 +6 +11 +6 Dancer's strike (any) 2d8 +3
19th +19/+14/+9/+4 +6 +11 +6 2d8 +3
20th +20/+15/+10/+5 +6 +12 +6 Dance of death's embrace 2d10 +4

Class skills[]

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Escape Artist DEX
Hide DEX
Jump STR
Listen WIS
Move Silently DEX
Open Lock DEX
Perform CHA
Sleight of Hand DEX
Swim STR
Tumble DEX

Blessed of Gruumsh[]

(Dragon Compendium variant, p. 70)

This champion of orc-kind makes a formidable foe or, in the case of a half-orc PC, a valued ally.

Requirements[]

Base Attack Bonus: +6

Alignment: Any non-good

Race: Must be Orc or Half-Orc

Skills: Knowledge (religion) 3 ranks

Feats: Cleave , Power Attack , Exotic Weapon Proficiency (Orc Double-Axe)

Special: In a ritual dedicated to Gruumsh, a character seeking to become a blessed of Gruumsh must remove one of his own eyes (to further embody the one-eyed god).

Hit die[]

d10

Skill points[]

4 + Int

Class Features[]

Weapon and Armor Proficiency: A blessed of Gruumsh is proficient with all simple and martial weapons, all types of armor, and with shields (except tower shields).

Divine Blessing (Ex): Gruumsh, it is said, watches over his blessed ones. Thus, each has a +1 luck bonus to Armor Class at 1st level. This bonus increases to +2 at 4th level, +3 at 7th level, and +4 at 10th level.

Fist of Gruumsh (Su): At 2nd level, once per day, the blessed of Gruumsh can deal additional damage with any single attack. The amount of damage dealt is +1d6 for 2nd-4th levels, +2d6 for 5th-7th levels, and +3d6 for 8th- 10th levels. Use of this ability must be declared before the attack roll is made. If the attack misses, that use of the fist of Gruumsh is wasted.

Evil Eye (eye of disdain) (Sp): Once per day, as a spell- like ability, the 3rd-level blessed of Gruumsh can make a gaze attack for 1 round as an attack action with a range of 30 feet. A Will save resists the effect (DC 10 + blessed of Gruumsh level + Cha modifier), and those who fail take a -1 penalty on attacks, saves, and skill checks for 1 round per blessed of Gruumsh level.

Keen Eye of Gruumsh (Su): At 5th level, once per day, the blessed of Gruumsh can add a luck bonus equal to his blessed of Gruumsh level on an attack roll for any single attack. Use of this ability must be declared before the attack roll is made. If the attack misses the keen eye of Gruumsh is wasted.

Evil Eye (eye of fear) (Sp): Once per day, as a spell-like ability, the 6th-level blessed of Gruumsh can make a gaze attack for1 round as an attack action with a range of30 feet. A Will save resists the effect (DC 10 + blessed of Gruumsh level + Cha modifier), and those who fail must run in fear as if affected by a fear spell cast by a sorcerer with a caster level equal to the blessed of Gruumsh's class level.

Thunderous Roar of Gruumsh (Ex): At 8th level, once per day, the blessed of Gruumsh can double the number of attacks he makes in a given round while he bellows an incredible roar. If for example, a blessed of Gruumsh normally attacks with an orc double axe at +16/+11/+6 and an off-hand attack of +16, he instead makes six attacks (at +16/+16/+11/+11/+6/+6) and two off-hand attacks (at +16/+16). The blessed of Gruumsh must be able to audibly roar to use this ability—a silence spell negates this ability, for example.

Evil Eye (eye of curses) (Sp): Once per day, as a spell-like ability, the 9th-level blessed of Gruumsh can make a gaze attack for 1 round as an attack action with a range of 30 feet. A Fortitude save resists the effect (DC 10 + blessed of Gruumsh level + Cha modifier), and those who fail are cursed as if a sorcerer (of a caster level equal to the blessed of Gruumsh's class level) had cast bestow curse upon them.

True Orc (Sp): At 10th level, the blessed of Gruumsh can call upon his deity's might and speak in a commanding voice, uttering words in the true language of orcs—the very language that Gruumsh used to give birth to his children. These words inspire all orcs who can hear them (including the blessed of Gruumsh), granting those within 100 feet of the blessed of Gruumsh a +4 morale bonus on attack rolls, skill checks, and saving throws for 10 minutes. He can use this ability once per week.

Advancement[]

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Divine Blessing +1
2nd +2 +3 +0 +0 Fist of Gruumsh
3rd +3 +3 +1 +1 Evil Eye (Eye of Disdain)
4th +4 +4 +1 +1 Divine Blessing +2
5th +5 +4 +1 +1 Keen Eye of Gruumsh
6th +6 +5 +2 +2 Evil Eye (Eye of Fear)
7th +7 +5 +2 +2 Divine Blessing +3
8th +8 +6 +2 +2 Thunderous Roar of Gruumsh
9th +9 +6 +3 +3 Evil Eye (Eye of Curses)
10th +10 +7 +3 +3 Divine Blessing +4, True Orc

Class skills[]

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Climb STR
Craft INT
Intimidate CHA
Jump STR
Knowledge (religion) INT
Profession WIS
Spot WIS

Cerebrex[]

(Dragon Compendium variant, p. 72)

The cerebrex's arcane talents grant him the ability to develop his vast intellect and peer into others' minds to rob them of their spells.

Requirements[]

Skills: Concentration 8 ranks , Craft (alchemy) 4 ranks , Knowledge (arcana) 8 ranks , Spellcraft 8 ranks

Spells: Ability to cast 3rd-level arcane spells.

Hit die[]

d4

Skill points[]

8 + Int

Class Features[]

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

Spells: At each even-numbered level gained in the Cerebrex class, a character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of rebuking or controlling undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Cerebrex, she must decide to which class she adds the new level for purposes of determining spells per day.

Enigma's Bane (Ex): A Cerebrex knows the way to the heart of any mystery. When confronted by a puzzle, enigma, code, or riddle, she gains a circumstance bonus equal to her cerebrex level to any Intelligence checks or Intelligence-based skill checks necessary to solve it.

Scent (Su): At 2nd level, the cerebrex gains the scent ability (Monster Manual, page 314).

Aggression Mastery (Su): At this point in her development, the 3rd-level cerebrex has mastered the areas of the brain responsible for aggression. Once per day, as a standard action, the cerebrex may either cause herself or another creature to enter a rage (as a barbarian), or alternatively to force a barbarian out of a rage. Non-barbarians rage as a 1st-level barbarian, while barbarians rage as normal. The cerebrex must touch the creature, which provokes an attack of opportunity, to use this ability. An unwilling target can make a Will save (DC 10+one-half cerebrex level+Charisma bonus) to negate the effect.

Symphony of Nerves (Su): A 4th-level cerebrex's neural networks are now highly sensitized. Once per day, as a free action, she gains an enhancement bonus to Dexterity equal to one-half her cerebrex level. This effect lasts one round per cerebrex level.

Blindsense (Ex): At 5th level, the cerebrex's heightening senses grant her blindsense to 30 feet. Telepathic Immunity (Su): A Cerebrex of 5th level is immune to all forms of telepathy or mind reading. She may suppress and reactivate this immunity at will, as a free action.

Eidetic Memory (Ex): At 6th level, the Cerebrex reaches the next level of her evolution: memory. She has perfect recall of events in all five senses. This grants her a competence bonus on all Intelligence checks and Intelligence-based skill checks equal to half her cerebrex levels.

Clairaudience/Clairvoyance (Sp): By concentrating for 1 minute, a 7th-level Cerebrex may expand her senses to such an extent that she can perceive an unseen area as per the clairaudience/clairvoyance spell. This ability is as the spell of the same name, as cast by a sorcerer of the cerebrex's class level.

Blindsight (Ex): An 8th-level cerebrex gains blindsight to 60 feet (Monster Manual, page 306).

Twist the Neural Skein (Su): The 9th-level Cerebrex knows the neural "shapes" of spells in her own mind so well that she can sense the traces of memorized spells in the minds of her opponents and tear them from their minds. Twice per day, as a standard action, a Cerebrex can watch a known spellcaster and attempt to determine a spell that caster still has prepared. She must succeed at a Spellcraft check (DC 15 + spell level + opponent's Intelligence modifier) to uncover a spell. The amount the check result exceeds this DC determines the highest level of spell she can find. She knows one randomly determined prepared spell of the appropriate level (or lower). The cerebrex chooses the spell level she wishes to investigate after making her check.

The cerebrex may attempt to overload the paths of the spellcaster's memory, making a discerned spell inaccessible, as if it had been cast. This requires the cerebrex to succeed at a touch attack against the opponent. She and her opponent then both make opposed Will saves. If the cerebrex wins the opposed roll, the target loses the spell. If her opponent wins, he retains the spell, but the cerebrex may try again (including another attempt that round, if she can make more than one attack per round). This ability has no effect on Spellcasters who don't prepare their spells, such as bards and sorcerers.

Neural Glimpse (Su): The cerebrex can detect minute indicators of a humanoid's intended actions even as that being becomes aware of them. In combat, this translates into an insight bonus to AC equal to the cerebrex's Intelligence modifier. Outside of combat, the cerebrex gains an insight bonus equal to her Intelligence modifier (minimum +1) on Bluff, Diplomacy, Intimidate, and Sense Motive checks. She may use this ability once per day for a number of rounds equal to her cerebrex class level.

Inscrutable Mind (Su): Also at 10th level, the cerebrex has become so aware of her own mind that she gains a +4 bonus on all saves made against mind-affecting, fear, and sleep effects. In addition, whenever a cerebrex makes a saving throw against an illusion, she gains a circumstance bonus equal to her Intelligence bonus.

Advancement[]

Level BAB Fort Ref Will Special Spells Per Day
1st +0 +0 +0 +2 Enigma's Bane
2nd +1 +0 +0 +3 Scent +1 level of existing class
3rd +1 +1 +1 +3 Aggression Mastery
4th +2 +1 +1 +4 Symphony of Nerves +1 level of existing class
5th +2 +1 +1 +4 Blindsense, Telepathic Immunity
6th +3 +2 +2 +5 Eidetic Memory +1 level of existing class
7th +3 +2 +2 +5 Clairaudience/clairvoyance
8th +4 +2 +2 +6 Blindsight +1 level of existing class
9th +4 +3 +3 +6 Twist the Neural Skein
10th +5 +3 +3 +7 Neural Glimpse, Inscrutable Mind +1 level of existing class

Class skills[]

Skill name Key ability Trained only Armor check penalty
Appraise INT
Concentration CON
Craft INT
Decipher Script INT
Disable Device INT
Forgery INT
Heal WIS
Knowledge (arcana) INT
Knowledge (architecture and engineering) INT
Knowledge (dungeoneering) INT
Knowledge (geography) INT
Knowledge (history) INT
Knowledge (local) INT
Knowledge (nature) INT
Knowledge (nobility and royalty) INT
Knowledge (psionics) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Listen WIS
Profession WIS
Search INT
Speak Language None
Spellcraft INT
Spot WIS
Use Magic Device CHA

Death Master[]

(Dragon Compendium variant, p. 30)

A servant of Orcus who commands legions of undead and is a master of necromancy.

 ====Hit die====

d8

Alignment[]

Any Evil

Starting gold[]

5d4x10

Skill points[]

2 + Int

Class Features[]

Abilities: Intelligence determines the potency and number of a death master's spells. Charisma is a key attribute in his ability to rebuke undead and force them into service.

Weapon and Armor Proficiency: A death master is proficient with the club, crossbow (light and heavy), dagger, scimitar, scythe, sickle, and staff. Death masters are proficient with light armor but not with shields of any type.

Bonus Language: The death master gains Abyssal as a bonus language. All of his spells, along with most death master tomes and manuals, appear in that tongue.

Rebuke Undead: As an emissary of Orcus, a death master has the power to compel undead to serve him. He channels Orcus's fell energy and uses it to turn the living dead into his pawns. The death master can attempt to rebuke undead a number of times per day equal to 3 + his Charisma modifier. A death master with 5 or more ranks in Knowledge (religion) gains a +2 bonus on rebuking checks against undead.

Spells: The death master's exhaustive study of necromantic magic grants him the ability to use arcane spells. The death master can cast the spells given on the death master spells list. He must choose and prepare his spells ahead of time, as a wizard. To learn, prepare, or cast a spell, a death master must have an Intelligence score equal to at least 10 + the spell's level. The DC for a saving throw against the death master's spells equals 10 + the spell's level + the death master's Intelligence modifier. The death master receives bonus spells for having a high Intelligence score.

Similar to a wizard, the death master keeps a series of spellbooks in which he scribes the formulas for his spells. He must choose and prepare his spells by getting a good night's sleep and studying his books for 1 hour. While studying, the death master chooses the spells he wants to prepare.

The death master's spells have a special material component that makes them easier to cast in armor. If the death master uses a vial of blood as a material component he can cast the spell without somatic components and thereby ignore the spell failure chance for casting in armor. This blood must come from an intelligent creature (Intelligence 3 or higher) that the death master sacrificed to Orcus. The death master can extract 8 vials from a Medium creature. Double this for each size category above Medium and halve it, to a minimum of 1, for each category below. This extracted blood remains viable for one day, but a gentle repose spell prolongs this time.

Spellbooks: The deathmaster keeps a set of unholy tomes that record the blasphemous, arcane methods for his spells. His spellbooks function in all ways as a wizard's spellbooks, including size, capacity, and cost to add spells.

A death master begins with a spellbook containing all 0-level death master spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the death master has, the spellbook holds one additional spell of your choice. At each new death master level, he gains two new spells of any spell level or levels he can cast (based on his new death master level) for his spellbook. At any time, a wizard can also add spells found in other death masters' spellbooks to his own

Undead Minion: A death master gains the services of an undead creature bestowed unto him by Orcus, typically a wolf skeleton or a zombie troglodyte. With your DM's permission you can gain the services of a different skeleton or zombie creature with a total, post- template CR of 1 or lower.

The death master's minion gains new abilities as he gains levels. A minion's abilities depend on the death master's total level in this class. The death master gains this minion from the great undead legions of Orcus. It obeys his commands without fail, and even takes suicidal actions. The minion is as much a spy for Orcus as a servant for the death master. If destroyed, a new minion appears 24 hours later. The death master can also choose to dismiss his minion to gain a new one. In this case, the death master must wait 24 hours for the new minion to appear.

A death master can choose to gain the services of a more powerful undead servitor at higher levels. Subtract the level modifier listed for a minion from the death master's level to determine the abilities and bonuses it gains. For example, an nth-level death master with a ghast minion grants it benefits as a 2nd-level death master.

Master of the Dead (Su): As a herald of Orcus, the death master is the unquestioned master of the living dead. An undead creature must make a Will save (DC 10 + half the death master's level + his Charisma modifier) in order to attack him in any way. If this save fails, the undead creature cannot take any aggressive action against the death master for 24 hours. If the undead creature succeeds in this save, it can act normally for 24 hours. After this time, it must save again.

While under the effects of this ability, an undead creature cannot take any direct action against the death master, but it could order its minions to attack, cast spells to boost its allies who can attack the death master, and so on. Undead creatures that lack Intelligence scores automatically fail this save unless another creature controls them, such as a cleric who channels negative energy. In this case, the creature that controls the unintelligent undead makes a save on its behalf

Sustenance of the Dead (Su): A loth-level death master gains power from the negative energy that infuses undead creatures. Once per round as a free action the death master can draw energy from a single undead creature he controls. The undead creature must be within 60 feet of the death master. When the death master user this power, he reduces the undead creature to a pile of dust and gains 2 temporary hit points per Hit Die of the undead creature. These temporary hit points fade after 1 hour.

An undead creature with an Intelligence score can make a Will save (DC 10 + half the death master's level + his Charisma modifier) to avoid destruction. If the save succeeds, the death master gains no temporary hit points. The undead creature survives and is no longer under the death master's control. The death master can attempt to rebuke the newly independent creature as normal.

Undead creatures that lack Intelligence scores gain no saving throw against this ability.

  • Aspect of the Dead (Su):* At 15th level, the death master has proven himself as a mighty servant of Orcus. As a reward, the lord of undead grants him several of the defenses and abilities of the living dead. The death master gains darkvision with a range of 60 feet, immunity to all mind-affecting effects, and immunity against poison, sleep effects, paralysis, stunning, disease, and death effects.

Lichdom: At 20th level, the death master gains the lich template. Having proved himself as one of Orcus's most treasured followers, the death master attains the mantle of undeath. Even nonhumanoid death masters gain this template, although usually they are ineligible for it. Already undead death masters gain the lich's benefits listed under armor class, special attacks, turn resistance, damage reduction, abilities, and skills. These granted abilities stack with any the undead death master already possessed.

The Death Master's Undead Minion[]

A death master's undead minion is superior to a normal undead creature of its kind and has special powers, as described below.

Death Master Level Bonus HD Str/Dex Bonus Special
1-4 +0 +0 Turn Resistance +4
5-8 +2 +2 Unholy Might
9-12 +4 +4 Persistant Corruption
13-16 +6 +6 Link of the Grave
17-20 +8 +8 Relentless Undead

Undead Minion Basics: Use the base statistics for a creature of the minion's kind, as given in the Monster Manual, but make the following changes.

Bonus Hit Dice: The undead minion gains the listed bonus hit dice. Advance its saving throws, base attack bonus, and so forth as per the Monster Manual It does not increase in size due to these bonus HD.

Str/Dex Bonus: The minion gains the listed bonus to both its Strength and Dexterity scores.

Special Abilities: As the death master gains levels, his undead minion gains a number of special abilities.

Turn Resistance +4 (Ex): The undead minion gains this turn resistance in addition to any turn resistance it normally gains.

Unholy Might (Su): Once per day as a standard action, the death master can channel unholy energy into his minion to allow it to fight with increased vigor. The death master must touch the minion to imbue it with this power. The minion gains a +4 bonus to Strength and a +2 bonus on all saves for a number of rounds equal to 5 + the death masters Wisdom modifier. If the minion is a zombie, it loses the single actions only drawback for the duration of this ability.

Persistent Corruption (Su): The death master of this level is such a favored apostle of Orcus that the lord of undead returns a destroyed minion to him shortly after its destruction. The death master must only wait 1 hour for a replacement undead minion if his is destroyed. He must still wait 24 hours for a replacement undead minion if he releases his current one.

Link of the Grave (Sp): Once per day as a free action, the death master can cast a Shield Other spell with caster level equal to the death master's class level that links him to his minion. This spell has one critical difference from its normal form. Treat the death master as the spell's target and the minion as the caster. Thus, if the death master suffers damage he shares the total with his minion, but not vice versa.

Relentless Undead: The death master's minion gains fast healing 3.

Alternative Undead Minions[]

As explained on page 35, a death master of sufficiently high level can select his undead minion from one of the following lists, applying the indicated adjustment to the death master's level (in parentheses) for purposes of determining the companion's characteristics and special abilities.

4th Level or Higher (Level -3) Bugbear zombie Ghoul Owlbear skeleton 7th Level or Higher (Level -6) Chimera skeleton Minotaur zombie Ogre zombie Wyvern zombie 10th Level or Higher (Level -9) Allip Ettin skeleton Ghast Gray render zombie Wight 13th Level or Higher (Level -12) Cloud giant skeleton Mummy Wraith 16th Level or Higher (Level -15) Spectre

Advancement[]

Spells per Day
Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Rebuke undead, spells, undead minion 3 1
2nd +1 +0 +0 +3 4 2
3rd +2 +1 +1 +3 4 2 1
4th +3 +1 +1 +4 4 3 2
5th +3 +1 +1 +4 Master of the dead 4 3 2 1
6th +4 +2 +2 +5 4 3 3 2
7th +5 +2 +2 +5 4 4 3 2 1
8th +6/+1 +2 +2 +6 4 4 3 3 2
9th +6/+1 +3 +3 +6 4 4 4 3 2 1
10th +7/+2 +3 +3 +7 Sustenance of the dead 4 4 4 3 3 2
11th +8/+3 +3 +3 +7 4 4 4 4 3 2 1
12th +9/+4 +4 +4 +8 4 4 4 4 3 3 2
13th +9/+4 +4 +4 +8 4 4 4 4 4 3 2 1
14th +10/+5 +4 +4 +9 4 4 4 4 4 3 3 2
15th +11/+6/+1 +5 +5 +9 Aspect of the Dead 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +5 +5 +10 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +6 +6 +12 Lichdom 4 4 4 4 4 4 4 4 4 4

Class skills[]

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

Fleet Runner of Ehlonna[]

(Dragon Compendium variant, p. 74)

These dedicated clerics and druids of Ehlonna fight and move with divine speed.

Requirements[]

Alignment: Neutral Good

Skills: Knowledge (religion) 8 ranks

Feats: Dodge , Mobility , Run

Base Save Bonus: Will +3. Spells: Ability to cast divine spells. Patron Deity: Ehlonna.

Hit die[]

d8

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Fleet runners are proficient with all simple and martial weapons, with all armor, and with shields (except tower shields).

Spells: At every even level the fleet runner gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of rebuking or controlling undead, wildshape, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a fleet runner, she must decide to which class she adds the new level for purposes of determining spells per day.

Fast Movement (Ex): The fleet runner has a speed faster than what is normal for her race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load). For example, a human fleet runner in studded leather armor has a standard speed of 40 feet. This increase stacks with similar speed increases, such as from the barbarian or monk classes.

Greater Mobility (Ex): A fleet runner of Ehlonna gains a +8 dodge bonus to Armor Class against attacks of opportunity caused when she moves out of or within a threatened area. This supercedes the bonus granted by the Mobility feat.

Additional Domain: A fleet runner gains access to another of Ehlonna's domains as a third clerical domain. She can use the granted power of the domain (using her fleet runner level instead of her cleric level), and can choose from the spell lists of three domains when selecting her domain spells for the day. She can still cast only one domain spell of each level (1st through 9th) per day. Fleet runners without a level of cleric gain no benefit from this granted ability.

Evasion (Ex): At 2nd level and above, a fleet runner can avoid even magical and unusual attacks with great agility. If the fleet runner makes a successful Reflex saving throw against an attack that normally allows a Reflex save for half damage she instead takes no damage. The fleet runner can use evasion only if she is wearing light armor or no armor.

Leap of the Hart (Ex): At 3rd level and higher, a fleet runner makes Jump checks as if she made a running jump regardless of how far she moves (if at all) before leaping.

Shot on the Run: At 4th level, the fleet runner gains the Shot on the Run feat, even if she does not meet its prerequisite.

Run Like the Huntress (Su): At 5th level, a fleet runner gains supernatural stamina while running. She can run for a number of rounds equal to two times her Constitution score without making any checks, and she gains a +8 bonus on Constitution checks made to continue running after that point.

Improved Evasion (Ex): At 6th level, a fleet runner's evasion ability improves. She still takes no damage on a successful Reflex, but henceforth she only takes half damage on a failed save. The fleet runner can only use Improved Evasion if she wears light armor or no armor.

Run Like the Wind (Sp): At 7th level, a fleet runner can slip magically between spaces, as per the spell dimension door, once per day as a spell-like ability. The fleet runner's effective caster level equals her class level.

Leopard's Pounce (Ex): At 8th level, a fleet runner can make a full attack at the end of a charge.

Swiftness of the Tigress (Ex): When she reaches 9th level, a fleet runner can act as if under the effects of a haste spell for a total of 1 round per class level per day. These rounds need not be consecutive.

Cheetah's Sprint (Su): Once an hour, a 10th-level fleet runner can take a charge action to move ten times her normal speed.

Advancement[]

Level BAB Fort Ref Will Special Spells Per Day
1st +0 +2 +0 +2 Fast movement, greater mobility, additional domain
2nd +1 +3 +0 +3 Evasion +1 level of existing class
3rd +2 +3 +1 +3 Leap of the Hart
4th +3 +4 +1 +4 Shot on the Run +1 level of existing class
5th +3 +4 +1 +4 Run Like the Huntress
6th +4 +5 +2 +5 Improved Evasion +1 level of existing class
7th +5 +5 +2 +5 Run like the Wind
8th +6 +6 +2 +6 Leopard's Pounce +1 level of existing class
9th +6 +6 +3 +6 Swiftness of the Tigress
10th +7 +7 +3 +7 Cheetah's Sprint +1 level of existing class

Class skills[]

Skill name Key ability Trained only Armor check penalty
Concentration CON
Heal WIS
Hide DEX
Knowledge (nature) INT
Knowledge (religion) INT
Move Silently DEX
Survival WIS

Flux Adept[]

(Dragon Compendium variant, p. 76)

The flux adept learns to use her magic to alter and control her body.

Requirements[]

Skills: Heal 5 ranks , Knowledge (arcana) 8 ranks

Feats: At least one metamagic feat, Endurance , Great Fortitude

Spells: Ability to cast 2nd-level spells

Hit die[]

d6

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Flux adepts gain no additional proficiency with any weapon or armor.

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

Grace Through Will (Ex): The simplest lesson of the path of the flux adept is the means to precisely control all of the body's muscles. While this is by no means something that can be mastered immediately, the mind and body can be made, in time, to work as one. The character adds half her flux adept level to all Balance, Climb, Escape Artist, and Tumble skill checks.

Pheromonic Control (Ex): At 2nd level, the flux adept learns that beauty is more than skin deep—it lies at least as deep as the glands. Three times per day, the flux adept may create an affect that functions like eagle's splendor, as cast by a sorcerer of the flux adept's class level. In addition, the flux adept gains an additional +2 bonus on any Charisma-based skill check made against a creature with the scent ability.

Thermoregulation (Su): A 2nd-level flux adept can, at will, vary her skin and blood to cope with extremes of temperature, even when these extremes have magical origins. The flux adept gains a +2 bonus on all saves against fire or cold effects, as well as Fortitude saves made in cold or very hot conditions (DUNGEON MASTER'S Guide, pages 302-303). At 7th level, the bonus increases to +4, and the flux adept is immune to the effects of cold and hot conditions.

Iron Stomach (Su): Beginning at 3rd level, the flux adept may draw nutrients out of any substance: bark, grass, stone, gold, and even ash. The adept gains no benefit against poisons delivered by an attack, but becomes immune to all ingested poisons (DUNGEON MASTER'S Guide, page 297).

Bitter Tides (Ex): The 4th-level flux adept now commands the composition of all fluids produced by glands or ducts of the body, such as tears, sweat, and saliva. She gains the ability to make such fluids acidic, and can do so a number of times per day equal to 3 plus her Constitution modifier (minimum 1). With this ability, the flux adept may either spit a single concentrated bolus of acidic saliva or sweat acid for 10 minutes. The acidic spittle deals 3d6 points of acid damage on a successful ranged touch attack (range increment 10 feet). Her acidic sweat deals 1 point of acid damage per round to any object she touches and wishes to affect. In addition, any creature that hits her with a natural weapon suffers 1 point of acid damage per hit. For each minute that she touches an item (such as ropes or shackles binding her, or a wooden door that blocks her path), her acidic sweat ignores 1 point of the object's hardness.

Feign Death (Ex): The 5th-level flux adept is able to turn off her metabolism (requiring no food, water, or even air) by entering a deep trance that resembles death. She can remain in this dormant state for up to 24 hours, and shows all the physical signs of death. She may enter this trance as a standard action. Awakening from the trance takes a full round. Upon entering a trance, the flux adept must designate up to three triggers that will awaken her prematurely. A trigger can only be an event that somehow affects the character (such as being touched, slapped, or damaged), and cannot be something tied to the time of day (such as the sun rising or setting). Triggers cannot depend on he character perceiving her surroundings, such as hearing a sound. If none of her triggers are set off during her trance, the flux adept remains in this state for the full 24 hours. After a full 24 hours of rest in this state, the flux adept heals 2d8 damage and 2 points of damage to each ability score. While in this inert state, her body slowly repairs damage it has suffered.

Taste of Truth (Ex): At 6th level, the hormones of the body are now so familiar to the flux adept that she can actually read a creature's emotions by tasting its infinitesimal hormonal secretions in the air. Against living creatures, the flux adept receives a bonus on all Bluff and Sense Motive checks equal to her flux adept class level. Conditions that would prevent a creature from using the scent ability prevent a flux adept from using this ability.

Haste (Ex): Twice per day as a free action, the 7th-level flux adept may control her adrenaline and muscles to the extent she can act as if she was under the effect of a haste spell, as cast by a sorcerer of her flux adept level.

Boiling Blood (Ex): At 8th level, the flux adept has such mastery over her body chemistry that she can cause her hands to bloat with her body's primal power. Her hands become over-sized claws that grant her a natural attack. This grants the flux adept two claw attacks that deal 1d4 points of damage plus her Strength modifier.

If the flux adept also chooses to use her bitter tides ability, she deals +1 point of acid damage per claw attack.

The flux adept can maintain this effect for up to 1 round per level as a free action and may use it a number oftimes per day equal to 1 plus her Constitution modifier (minimum 1 per day).

Polyhaemia (Su): This ability allows the 9th-level flux adept to resynthesize potions in her own blood from those that she has consumed in the last 24 hours. Once synthesized, the potion immediately affects the flux adept as if she had just drunk it. This ability requires a Craft (alchemy) check with a DC equal 20 + double the spell's level. For example, a flux adept attempting to duplicate a potion of blur would need to succeed at DC 22 Craft (alchemy) check. The flux adept may use this ability a number of times per day equal to 1 plus her Constitution modifier (minimum 1 per day). A failed Craft (alchemy) check still consumes a use of the ability. Each use requires a full-round action that provokes an attack of opportunity.

Regeneration 1 (Ex): At 10th level, a flux adept's mastery of the immune and repair systems of the body is such that she gains regeneration 1. Cold, electricity, fire, and sonic deal normal damage to a flux adept. A flux adept can regrow a lost limb or body part in 4d6 days, but cannot reattach the severed member by holding it to the stump.

Advancement[]

Level BAB Fort Ref Will Special Spells Per Day
1st +0 +0 +2 +0 Grace Through Will +1 level of existing class
2nd +1 +0 +3 +0 Pheromonic Control, Thermoregulation +2
3rd +1 +1 +3 +1 Iron Stomach +1 level of existing class
4th +2 +1 +4 +1 Bitter Tides
5th +2 +1 +4 +1 Feign Death +1 level of existing class
6th +3 +2 +5 +2 Taste of Truth
7th +3 +2 +5 +2 Thermoregulation +4, Haste +1 level of existing class
8th +4 +2 +6 +2 Boiling Blood
9th +4 +3 +6 +3 Polyhaemia +1 level of existing class
10th +5 +3 +7 +3 Regeneration 1

Class skills[]

Skill name Key ability Trained only Armor check penalty
Balance DEX
Bluff CHA
Climb STR
Craft INT
Escape Artist DEX
Heal WIS
Hide DEX
Jump STR
Knowledge (arcana) INT
Knowledge (architecture and engineering) INT
Knowledge (dungeoneering) INT
Knowledge (geography) INT
Knowledge (history) INT
Knowledge (local) INT
Knowledge (nature) INT
Knowledge (nobility and royalty) INT
Knowledge (psionics) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Move Silently DEX
Sense Motive WIS
Spellcraft INT
Swim STR
Tumble DEX
Use Magic Device CHA

Force Missile Mage[]

(Dragon Compendium variant, p. 78)

Mages of this class focus on magic missile to push that spell beyond its normal limits.

Requirements[]

Skills: Concentration 9 ranks , Spellcraft 9 ranks

Feats: Combat Casting

Spells: Ability to cast Magic Missile once per day.

Hit die[]

d4

Skill points[]

2 + Int

Class Features[]

Weapons and Armor Proficiency: Force missile mages gain no new weapon or armor proficiencies.

Spells: A force missile mage continues training in magic as he gains levels. At each level after 1st, the force missile mage gains new spells per day (and spells known, if applicable) as if he had also gained a level in an spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If the character has levels in more than one spellcasting class before becoming a force missile mage, he must decide to which class he adds each level of force missile mage for the purposes of determining spells per day.

Bonus Missile: At 1st level, a force missile mage gains increased mastery over his spell of choice. Every time he casts magic missile he creates an addition missile, even if this extra missile exceeds the normal maximum of five missiles that the spell normally allows. Thus, a 1st-levelforce missile mage/6th-level wizard creates five magic missiles, while a 1st-level force missile mage/8th- level wizard produces six missiles. At 5th level, the force missile mage benefits from an additional bonus missile. This means that a high-level force missile mage can create up to seven missiles with a single casting of magic missile.

Still Missile (Ex): All of the force missile mage's magic missile spells lack a somatic component. He casts magic missile as if using the Still Spell feat but without an increase in spell level.

Energy Missile (Ex): A force missile mage becomes intimately attuned to the energies that compose the spell magic missile and may alter them in significant ways. Starting at 2nd level, a force missile mage may add either the acid, cold, electricity, or fire descriptor to any magic missile he casts. The type of energy added to the spell is chosen at the time of casting, and you can choose a different type of energy each time you cast magic missile. This altered descriptor affects all missiles created by a single casting of magic missile. Although still a force spell, any magic missile altered in this way deals additional damage against vulnerable creatures and less damage against creatures with related resistances and immunities.

Swift Shield (Sp): A force missile mage realizes the need to defend himself against the magic missiles of other spell casters. A 2nd-level force missle mage can cast Shield once per day as an immediate action. (An immediate action is like a free action, but only once can be made per round.) This spell is cast in addition to the force missile mage's usual number of spells per day and at the force missile mage's highest caster level.

Overpowering Missle: At 3rd level, the force missile mage's Magic Missile spells become especially potent, breaking through spell resistance more readily than normal. He gains a +2 bonus on caster level checks made to overcome a creature's spell resistance with the spell Magic Missile. This benefit only applies to Magic Missile spells he casts. In addition, a force missile mage's Magic Missiles might penetrate Shield spells and Brooches of Shielding. Against such protections, the force missile mage makes a caster level check with a DC equal to the caster level, in the case of Shield, or DC 20, in the case of a brooch.

Reflective Shield (Sp): At 4th level, a force missile mage can reflect the spell Magic Missile. For the purposes of being affected by Magic Missile, a force missile mage is constantly treated as being under the effect of the spell Spell Turning, thus reflecting offensive Magic missiles back at the caster. If that caster is protected by a Shield spell or a Brooches of Shielding, these reflected Magic Missiles are negated as normal. Missiles reflected back against a caster who also has Spell Turning in effect require the force misslie mage to roll on the Spell Turning mishap chart.

Advancement[]

Level BAB Fort Ref Will Special Spells Per Day
1st +0 +0 +0 +2 Bonus Missile, Still Missile
2nd +1 +0 +0 +3 Energy Missile, Swift Shield +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Overpowering Missile +1 level of existing spellcasting class
4th +2 +1 +1 +4 Reflective Shield +1 level of existing spellcasting class
5th +2 +1 +1 +4 Bonus Missile +1 level of existing spellcasting class

Class skills[]

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

Jester[]

(Dragon Compendium variant, p. 36)

A prankster who uses his cutting wit and spells to inspire his allies and manipulate his enemies.

 ====Hit die====

d6

Alignment[]

Any Chaotic

Skill points[]

6 + Int

Class Features[]

Weapon and Armor Proficiency: A jester is proficient with all simple weapons, plus the rapier, sap, short sword, shortbow, and whip. Jesters are proficient with light armor and all shields save for the tower shield. Most jesters prefer light armor that gives them the maximum flexibility needed to perform their acrobatics.

Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4
2nd 5 2
3rd 6 3
4th 6 3 2
5th 6 4 3
6th 6 4 3
7th 6 4 4 2
8th 6 4 4 3
9th 6 4 4 3
10th 6 4 4 4 2
11th 6 4 4 4 3
12th 6 4 4 4 3
13th 6 4 4 4 4 2
14th 6 4 4 4 4 3
15th 6 4 4 4 4 3
16th 6 5 4 4 4 4 2
17th 6 5 5 4 4 4 3
18th 6 5 5 5 4 4 3
19th 6 5 5 5 5 4 4
20th 6 5 5 5 5 5 4

Spells: The jester casts arcane spells in a manner similar to a sorcerer or bard. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a jester must have a Charisma score equal to at least 10 + the spell's level. The save DC for the jester's spells is 10 + the spell's level + the jester's Charisma modifier.

The jester receives bonus spells based on his Charisma. If the jester's level progression chart shows that he can cast 0 spells of a given level, he gains only the bonus spells he is entitled to based on his Charisma.

The jester knows only a limited range of spells, as shown on table 2-5. At 5th level and every three jester levels after that, the jester can remove one spell from his list of known spells and replace it with a new one from the jester spell list.

Jester's Audacity: The jester's natural talent for performance, his often outrageous dress, and his seemingly lackadaisical attitude throws his opponents off guard in combat. Even a jester armed with a vicious-looking weapon cuts a comedic figure that many warriors have trouble taking seriously.

At 1st level, a jester gains a +1 dodge bonus to his Armor Class. This bonus increases to +2 at 5th level, +3 at 10th level,+4 at 15th level, and+5 at 20th level. However, this bonus can never be greater than the jester's current Charisma bonus. The jester's audacity draws in part on his shameless ability to project himself as nonchalant, goofy, and inept in even the deadliest struggle.

Jester's Performance: The jester is the master of the verbal put down, the hilarious joke, or the savage verbal lashing. His words can inspire dread and outrage in his enemies or confidence and comfort in his friends. Once per day per jester level, the jester can use his wit to produce magical effects in those around him. The jester must have at least 1 rank in Perform (comedy) to use these abilities, and many of them rely on the use of that skill to establish their save DCs and other effects. The jester must share a language and be able to speak to the target or targets of his performance abilities unless otherwise noted in the specific ability's description.

Starting a jester's performance ability is a standard action, and the jester can maintain the performance (either as a free action or move action, depending on the specific performance used). The jester cannot use spells, activate magic items by spell completion, or activate magic items by word while using his jester's performance ability. The jester must keep up a steady stream of puns, insults, or jokes to maintain the performance's effect.

A deaf jester has a 20% failure chance when attempting to use his performance ability. If he fails, the attempt still counts against his daily number of jester's performances.

Fascinate (Sp): A jester with 3 or more ranks in Perform (comedy) can create a running stream of jokes, gags, and acrobatic stunts to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the jester, and able to pay attention to him. The jester must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a jester attains beyond 1st, he can target one additional creature with a single use of this ability.

An affected creature gets to make a Will save (DC 10 + 1/2 jester's level + jester's Cha modifier). If a creature succeeds at this saving throw the jester cannot attempt to fascinate that creature again for 24 hours. Creatures that fail this save sit quietly and listen to the jester's performance, taking no other actions for as long as the jester continues to perform (up to a maximum of 1 round perjester level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the jester to make another Perform (comedy) check and allows the creature a new saving throw against a DC equal to the new check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at he target, automatically breaks the effect. Fascinate is an enchantment (compulsion), language-dependant, mind-affecting ability.

Inspiring Quip (Su): A jester with 3 or more ranks in Perform (comedy) can boost his allies' morale with ajoke that breaks their tension and invigorates their spirits, As an immediate action when an opponent misses an attack, the jester makes a wisecrack denigrating the foe's fighting ability. The jester must be able to see the unsuccessful attack. All allies within 30 feet of the jester gain a +2 morale bonus on all attacks against that foe for the rest of the encounter. The jester can use this ability more than once during an encounter to grant a morale bonus against multiple foes.

Taunt (Su): Ajester with 3 or more ranks in Perform (comedy) can attempt to hurl such stinging insults against a foe that his opponent loses his temper in an explosive display. The jester targets one creature within 60 feet that shares a language with him. The target must be able to hear the jester for this ability to have an effect. The target can make a Will save (DC 10 + 1/2 jester's level + jester's Cha modifier). If he fails, the target gains a +1 morale bonus on attack rolls but takes a -2 penalty to Armor Class. On its next turn the affected target takes the most direct route possible (charging if able) toward the jester that avoids any obviously dangerous terrain, such as a pit of bubbling lava. The target may stop if an opponent blocks its path and can move around its foes in such a way as to avoid provoking attacks of opportunity (unless able to charge). If the target does provoke an attack of opportunity due to this movement, it immediately gets to make another Will save, this time with a +2 bonus. The jester must use a free action to continue to taunt his opponent each round, and if he cannot complete this act the taunt's effects immediately end. This is a mind-affecting, language-dependent ability.

Calming Performance (Su): A jester of 6th level and with 9 or more ranks in Perform (comedy) can diffuse the tension, anger, and simmering violence in a confrontation. He can cause all creatures currently affected by hisfascinate ability to adopt a friendly attitude toward himself his allies, and all other creatures currently affected by the jester's fascinate ability. This effect lasts for 10 minutes per jester level. Calming performance is a mind-affecting, language-dependent ability

Buffoonery (Su): A 9th-level jester with 12 or more ranks in Perform (comedy) can caper and dance to distract his opponents in battle. The jester's outrageous actions distract his foe, leaving it unable to effectively defend itself. The jester can choose a single target within 30 feet to whom he has line of sight. The target must be able to see and hear the jester, and gets a Will save (DC 10 + 1/2 jester's level + jester's Cha modifier). If the target misses this save, it loses its Dexterity bonus (if any) to its Armor Class. The target gains a new save each round the jester maintains buffoonery (a free action). If the target makes a successful Will save the effect ends and the target becomes immune to that particular jester's buffoonery for 24 hours.

Vicious Lampoon (Su): A 12th-level jester with 15 or more ranks in Perform (comedy) can mock his opponents with such vicious, cutting humor that they lose confidence in their fighting ability. Every opponent within 60 feet of thejester who can hear and understand him must make a Will save (DC 10 + 1/2 jester's level + jester's Cha modifier). Creatures that fail this save suffer a -2 penalty on attack rolls, skill and ability checks, and saving throws for as long as the jester continues to perform (as a move action), up to a maximum number of rounds equal to the jester's level. This is a mind-affecting, language-dependant effect.

Vexing Dialogue (Su): A 15th-level jester with 18 or more ranks in Perform (comedy) can create a running series of jokes, observations, and insults that breaks a single target's ability to concentrate. When the jester uses this ability, his target must make a Concentration check opposed by the jester's Perform (comedy) check to cast a spell, use a supernatural ability, or otherwise perform an act that would require a Concentration check to complete if the target suffered damage while attempting it. This effect lasts for 1 round. The jester can use this ability against a given target once per encounter. This is a mind-affecting, language- dependent effect.

Scathing Wit (Su): An 18th-level jester with 21 or more ranks in Perform (comedy) can leave his target a dispirited, demoralized shell with a few choice, cutting remarks. The target can make a Will save (DC 10 + 1/2 jester's level + jester's Cha modifier). If the save fails, the target suffers a penalty equal to the jester's Charisma bonus on attack rolls and saving throws. This penalty lasts for as long as the jester performs (a move action), for a maximum number of rounds equal to half the jester's level. This is a mind-affecting, language-dependent effect. The target must be able to see and clearly hear the jester.

Bonus Feats: A jester learns a variety of juggling tricks to entertain his audience. As a result, he develops the reflexes and timing needed to knock fast moving objects out of the air. At 2nd level, a jester with 5 or more ranks in Perform (comedy) gains Deflect Arrows as a bonus feat. At 6th level, a jester with 9 or more ranks in Perform (comedy) gains Snatch Arrows as a bonus feat. His reflexes and timing improve to the point that he can catch deadly missiles rather than merely knock them aside.

Bone Rattler: At l0th-level, the jester's antics are so vexing that even the normally implacable undead fall victim to them. The jester's mind-affecting jester's performance abilities function as normal against undead that possess intelligence scores, although undead creatures gain a +2 bonus on their saves against such abilities. Undead creatures that lack intelligence scores and other types of creatures immune to mind-affecting effects remain immune to the jester's talents.

Advancement[]

Spells per Day
Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Jester's audacity+1, jester's performance, fascinate, inspiring quip 2
2nd +1 +0 +3 +3 Bonus feat 3 0
3rd +2 +1 +3 +3 Taunt 3 1
4th +3 +1 +4 +4 3 2 0
5th +3 +1 +4 +4 Bonus feat, jester's audacity +2 3 3 1
6th +4 +2 +5 +5 Calming performance 3 3 2
7th +5 +2 +5 +5 3 3 2 0
8th +6/+1 +2 +6 +6 3 3 3 1
9th +6/+1 +3 +6 +6 Buffoonery 3 3 3 2
10th +7/+2 +3 +7 +7 Bone rattler, jester's audacity+3 3 3 3 2 0
11th +8/+3 +3 +7 +7 3 3 3 3 1
12th +9/+4 +4 +8 +8 Vicious lampoon 3 3 3 3 2
13th +9/+4 +4 +8 +8 3 3 3 3 2 0
14th +10/+5 +4 +9 +9 4 3 3 3 3 1
15th +11/+6/+1 +5 +9 +9 Jester's audacity +4, vexing dialogue 4 4 3 3 3 2
16th +12/+7/+2 +5 +10 +10 4 4 4 3 3 2 0
17th +12/+7/+2 +5 +10 +10 4 4 4 4 3 3 1
18th +13/+8/+3 +6 +11 +11 Scathing wit 4 4 4 4 4 3 2
19th +14/+9/+4 +6 +11 +11 4 4 4 4 4 4 3
20th +15/+10/+5 +6 +12 +12 Jester's audacity+5 4 4 4 4 4 4 4

Class skills[]

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

Monk of the Enabled Hand[]

(Dragon Compendium variant, p. 80)

This prestige class encompasses a fighting style that incorporates a variety of special unarmed attacks.

Requirements[]

Base Attack Bonus: +4

Alignment: Any Lawful

Feats: Combat Expertise , Deflect Arrows , Improved Disarm , Improved Unarmed Strike

Special: Must obtain permission to join the order at any one of the many chapter houses that dot the land.

Hit die[]

d8

Skill points[]

4 + Int

Class Features[]

Weapon and Armor Proficiency: Monks of the Enabled Hand, although potentially proficient with several weapons from their standard monk training, generally eschew those weapons in favor of using only their hands.

Monk Abilities (Ex): Monks of the Enabled Hand continue much of their monk training. As such, a monk of the Enabled Hand gains the flurry of blows, unarmed damage, AC bonus, and unarmored speed bonus as if he were a monk whose level equaled his monk level + his Enabled Hand level. Those who manage to meet the requirements for this class who are not monks gain these abilities as if a monk equal to only their Enabled Hand level.

Shim Soo, "Mind Over Hand" (Su): A monk of the Enabled Hand has the ability to ignore a creature's armor with his unarmed attacks. The monk can use this supernatural ability once per round, up to a number of times per day equal to 1 + his Enabled Hand class level. The Enabled Hand monk must declare he is using a shim soo attack before making the attack roll (thus, a missed attack ruins the attempt). Against "mind over hand" attacks, the target uses its touch Armor Class.

Ki Strike (Su): A monk of the Enabled Hand's unarmed attack is empowered with ki His unarmed attacks are treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction.

Kol Soo, "Reverse Hand" (Su): A monk of the Enabled Hand can strike his opponent at the same instant his opponent strikes the monk. The Enabled Hand monk can choose to make an immediate attack of opportunity against an opponent that makes a successful melee attack roll or melee touch attack roll against the monk, but the Enabled Hand monk takes a -5 penalty on the attack roll. The Enabled Hand monk cannot make more attacks of opportunity than he is normally allowed in a round. The monk can only use the reverse hand strike against an opponent he threatens.

Kong Soo, "Empty Hand" (Su): A monk of the Enabled Hand is already adept at disarming his opponents (via the Improved Disarm feat). However, a monk of the Enabled Hand is an expert at relieving his foes of their weapons. When using kong soo, treat the monk's hands as weapons one size larger than normal when the monk and his foe make opposed attack rolls with respect to their weapons.

Lung Soo, "Dragon's Tail Slap" (Su): The Enabled Hand monk has the ability to send a creature that is damaged by his unarmed attacks flying across the battlefield. The monk can use this supernatural ability once per round, up to a number of times per day equal to his Enabled Hand class level. The monk must declare he is using a dragon's tail slap before making the attack roll (thus, a missed attack roll ruins the attempt). If a foe is struck by a monk of the Enabled Hand, the monk automatically initiates a bull rush attack (Player's Handbook, page 154), except as follows. The Enabled Hand monk and his foe make opposed Strength checks. The Enabled Hand monk is treated as if he were one size category larger than his actual size for purposes of determining his size-category bonus on the opposed Strength check. In addition, the monk also automatically gains a +4 bonus from his lung soo training. The foe takes an additional amount of damage from the attack equal to the number of feet she is knocked back. The Enabled Hand monk doesn't move when his foe is knocked back. The foe may provoke attacks of opportunity when he is knocked back (although not from the monk), but the monk is not subject to attacks of opportunity because he doesn't move (unlike a standard bull rush). If the monk fails the opposed check, he suffers no deleterious effect.

Advancement[]

Level BAB Fort Ref Will Special
1st +0 +2 +2 +2 Monk abilities; shim soo, "mind over hand"
2nd +1 +3 +3 +3 Ki strike (lawful)
3rd +2 +3 +3 +3 Kal soo, "reverse hand"
4th +3 +4 +4 +4 Kong soo, "empty hand"
5th +3 +4 +4 +4 Lung soo, "dragon's tail slap"

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 (arcana) INT
Listen WIS
Move Silently DEX
Perform CHA
Profession WIS
Swim STR
Tumble DEX

Mountebank (Dragon Compendium)[]

(Dragon Compendium variant, p. 42)

  ====Hit die====

d6

Alignment[]

Any non-good

Starting gold[]

5d4x10

Skill points[]

6 + Int

Class Features[]

Weapon and Armor Proficiency: A mountebank is proficient with all simple weapons and light armor, but not with any shields.

Beguiling Stare (Su): As a standard action, the mountebank can stare into her target's eyes and attempt to hypnotize him through the force of her infernal gaze. The target of this ability must make a Will save (DC 10 + 1/2 mountebank's level + mountebank's Cha modifier). If this save fails, the target becomes beguiled until the end of the mountebank's next turn. The mountebank can use this ability at will, but she cannot attempt to use it against a single target more than once per day.

A beguiled character loses his Dexterity bonus to Armor Class. He also suffers a -2 penalty on all Will saves and a -5 penalty on all Sense Motive checks. The mountebank's infernal power overwhelms the target's mind, leaving his thoughts foggy and his body leaden. If the mountebank's target succeeds in his save, he has no knowledge of the mountebank's attempt to beguile him unless he makes a DC 20 Knowledge (the planes) check. In the target's mind, he merely stared into her eyes for a moment.

Beguiling stare is a mind-affecting ability.

Bonus Language: The mountebank gains either Abyssal or Infernal as a bonus language to better communicate with her sinister masters.

Mark of Damnation: A mountebank pledges her soul to an infernal power, be it a demon, devil, or similar baleful lord. When the mountebank dies, her soul is consigned to her master. Any attempt to return her to life has a chance of failure, as the mountebank's master determines the fate of her soul. The mountebank must make a DC 25 Bluff or Diplomacy check (her choice) to return to the living. She gains a bonus on this check equal to half her mountebank level, as the dark lords of the Outer Planes prefer to let their more accomplished and skilled pawns return to the Material Plane to wreak further misery.

Trapfinding: Mountebanks can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Mountebanks can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A mountebank who beats a trap's DC by 10 or more with a Disable Device check can study the trap, figure out how it works, and bypass it without disarming it.

Deceptive Attack: If a mountebank of at least 2nd level can lull an opponent into dropping his defenses, she can make a sudden, devastating strike.

The mountebank's attack deals extra damage against any target that is beguiled (as per the mountebank's beguiling stare ability) or against targets that she successfully feints. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four mountebank levels thereafter. The mountebank never multiplies deceptive attack damage on a successful critical hit. The mountebank cannot use this ability with ranged weapons, nor can she use it to deal nonlethal damage.

This bonus damage applies against all creatures, even those immune to critical hits or sneak attacks. The speed and sudden nature of the mountebank's attack allows her to make a telling blow, rather than a strike against a specific spot in her opponent's anatomy.

Infernal Patron (Su): Owing to her close connection to an infernal patron or similar, sinister master, the mountebank can channel the energies of the Lower Planes to aid her in clouding the minds of others. In a manner similar to how a cleric calls upon the power of his deity the mountebank turns to her master for aid. She can call upon her patron's aid a number of times per day equal to 1/2 her mountebank level + Charisma modifier. Channeling this energy and using it to power her abilities is a standard action. The mountebank gains the ability to use this power in a number of different ways.

Mass Beguile (Su): At 3rd level, the mountebank can use her infernal patron ability to cloud the minds of her enemies. She channels her power into a 30-foot burst, with a range of 100 feet + 10 feet per mountebank level. All creatures within this area must make Will saves (DC 10 + 1/2 mountebank's level + mountebank's Cha modifier). Creatures that fail this save are beguiled for a number of round equal to the mountebank's Charisma bonus, with a minimum of 1 round. This power affects only those creatures with Hit Dice less than or equal to the mountebank's level. This is a mind-affecting ability.

Infernal Guise (Sp): By expending one use of her infernal patron ability, the mountebank can use alter self as a sorcerer with a caster level equal to her mountebank level.

Disguise the Soul's Aspect (Su): Whenever an opponent attempts to use a spell capable of determining or detecting the mountebank's alignment, the mountebank may expend one of her daily infernal patron uses to make a Charisma check opposed by the Sense Motive of the person attempting to discern her alignment. If she succeeds, she picks the alignment that the caster detects. In some cases, this might lead the caster to detect nothing. For example, Abelard the paladin attempts to use detect evil on the area occupied by Joreena the mountebank. Joreena's Charisma check beats Abelard's, and she decides to detect as lawful good. Thus, Abelard's ability does not detect her.

After making a successful Charisma check, the mountebank foils that specific opponent's attempts for 24 hours. If her check fails, the mountebank cannot make another opposed check against that target for 24 hours.

Infernal Defense (Sp): The mountebank can call upon her foul patron to protect her from attacks. By expending one of her uses of her infernal patron ability, the mountebank can use displacement upon herself as a sorcerer with a caster level equal to her mountebank level.

Infernal Jaunt (Sp): By expending one of her uses of her infernal patron ability, the mountebank can slide through planar space in a manner similar to a dimension door. She can use this ability to travel a total of 10 feet + 5 feet per mountebank level. She activates this ability as a move action and may take her other actions as normal after arriving at her destination. When the mountebank uses this ability, she disappears and re-appears in a small puff of brimstone.

If the mountebank wears a cloak of the mountebank, the cloak adds 100 feet to her daily use of this ability in addition to its normal benefits.

If the mountebank makes a melee attack immediately after using her infernal jaunt ability, she gains the benefits of her deceptive attack damage against her foe.

Infernal Influence (Sp): By expending one of her uses of her infernal patron ability, the mountebank can use confusion against a single target (rather than as an area of effect ability). She otherwise uses the spell as a sorcerer with a caster level equal to her mountebank level.

Infernal Escape (Su): By expending two of her uses of her infernal patron ability, the mountebank can use teleport as a sorcerer with a caster level equal to her mountebank level, but with one important exception. The mountebank can only use this ability on herself. She cannot transport any other creature except a familiar, if she has one from levels in an appropriate class.

Infernal Deception (Sp): By expending one use of her infernal patron ability, the mountebank can use mislead as a sorcerer with a caster level equal to her mountebank level.

Aspect of the Damned: At 20th level the mountebank's soul comes due to her master. She gains the half-fiend emplate unless already one. Her alignment shifts to evil unless already evil. In any case, she becomes her master's willing thrall. She transports to the Outer Planes and becomes an NPC under the DM's control.

Only a quest to break her pact with her demonic or infernal overlord can free the mountebank from this fate. The exact nature of this quest is left to the DM, but it usually requires a mountebank to defeat her patron or his most powerful minions, render him a great service, or trick him into releasing her from their contract.

Advancement[]

Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Beguiling stare, bonus language, mark of damnation, trapfinding
2nd +1 +0 +3 +0 Deceptive attack +ld6
3rd +2 +1 +3 +1 Infernal patron, mass beguile
4th +3 +1 +4 +1 Infernal guise
5th +3 +1 +4 +1 Disguise the soul's aspect
6th +4 +2 +5 +2 Deceptive attack +2d6
7th +5 +2 +5 +2
8th +6/+1 +2 +6 +2 Infernal defense
9th +6/+1 +3 +6 +3
10th +7/+2 +3 +7 +3 Deceptive attack +3d6, infernal jaunt
11th +8/+3 +3 +7 +3
12th +9/+4 +4 +8 +4 Infernal influence
13th +9/+4 +4 +8 +4
14th +10/+5 +4 +9 +4 Deceptive attack +4d6
15th +11/+6/+1 +5 +9 +5
16th +12/+7/+2 +5 +10 +5 Infernal escape
17th +12/+7/+2 +5 +10 +5
18th +13/+8/+3 +6 +11 +6 Deceptive attack +5d6
19th +14/+9/+4 +6 +11 +6
20th +15/+10/+5 +6 +12 +6 Aspect of the damned, infernal deception

Class skills[]

Skill name Key ability Trained only Armor check penalty
Appraise INT
Balance DEX
Bluff CHA
Concentration CON
Diplomacy CHA
Disable Device INT
Disguise CHA
Escape Artist DEX
Forgery INT
Gather Information CHA
Hide DEX
Intimidate CHA
Knowledge (the planes) INT
Move Silently DEX
Open Lock DEX
Search INT
Sense Motive WIS
Sleight of Hand DEX
Spellcraft INT
Tumble DEX
Use Magic Device CHA

Osteomancer[]

(Dragon Compendium variant, p. 82)

This spellcaster learns to weave magic that allows him to control the structure of bones, whether his own or his enemies'.

Requirements[]

Base Attack Bonus: +4

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

Feats: Toughness

Spells: Ability to cast at least three transmutation spells, one of which must be 1st level or higher.

Hit die[]

d8

Skill points[]

2 + Int

Class Features[]

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

Spells: At every even level gained in the osteomancer class, a character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a 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 rebuking or controlling undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an osteomancer, he must decide to which class he adds the new level for purposes of determining spells per day.

Boneless (Su): At will, as a full-round action, an osteomancer may dissolve or restore his own skeleton. He becomes able to travel at a speed of 10 feet through muscular control taught to all novice osteomancers (he may not run). The osteomancer may now fit in minute spaces and crawl under barriers, with one important caveat: the osteomancer must at all times take care to protect his organs, making sure they are not squashed or crushed. For simplicity's sake, assume the osteomancer cannot travel through any space smaller than 6 inches in diameter.

While in this form, the osteomancer is considered prone. He cannot use a shield, and loses his Dexterity tonus to Armor Class. He can't attack or cast spells with verbal,somatic, material, or focus components while boneless. (This does not rule out the use of certain spells that the osteomancer might have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.)

Immunity to Disease (Ex): Due to their phenomenal understanding of bone and the role it plays in the immune system, osteomancers are immune to disease, including supernatural and magical diseases.

Skeletal Shift (Ex): As a standard action, 2nd-level osteomancers can shift the bone structure of their limbs and face (including teeth) to appear as a different person, at will. This ability grants a +3 bonus on Disguise checks.

Bone Spurs (Su): The 3rd-level osteomancer may, as a free action, cause portions of his skeleton to break his skin and protrude, causing him no damage or disability whatsoever. The protruding bones act as armor spikes and spiked gauntlets. The osteomancer is automatically proficient in the weapons forged directly from his own skeleton, but not the normal weapons of the same type. Note that while normal bone is far more fragile than any forged weapon, the osteomancer's supernatural skill causes his exposed bones to have the strength of steel. He may use this ability at will. As natural weapons, the osteomancer's bone spurs cannot be sundered.

Unnerve (Su): As an extension of the above ability, an osteomancer may sculpt his protruding bone into terrifying shapes, such as sinister leering faces. Creatures within 30 feet of the osteomancer attempting to strike or otherwise directly attack the osteomancer, even with a targeted spell, must attempt a Will save (DC 10 + osteomancer level + Charisma modifier). If the save succeeds, the opponent is unaffected and immune to that particular osteomancer's unnerve effect for 24 hours. If the save fails, the opponent suffers a -2 penalty on every attack roll against the osteomancer for the next 24 hours. A creature only has to make one save against a particular osteomancer per 24 hour period. This is a mind-affecting, fear effect.

Enlarge/Reduce (Sp): Beginning at 4th level, once per day, the osteomancer may cast enlarge person or reduce person on himself as cast by a sorcerer of the osteomancer's class level. He gains one daily use of each spell.

Iron Bones (Su): A 4th-level osteomancer's bone spurs act as cold iron weapons for the purpose of overcoming damage reduction.

Seize the Core (Su): Once per day, the 5th-level osteomancer can take temporary control of the skeletons of his opponents, paralyzing them. He can affect up to one creature per osteomancer level within 60 feet, no two of which can be more than 30 feet apart. Each subject is allowed a Fortitude save (DC 10 + osteomancer level + Charisma modifier). Creatures without skeletons (such as oozes) are not affected. Subjects affected by this ability are held immobile as though paralyzed. As this ability targets the bone structure of a being, rather than its mind, corporeal undead are subject to its effect. A winged creature affected by this ability cannot flap its wings and falls. A swimmer cannot swim and might drown. Creatures immune to paralysis are not immune to this effect.

Silver Bones (Su): A 5th-level osteomancer's bone spurs act as both silver and cold iron weapons for the purpose of overcoming damage reduction.

Aligned Bones (Su): At 6th level, an osteomancer's bone spurs take on any nonneutral alignment the character has (chaotic, evil, good, or lawful) for the purpose of overcoming damage reduction. For example, a lawful neutral osteomancer's bone spurs act as lawful weapons. A wholly neutral osteomancer must choose for his bone spurs to be chaotic, evil, good, or lawful for the purpose of overcoming damage reduction. Once chosen, this alignment component cannot be changed.

Adamantine Bones (Su): A 7th-level osteomancer's bone spurs act as adamantine, cold iron, and silver weapons for the purpose of overcoming damage reduction.

Sap Life (Su): As a touch attack, an 8th-level osteomancer can cause a malaise to settle into the core of an opponent's bones. This effect deals 2d4 points of Strength damage unless the opponent makes a Fortitude save (DC 10 + osteomancer level + Charisma modifier). The osteomancer can use this ability a number of times per day equal to 1 plus his Charisma modifier (minimum 1). This ability can only affect living creatures with a skeleton.

Wield the Core (Su): At 9th level, the osteomancer can telepathically control the physical actions of any creature with a skeleton. The target creature must be within 30 feet, and is allowed a Fortitude save (DC 10 + osteomancer level + Charisma modifier) to negate the effect. On a failed save, the osteomancer can control the movements of the subject by forcing its bones to move however the osteomancer wills. The effect only allows the osteomancer to controle the movement of the creature's bone structure, and not its mind. Thus, the osteomancer cannot make the controlled creature speak, but he can cause the creature's jaws to clench shut, which would prevent a character from casting a spell with a verbal component or using an item that has a command word. This effect lasts for 1 minute per osteomancer level. Obviously self-destructive commands, such as forcing the creature to walk off a cliff or jump into lava, end the effect. Once control is established, the range at which it can be exercised is unlimited, as long as the osteomancer has line of effect to the subject. Because the osteomancer must remain in line of effect (and therefore potentially keeping himself in harm's way), commanding a creature to face an obviously superior foe does not end the effect. As this power targets the bone structure of a being, rather than its mind, corporeal undead are subject to its effect. The osteomancer can use this power three times per day.

Osteophage (Su): This 10th-level ability is the most lethal power at the osteomancer's command. Once per day, an osteomancer can cause the skeleton of a target to liquefy in a matter of seconds, causing the target to collapse in on itself This collapse causes instant death on a failed Fortitude save (DC 15 + Charisma modifier); a successful save prevents skeletal collapse but still deals 10d6points of damage.

Advancement[]

Level BAB Fort Ref Will Special Spells Per Day
1st +0 +2 +0 +2 Boneless, immunity to disease
2nd +1 +3 +0 +3 Skeletal shift +1 level of existing class
3rd +2 +3 +1 +3 Bone spurs, unnerve
4th +3 +4 +1 +4 Enlarge/reduce, iron bones +1 level of existing class
5th +3 +4 +1 +4 Seize the core, silver bones
6th +4 +5 +2 +5 Aligned bones +1 level of existing class
7th +5 +5 +2 +5 Adamantine bones
8th +6 +6 +2 +6 Sap life +1 level of existing class
9th +6 +7 +3 +6 Wield the core
10th +7 +7 +3 +7 Osteophage +1 level of existing class

Class skills[]

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Disguise CHA
Heal WIS
Intimidate CHA
Knowledge (arcana) INT
Knowledge (architecture and engineering) INT
Knowledge (dungeoneering) INT
Knowledge (geography) INT
Knowledge (history) INT
Knowledge (local) INT
Knowledge (nature) INT
Knowledge (nobility and royalty) INT
Knowledge (psionics) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Spellcraft INT
Use Magic Device CHA

Savant[]

(Dragon Compendium variant, p. 45)

A scholar and researcher who studies everything from armed fighting to divine and arcane magic.

 ====Hit die====

d8

Starting gold[]

5d4x10

Skill points[]

6 + Int

Class Features[]

Class Skills: The savant counts all skills as class skills

Weapon and Armor Proficiency: A savant is proficient with all simple and martial weapons. Savants are proficient with light armor and all shields save for the tower shield.

Academic Lore: The savant studies a wide variety of disciplines, from the physiology and lore of plants to the genealogy of ancient noble lines. The savant may make a special academic lore check with a bonus equal to his savant level + his Intelligence modifier to see whether he knows some relevant information about a particular situation, person, item, historical event, or other subject. If the savant fails this check, he must gain at least one level in this class before attempting to use this ability to answer the specific question again.

If the savant has ranks in a Knowledge skill relevant to the situation, he can use both this ability and his normal Knowledge check to answer the same question. A failure with one method has no effect on his attempt with the other. If both checks fail, he cannot attempt another Knowledge or academic lore check on that particular subject until he gains a level in savant or rank in the appropriate Knowledge skill. For example, Delephon the 3rd-level savant has 6 ranks in Knowledge (engineering). He inspects an old ruin to determine if it is structurally sound. His Knowledge (engineering) check fails. He then attempts to use his academic lore ability and succeeds.

Skill Assistance: The savant's broad range of talents and insights into dozens of areas of knowledge grant him the ability to lend his knowledge to others. If, for example, a savant sees an approaching ogre, he knows how to deliver a swift warning that alerts his allies before the ogre is upon them. If he and his friends must slip into a blackguard's fortress, his intense study of stealth and reconnaissance allows him to mask the clanks of his paladin ally's armor. At 1st level and again at 4th level and every 4 levels thereafter (8th, 12th, and so on), the savant selects a skill from the following list in which he has at least 1 rank: Balance, Climb, Disguise, Hide, Listen, Move Silently, Ride, Spot, and Swim.

The savant can choose to replace an ally's skill attempt with his own efforts. Rather than make a skill check, the ally can use the result of a special check made with a bonus equal to the savant's skill ranks + the ally's ability score modifier, armor check penalty (if any), and other modifiers. In effect, the ally replaces her ranks in the particular skill with those of the savant and adds all other modifiers as normal. The savant makes the d20 roll on this check in secret (although the DM can ask to see it) and cannot take 10 or take 20.

The savant can replace the skill checks of a number of allies equal to his Intelligence modifier. The allies must be within 5 feet of the savant at 1st level. This range increases by 5 feet each time the savant chooses a new skill to gain the benefits of this ability (up to 30 feet at 20th level). A target of this ability must choose whether to use the savant's result or make his own, and he must choose before he knows the savant's die roll. In any case, the targets of this ability never use their own ranks in addition to the savant's ranks. They must either make a check as normal or substitute the savant's ranks and die result for their own.

The savant cannot use this ability if his allies wish to make a skill check as part of an attempt to aid another's check.

Example: Delephon the savant, Abelard the paladin, and Esmeralda the sorcerer attempt to sneak past a group of orc guards. Neither Abelard nor Esmeralda has ranks in Move Silently. Luckily, Delephon has chosen that skill for his skill assistance ability. Delephon has 8 ranks in Move Silently. He makes one d20 roll for his Move Silently check and the checks for his two companions. The die's result is 12. Delephon resolves his Move Silently check as normal using that roll. His companions resolve their Move Silently checks as if they had 8 ranks in the skill (just like Delephon) and rolled a 12 on the d20, the result of Delephon's roll, to make the skill check. Abelard has a Dexterity of 8 (-1) and wears full plate (armor check penalty-6). Thus, his total Move Silently result is 13 (Delephon's 8 ranks + 12 result on the d20-1 Dex-6 armor). Esmeralda has a 14 Dexterity (+2) and wears no armor. Her total result is 22. (Delephon's 8 ranks + 12 result on the d20 +2 Dex).

Trapfinding: Savants can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Savants can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A savant who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it without disarming it.

Talent Lore: The savant gains a bonus feat at 2nd level and every five levels thereafter. His intense studies and wide range of training grant him access to specialized abilities and talents.

Sneak Attack: Beginning at 3rd level, if a savant can catch an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage.

The savant's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (weather the target actually has a Dexterity bonus or not), or when the savant flanks his target. This extra damage is 1d6 at 3rd level, and it increases by 1d6 every six savant levels thereafter. The savant never multiplies sneak attack damage on a successful critical hit.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a savant can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual 8-4 penalty.

A savant can sneak attack only living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The savant 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 savant cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Arcane Lore: Savants study magic with the same curiosity and intellectual rigor they use to approach other topics. Through an understanding of the basic theories of magic, the savant learns to cast a limited number of arcane spells.

At 5th level the savant gains access to arcane spells as shown on Table 2-8. The savant must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, a savant must have an Intelligence of at least 10 + the spell's level. The DC for a saving throw against a savant's arcane spell is 10 + the spell's level + the savant's Intelligence modifier.

Like other Spellcasters, a savant can cast only a certain number of spells of each level per day. His base allotment of spells is given below. In addition, the savant receives bonus arcane spells if he has a high Intelligence score.

At 5th level, the savant chooses two spells from his lists that he has acquired through research and diligent study. Each level afterward, he selects two more arcane spells from the savant arcane spell list. The savant cannot select spells from a given level until he is high enough level to cast them.

The savant must choose and prepare his spells ahead of time by getting a good night's sleep and spending 1 hour in study. While studying, the savant decides which spells to prepare. The savant does not need a spellbook or similar item. Instead, he focuses on the arcane lore he has learned and sorts through his notes.

If the savant has a 0 listed for a spell level, he adds his bonus spells for a high Intelligence as normal to determine the number of spells he can cast each day. If after applying this modifier the result is still 0, the avant cannot cast spells of that level and when selecting his two new spells, he cannot choose them from that level's list. A 5th- or 6th-level savant who lacks the Intelligence score needed to gain a bonus 1st-level spell does not choose any spells.

The savant's caster level equals one-half his savant class level.

Divine Lore: At 10th level, the savant's broad range of study and research allows him to unlock the secrets of divine magic. He learns to manipulate deific energy and use it to cast spells much like a cleric.

At 10th level the savant gains access to divine spells as shown on Table 2-9. The savant must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, a savant must have a Wisdom of at least 10 + the spell's level. The DC for a saving throw against a savant's divine spell is 10 + the spell's level + the savant's Wisdom modifier.

Like other Spellcasters, a savant can cast only a certain number of spells of each level per day. His base allotment of spells is given below. In addition, the savant receives bonus divine spells if he has a high Wisdom score.

The savant gains divine spells in the same manner as arcane ones. At 10th level, he learns two new divine spells from the savant divine list. Each level thereafter he gains two additional divine spells. He must be high enough level to cast a spell before he can select it. If the savant has a 0 listed for a spell level, he can cast and gain new spells of that level if his Wisdom score is high enough to grant him bonus spells of that level.

The savant chooses and prepares his divine spells at the same time as his arcane ones. After 8 hours of rest, he needs 1 hour of meditation and study to prepare both sets of spells.

The savant cannot use his arcane spell slots to prepare divine spells and vice versa. Keep track of the two sets of spells separately.

The savant's caster level equals one-half his savant class level.

Savent Arcane Spell Progression
Level 1st 2nd 3rd 4th
5th 0
6th 0
7th 1
8th 1
9th 1 0
10th 1 0
11th 1 1
12th 1 1 0
13th 1 1 1
14th 1 1 1
15th 2 1 1 0
16th 2 1 1 1
17th 2 2 1 1
18th 2 2 2 1
19th 3 2 2 1
20th 3 3 3 2
Savent Divine Spell Progression
Level 1st 2nd 3rd 4th
10th 1
11th 1
12th 1 0
13th 1 0
14th 1 1
15th 1 1 0
16th 1 1 1
17th 1 1 1
18th 2 1 1 0
19th 2 1 1 1
20th 2 2 1 1

Advancement[]

Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Academic lore, skill assistance (5 feet), trapfinding
2nd +1 +0 +0 +3 Talent lore
3rd +2 +1 +1 +3 Sneak attack +ld6
4th +3 +1 +1 +4 Skill assistance (10 feet)
5th +3 +1 +1 +4 Arcane lore
6th +4 +2 +2 +5
7th +5 +2 +2 +5 Talent lore
8th +6/+1 +2 +2 +6 Skill assistance (15 feet)
9th +6/+1 +3 +3 +6 Sneak attack +2d6
10th +7/+2 +3 +3 +7 Divine lore
11th +8/+3 +3 +3 +7
12th +9/+4 +4 +4 +8 Skill assistance (20 feet), talent lore
13th +9/+4 +4 +4 +8
14th +10/+5 +4 +4 +9
15th +11/+6/+1 +5 +5 +9 Sneak attack +3d6
16th +12/+7/+2 +5 +5 +10 Skill assistance (25 feet)
17th +12/+7/+2 +5 +5 +10 Talent lore
18th +13/+8/+3 +6 +6 +11
19th +14/+9/+4 +6 +6 +11
20th +15/+10/+5 +6 +6 +12 Skill assistance (30 feet)

Class skills[]

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

Sha'ir[]

(Dragon Compendium variant, p. 51)

A flexible arcane spellcaster who relies on a spirit ally to fetch his spells from across the planes

 ====Hit die====

d4

Alignment[]

Any

Starting gold[]

3d4x10

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Sha'irs are proficient with all simple weapons, but not with any type of armor or shield. Armor of any type interferes with a sha'ir's arcane gestures, which can cause his spells with somatic components to fail.

Spells: A sha'ir's spells must be retrieved from the elemental planes by his familiar, an outsider called a gen. Once retrieved, a spell remains set in the sha'ir's memory, like a wizard's prepared spell, until cast or until a number of hours pass equal to the sha'ir's class level. A sha'ir is capable of extraordinarily versatile spellcasting because he can use arcane spells as well as a limited selection of divine spells. A sha'ir's familiar can retrieve any spell on the sorcerer/ wizard spell list, plus any spell from the Air, Chaos, Earth, Fire, Knowledge, Law, Luck, Sun, and Water domain spell lists. Even though the sha'ir has access to certain domain spells, he gains no other benefit of the cleric class, including the granted powers of those domains.

To learn or cast a spell, a sha'ir must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sha'ir's spell is 10 + spell level + the sha'ir's Cha modifier. Like other Spellcasters, a sha'ir can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Charisma score.

A sha'ir begins play knowing five 0-level spells and three 1st-level spells of his choice. (Unlike spells per day, the number of spells a sha'ir knows is not affected by his Charisma score.) These new spells may be common spells chosen from the sorcerer/wizard spell list or the appropriate domain spell list.

A sha'ir decides what spell might be useful and sends out his familiar to retrieve it from the elemental planes. To do this, the sha'ir must summon his gen and tell it the name of the spell he seeks. The gen immediately plane shifts to seek the spell in the elemental planes.

The gen's success in finding the desired spell depends on the following parameters.

  • Arcane Spell Known: To retrieve an arcane spell that the sha'ir can normally cast (that is, one within his Spells Known repertoire), the gen must search for a number of rounds equal to 1d4 + the spell level.
  • Arcane Spell Unknown: The sha'ir can cast a spell from the sorcerer/wizard list he does not know but has seen the effects of and identified with a successful Spellcraft check. If the sha'ir seeks to cast such an arcane spell, the gen must search for ld6 minutes + 1 minute per spell level. A spell so retrieved does not become learned or known for the purposes of the gen retrieving it again.
  • Divine Spell: Retrieving a divine spell, known or not, takes a gen ld6 hours + 1 hour per spell level. The gen can retrieve only divine spells from the domains indicated above. Once a gen is sent out to fetch a spell, it cannot be recalled; it is gone for the duration of the search. To determine its success, the sha'ir must succeed at a DC 20 Diplomacy check, since the gen is acting as a proxy to the elemental powers on behalf of the sha'ir. Modify the sha'ir's Diplomacy check as follows:
  • +1 per sha'ir level.
  • +2 if the spell is in the Spells Known category (ar- cane only).
  • -2 per level of the desired spell.
  • -6 if the spell is an unknown divine spell.
  • -1 per increase in level caused by the use of a metamagic feat.
  • -2 per attempt after a failed check the gen makes to retrieve the same spell in the same day.

If the sha'ir succeeds at his Diplomacy check the gen reappears within 5 feet of its master and imparts to him the power to cast the spell. If the check fails, the gen reappears with no spell. A failure by 5 or more results in the gen being detained for an additional 1d4 minutes.

Spells retrieved by the gen remain available to the sha'ir to cast for 1 hour per sha'ir level. If a spell is not used within that time, the power to cast the spell dissipates harmlessly.

At 4th level, and every even-numbered sha'ir level thereafter, a sha'ir may choose to learn a new spell in place of one he already knows. In effect, the sha'ir "loses" an old spell known in exchange for a new one. The new spell's level must be the same as that of the spell for which it is exchanged. A sha'ir may swap one spell at any given level and must make the decision at the same time as he gains new spells known for the level.

Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 5 3
2nd 6 3
3rd 6 4
4th 7 4 2
5th 7 5 3
6th 8 5 3 2
7th 8 6 4 3
8th 9 6 4 3 2
9th 9 7 5 4 3
10th 9 7 5 4 3 2
11th 9 8 6 5 4 3
12th 9 8 6 5 4 3 2
13th 9 9 7 6 5 4 3
14th 9 9 7 6 5 4 3 2
15th 9 9 8 7 6 5 4 3
16th 9 9 8 7 6 5 4 3 2
17th 9 9 9 8 7 6 5 4 3
18th 9 9 9 9 7 6 5 4 3 2
19th 9 9 9 9 8 7 6 5 4 3
20th 9 9 9 9 8 7 6 5 4 3

Metamagic Feats: A sha'ir may use metamagic feats he possesses to modify the spells his gen fetches. The gen simply fetches the spell with the metamagic feats applied. Unlike the sorcerer, the sha'ir does not need to take a full-round action to cast such spells.

Bonus Languages: A sha'ir may substitute Aquan, Auran, Ignan, or Terran for any of the bonus languages available to his race. Sha'irs are expected to have a great deal of contact with elemental entities, and apprentice sha'irs often study the languages that such creatures speak.

Summon Gen Familiar: A sha'ir must obtain a gen familiar (see Gen Familiars) at 1st level. A gen familiar is an intelligent outsider that resembles a small elemental. The creature serves as a companion and servant to the sha'ir. The sha'ir may choose the elemental type of the gen he summons, and its alignment matches his own. The summoning takes 12 hours and consumes raw materials that cost 100 gp.

A gen can retrieve spells for the sha'ir, as indicated above. As the sha'ir advances in level, the gen increases in power similar to the manner that a normal familiar gains power. A gen advances as a normal familiar, gaining all the normal benefits described in the Familiars section on page 52 of the Player's Handbook, except that its Intelligence does not increase and it can speak the languages noted in the gen's description (see below). It retains the outsider type.

If a gen familiar dies or is dismissed by the sha'ir, the sha'ir must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sha'ir level; success reduces the loss to one-half that amount. However, a sha'ir's experience point total can never go below 0 as the result of a gen's demise or dismissal. A slain or dismissed gen can be replaced the following day, but since it is an outsider, it cannot be raised from the dead.

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

Recognize Genie Works: At 3rd level, a sha'ir can recognize the craftsmanship of any item or magical effect created by geniekind. To use this ability, the sha'ir must make a successful DC 20 Knowledge (the planes) check. The sha'ir receives a bonus on this check equal to his sha'ir level.

Elemental Protection: At 5th level, a sha'ir gains resistance to acid 2, cold 2, electricity 2, and fire 2. He also gains damage reduction 2/— against attacks made by any creature with the air, earth, fire, or water subtype. The resistance increases to 4 against the energy type to which his gen is immune (see below), and the damage reduction increases to 4/— against attacks made by creatures of his gen's elemental subtype. He also gains a +2 bonus on all saves against acid-, cold-, electricity-, and fire-based attacks, and this bonus increases to +4 against attacks that deal the energy damage to which his gen is immune.

Call Janni (Sp): A 7th-level or higher sha'ir may call a janni to aid him once per day. This functions as the lesser planar ally spell except that the Sha'ir can only call a janni. The sha'ir must pay the spell's XP cost and bargain with the janni as normal. Caster level is equal to the sha'ir's class level.

Elemental Travel (Sp): At 9th level, a sha'ir can plane shift once per day, as the spell, to any of the elemental planes or from any elemental plane to the Material Plane. At 15th level, the sha'ir may use this ability twice per day, and at 18th level, the sha'ir may use this ability at will. Caster level is equal to the sha'ir's class level.

Call Genie (Sp): An 11th-level or higher sha'ir may call any type of genie to aid him once per day. This functions as the planar ally spell except that the Sha'ir can only call one dao (see the Manual of the Planes), djinni, efreeti, or marid (see the Manual of the Planes), or two jann. The sha'ir must pay the spell's XP cost and bargain with the genie or jann as normal. Caster level is equal to the sha'ir's class level.

Craft Genie Prison (Ex): At 13th level, a sha'ir gains the benefit ofthe Craft Wondrous Item feat, except that he can use it only to create genie prisons. A genie prison is created in die same way as an iron flask and functions identically to that device, except that it can hold only geniekind.

Gen Familiars[]

A gen is an outsider similar to a genie, but much smaller and far less powerful. Like genies, gens are native to the various elemental planes.

COMBAT All gens have certain traits in common. They prefer to avoid combat, a task that is easy for them since they can travel to the elemental planes at will and survive equally well in any of them.

Elemental Endurance (Ex): A gen can survive on the elemental planes like a native. On the Elemental Plane o f Fire, a gen is immune to fire damage. On the Elemental Plane of Water, a gen can breathe water and has a swim speed equal to its fly speed (gaining the normal +8 racial bonus on Swim checks). On the Elemental Plane of Earth, a gen has a burrow speed equal to its land speed, leaving no tunnel or sign of its passage as though it has the earth glide ability o f a xorn (see the Monster Manual).

Elemental Travel (Sp): A gen can plane shift at will to any of the Elemental Planes or from any elemental plane to the Material Plane. This ability transports the gen only. It is otherwise identical to the plane shift spell (caster level 13th).

Fetch Spells (Ex): A gen can find and deliver spells to a sha'ir from the elemental planes. The time required depends upon the spell, as given in the sha'ir description.

AIR GEN Tiny Outsider (Air, Extraplanar) Hit Dice: 1d8+1 (5hp) Initiative: +2 Speed: 20 ft. (4 squares), fly 70 ft. (perfect) Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13 Base Attack/Grapple: +1/-9 Attack: Slam +5 melee (ld2-2) Full Attack: 2 slams +5 melee (ld2-2) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: — Special Qualities: Air mastery, darkvision 60 ft., elemental endurance, fetch spells, immunity to electricity, elemental travel, vulnerability to acid Saves: Fort +3, Ref +4, Will +4 Abilities: Str 7, Dex 14, Con 12, Int 13, Wis 15, Cha 10 Skills: Concentration +5, Escape Artist +6, Hide +12, Knowledge (arcana) +5, Knowledge (the planes) +5, Listen +4, Move Silently +4, Search +5, Spellcraft +5, Spot +4, Survival +6 Feats: Combat Casting, Weapon Finesse Environment: Any elemental plane Organization: Solitary Challenge Rating: 1/2 Treasure: Standard Alignment: Often chaotic good Advancement: 2-3 HD (Tiny); 4-6 HD (Small)  Level Adjustment: — This creature resembles a pale-skinned humanoid surrounded by misty vapors. Air gens often dwell on the Elemental Plane of Air. Thought to be related to the djinn, they are often found within djinn cities, although they travel almost constantly. Air gens speak Common and Auran.

COMBAT Air gens avoid combat whenever possible. When they must fight, they slam opponents with their fists. Air Mastery (Ex): An airborne creature takes a – 1 penalty on attack and damage rolls against an air gen.

EARTH GEN Tiny Outsider (Earth, Extraplanar) Hit Dice: 1d8+1 (5hp) Initiative: +1 Speed: 20 ft. (4 squares), fly 60 ft. (perfect) Armor Class: 16 (+2 size, +1 Dex, +3 natural), touch 13, flat-footed 15 Base Attack/Grapple: +1/-8 Attack: Slam +4 melee (1d2-1) Full Attack: 2 slams +4 melee (1d2-1) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., earth mastery, elemental endurance, fetch spells, immunity to acid, elemental travel, vulnerability to electricity Saves: Fort +3, Ref +3, Will +4 Abilities: Str 9, Dex 12, Con 12, Int 13, Wis 15, Cha 10  Skills: Concentration +5, Escape Artist +6, Hide +11, Knowledge (arcana) +5, Knowledge (the planes) +5, Listen +4, Move Silently +3, Search +5, Spellcraft +5, Spot +4, Survival +6 Feats: Combat Casting, Weapon Finesse Environment: Any elemental plane Organization: Solitary Challenge Rating: 1/2 Treasure: Standard Alignment: Often chaotic evil Advancement: 2-3 HD (Tiny); 4-6 HD (Small)  Level Adjustment: — This creature resembles a muscular, dusky-skinned humanoid. Tiny gems stud its skin. Air gens often dwell on the Elemental Plane of Air. Thought to be related to the djinn, they are often found within djinn cities, although they travel almost constantly. Earth gens usually dwell on the Elemental Plane of Earth. Thought to be related to the dao, they are often found within dao cities, although they travel almost constantly. Earth gens speak Common and Terran.

COMBAT Earth gens avoid combat whenever possible. When they must fight, they slam opponents with their fists. Earth Mastery (Ex): An earth gen gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the gen takes a – 4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

FIRE GEN Tiny Outsider (Extraplanar, Fire) Hit Dice: 1d8 (4hp) Initiative: +2 Speed: 20 ft. (4 squares), fly 60 ft. (perfect) Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13 Base Attack/Grapple: +1/-9 Attack: Slam +5 melee (ld2-2 pulse 1 fire) Full Attack: 2 slams +5 melee (ld2-2 plus 1 fire) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Heat Special Qualities: Darkvision 60 ft., elemental endurance, fetch spells, immunity to fire, elemental travel, vulnerability to cold Saves: Fort +2, Ref +4, Will +4 Abilities: Str 7, Dex 14, Con 10, Int 13, Wis 15, Cha 10  Skills: Concentration +4, Escape Artist +6, Hide +12, Knowledge (arcana) +5, Knowledge (the planes) +5, Listen +4, Move Silently +4, Search +5, Spellcraft +5, Spot +4, Survival +6 Feats: Combat Casting, Weapon Finesse Environment: Any elemental plane Organization: Solitary Challenge Rating: 1/2 Treasure: Standard Alignment: Often neutral evil Advancement: 2-3 HD (Tiny); 4-6 HD (Small)  Level Adjustment: — This creature resembles a ruddy-skinned humanoid with hair like crackling flames.

Fire gens can usually be found on the Elemental Plane of Fire. Thought to be related to the efreet, they are often found within efreeti cities, although they travel almost constantly. Fire gens speak Common and Ignan.

COMBAT Fire gens avoid combat whenever possible. When they must fight, they slam opponents with their fists. Heat (Ex): A fire gen's red-hot body deals 1 point of extra fire damage whenever it hits in melee, or in each round that it maintains a hold while grappling.

WATER GEN Tiny Outsider (Aquatic, Extraplanar, Water) Hit Dice: 1d8+2 (6 hp) Initiative: +1 Speed: 20 ft. (4 squares), fly 60 ft. (perfect), swim 20 ft. Armor Class: 14 (+2 size, +1 Dex, +1 natural), touch 13, flat-footed 13 Base Attack/Grapple: +1/-9 Attack: Slam +4 melee (ld2-2) Full Attack: 2 slams +4 melee (ld2-2) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: — Special Qualities: Amphibious, darkvision 60 ft., elemental endurance, fetch spells, immunity to cold, elemental travel, vulnerability to fire Saves: Fort +4, Ref +3, Will +4 Abilities: Str 7, Dex 12, Con 14, Int 13, Wis 15, Cha 10  Skills: Concentration +6, Escape Artist +5, Hide +11, Knowledge (arcana) +5, Knowledge (the planes) +5, Listen +4, Move Silently +3, Search +5, Spellcraft +5, Spot +4, Survival +6, Swim +6 Feats: Combat Casting, Weapon Finesse Environment: Any elemental plane Organization: Solitary Challenge Rating: 1/2 Treasure: Standard Alignment: Often chaotic neutral Advancement: 2-3 HD (Tiny); 4-6 HD (Small)  Level Adjustment: —

This creature resembles a blue-skinned humanoid with hair like waving seaweed.

Water gens often dwell on the Elemental Plane of Water. Thought to be related to the marids, they are often found within marid cities, although they travel almost constantly. Water gens speak Common and Aquan.

COMBAT Water gens avoid combat whenever possible. When they must fight, they slam opponents with their fists. Amphibious (Ex): Although water gens are aquatic, they can survive indefinitely on land.

Advancement[]

Spells per Day
Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Gen Familiarl 4 2
2nd +1 +0 +0 +3 5 3
3rd +1 +1 +1 +3 Recognize Genie Works 5 3 1
4th +2 +1 +1 +4 5 4 3
5th +2 +1 +1 +4 Elemental Protection 5 4 3 1
6th +3 +2 +2 +5 5 4 4 3
7th +3 +2 +2 +5 Call Janni 5 5 4 3 1
8th +4 +2 +2 +6 5 5 4 4 3
9th +4 +3 +3 +6 Elemental Travel (1/day) 5 5 5 4 3 1
10th +5 +3 +3 +7 5 5 5 4 4 3
11th +5 +3 +3 +7 Call Genie 5 5 5 5 4 3 1
12th +6/+1 +4 +4 +8 5 5 5 5 4 4 3
13th +6/+1 +4 +4 +8 Craft Genie Prison 5 5 5 5 5 4 3 1
14th +7/+2 +4 +4 +9 5 5 5 5 5 4 4 3
15th +7/+2 +5 +5 +9 Elemental Travel (2/day) 5 5 5 5 5 5 4 3 1
16th +8/+3 +5 +5 +10 5 5 5 5 5 5 4 4 3
17th +8/+3 +5 +5 +10 5 5 5 5 5 5 5 4 3 1
18th +9/+4 +6 +6 +11 Elemental Travel (at will) 5 5 5 5 5 5 5 4 4 3
19th +9/+4 +6 +6 +11 5 5 5 5 5 5 5 5 4 4
20th +10/+5 +6 +6 +12 5 5 5 5 5 5 5 5 5 5

Class skills[]

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Craft INT
Decipher Script INT
Diplomacy CHA
Knowledge (arcana) INT
Knowledge (the planes) INT
Listen WIS
Profession WIS
Sense Motive WIS
Spellcraft INT

Shaper of Form[]

(Dragon Compendium variant, p. 85)

Initiates into this rare magical tradition learn from mysterious entities to reshape objects with incredible ease.

Requirements[]

Skills: Craft (Alchemy) 5 ranks , Craft (Any other Craft skill) 8 ranks , Knowledge (arcana) 5 ranks

Feats: Great Fortitude , Spell Focus (Transmutation)

Spells: Ability to cast six spells from the school of transmutation. Special: Spirits of form, mysterious beings from beyond the normal ken of mortals, must have contacted the character. A character who wishes to join this class does well to study both magical and mundane means of altering the world around her in order to attract the attention of these beings.

Hit die[]

d6

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Shapers of form gain no proficiency with any weapon or armor.

Spells: When a shaper of form gains her 1st level, and every odd level after that (plus 10th level), the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the new level of shaper of form to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. For example, if an 8th-level cleric gains a level in shaper of form, she gains new spells as if she had risen to 9th level in cleric but uses the other shaper of form aspects of level progression such as attack bonus and save bonus. If she next gains a level of cleric, making her a 9th-level cleric/1st-level shaper of form, she gains spells as if she had risen to become a loth-level cleric.

If a character had more than one spellcasting class before she became a shaper of form, she must decide to which class she adds the spellcasting ability granted by levels of shaper of form.

Like Begets Like (Su): Once per day per three class levels, the shaper of form can change one nonmagic object of her size or smaller into a similar object of the same size. Similar items have the same or nearly the same shape and weight within 50% of each other. Similar items must also share a material in their construction that constitutes at least half of their form. For example, the shaper of form can transform a scimitar into a longsword, since both are swords that weight the same. She cannot change a dagger into a short sword, for example, because a short sword weighs twice as much as a dagger. The shaper of form could also change a set of leather armor into a set of studded leather but not a chain shirt (because the chain shirt is made of steel and not leather). Sometimes, overall improvements can be made, but the value of the item cannot increase by more than double its original worth. This change is permanent and cannot be dispelled or otherwise removed by any means short of a wish or miracle.

This effect requires a full-round action to use and the shaper of form must touch the item in question in order to affect it. She can attempt to change an item in another creature's possession, but the item gets a Fortitude save (DC 10 + shaper of form level) to resist the effect.

At 5th level, the shaper of form can use this ability on magic items. The magic qualities do not change. If used on a +1 flaming long sword to make it into a warhammer, it becomes a +1 flaming warhammer. The value of the finished item cannot exceed the value of the original, and the change lasts for only 24 hours.

At 8th level, the shaper of form can use this ability on any object up to three sizes larger than herself.

Modify Self (Ex): At 1st level and every three levels thereafter (at 4th, 7th, and 10th level), the shaper of form can gain one effect from the following list, achieved through applying shaping magic to her own body. The effect is permanent. The shaper of form can choose the same ability more than once—the effects of each ability stack with themselves. For example, a shaper of form who takes the resilience ability three times has a permanent +3 natural armor bonus to her Armor Class. These effects cannot be removed by any means short of a wish or miracle, and each use of one of those spells removes only a single effect of this ability (thus, multiple wishes must be used to eliminate multiple benefits).

Prowess: The shaper of form gains a +1 inherent bonus to a physical ability score (Strength, Constitution, or Dexterity).

Quickness: The shaper of form adds +10 feet to her base land speed.

Renaissance: The shaper of form changes race, gender, or general physical appearance. She cannot change type and no ability score adjustments occur as a result of the change. Thus, if the character is weak and becomes an orc, she becomes a weak orc. The shaper of form cannot choose to become a member of a race with a level adjustment.

Resilience: The shaper of form gains a +1 natural armor bonus.

Toughness: The shaper of form gains +10 hit points.

Fortify Item (Su): Also at 2nd level, a shaper of form can increase the hardness of a single object her size or smaller by 1 with a touch. She can do this once per day. The change is permanent, and an object can receive the benefit of this ability only once. This effect cannot be removed by any means short of a wish or miracle.

Polymorph (Sp): At 2nd level, the shaper of form can cast polymorph once per day as a spell-like ability. At 3rd level, the shaper of form can cast polymorph twice per day.

Resist Shaping (Ex): At 4th level, the shaper of form gains a +2 inherent bonus on saves against transmutation magic.

As Above, So Below (Su): Once per day at 6th level the shaper of form can temporarily alter any non-living object of her size or smaller, changing it into another object of her size or smaller that the shaper can touch. For example, if the shaper sees an orc charging at her with a greatsword, she can transform a rock at her feet into a greatsword. The finished item can have a value no greater than 1,000 gp per level of the shaper of form. Magic qualities can be duplicated as well, as long as the shaper of form can identify them with a successful Spellcraft check. Thus, if the shaper of form can see someone else with hoots of striding and springing, she can transform her boots (or anything else she can touch) into hoots ofstriding and springing. The change lasts for 1 round per shaper of form level. This effect cannot be removed before its duration expires by any means short of a wish or miracle.

This effect requires a full-round action to use, and the shaper of form must touch the item to be changed in order to affect it.

Polymorph Any Object (Sp): At 9th level, the shaper of form can cast polymorph any object once per day as a spell- like ability.

Disable (Sp): At 10th level, the shaper of form gains the ability to ruin an item once every other day. This ability allows the shaper of form to create a Mordenkainen's disjunction effect to completely remove all magical abilities from a single item or to disintegrate (as the spell) any nonmagical, nonliving object. Neither use of this ability allows a saving throw, although artifacts can only be affected as described under Mordenkainen's disjunction

Advancement[]

Level BAB Fort Ref Will Special Spells Per Day
1st +0 +2 +0 +2 Like begets like, modify self +1 level of existing class
2nd +1 +3 +0 +3 Fortify item, polymorph (1/day),
3rd +1 +3 +1 +3 Polymorph (2/day) +1 level of existing class
4th +2 +4 +1 +4 Modify self, resist shaping
5th +2 +4 +1 +4 Like begets like (magic) +1 level of existing class
6th +3 +5 +2 +5 As above, so below
7th +3 +5 +2 +5 Modify self +1 level of existing class
8th +4 +6 +2 +6 Like begets like (larger)
9th +4 +6 +3 +6 Polymorph any object +1 level of existing class
10th +5 +7 +3 +7 Disable, modify self +1 level of existing class

Urban Druid[]

(Dragon Compendium variant, p. 57)

A master of cities and towns who tends to the urban landscape and its inhabitants.

 ====Hit die====

d8

Alignment[]

Neutral, Neutral Good, Neutral Evil, or Lawful Neutral

Starting gold[]

2d4x10

Skill points[]

4 + Int

Class Features[]

Weapon and Armor Proficiency: Urban druids eschew most forms of weaponry, preferring to use smaller and faster weapons that don't spread panic by their mere presence. Urban druids are proficient with the following weapons: club, crossbow (any), dagger, quarterstaff, rapier, sap, and short sword. They find armor to be distasteful and rude, and although they are proficient with padded, leather, and studded leather armor, they prefer to wear armor only when adventuring. The DM may allow urban druids to wear other forms of light armor that provide less than a +4 armor bonus as well. Urban druids are proficient with bucklers but no other shields.

An urban druid who wears prohibited armor or carries a prohibited shield is unable to cast urban druid spells or use any of her supernatural class abilities while doing so and for 24 hours thereafter.

Spells: An urban druid casts divine spells, which are drawn from the urban druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. An urban druid must choose and prepare her spells in advance (see below).

To prepare or cast a spell, the urban druid must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Charisma modifier.

Like other Spellcasters, an urban druid can cast only a certain number of spells of each spell level per day. She receives bonus spells per day if she has a high Charisma score. She does not have access to any domain spells or granted powers, as a cleric does.

An urban druid prepares and casts spells the way a cleric does, although she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). An urban druid may prepare and cast any spell on the urban druid spell list, provided she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting: An urban druid can channel stored spell energy into repair spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any repair spell of the same level or lower.

An urban druid's divine focus is typically a manufactured or forged item common to a city, such as a gear, a tool, a horseshoe, or a similar item.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

City Sense (Ex): An urban druid gains a +2 bonus on Gather Information and Knowledge (local) checks.

Favored City (Ex): At 1st level, an urban druid must select a favored city. This must be a settlement of at least small town size (DUNGEON MASTER'S Guide, page 137) or larger that the urban druid has visited, but need not be the city the urban druid currently calls home. As she gains levels, an urban druid may consider additional cities her favored cities. While within the city limits of one of her favored cities, an urban druid gains a sacred bonus to all Bluff, Diplomacy, Gather Information, and Intimidate checks equal to her Wisdom modifier. In addition, she gains a +2 morale bonus on all Will saving throws.

Urban Companion (Ex): An urban druid begins play with an urban companion selected from the following list: Small animated object, bat, dire rat, rat, cat, dog, riding dog, horse (light or heavy), Medium monstrous centipede, Small monstrous scorpion, Small monstrous spider, mule, owl, pony, raven, snake (Small or Medium viper), warhorse (light). This creature is a loyal companion that accompanies the urban druid on her adventures as appropriate for its kind. A vermin serving as an urban companion has an Intelligence of 1, and its type changes to animal.

A 1st-level urban druid's companion is completely typical for its kind except as noted in the Druid's Animal Companion sidebar on page 36 of the Player's Handbook. As the urban druid advances in level, the companion's power increases as shown in that sidebar.

If an urban druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace a companion that has perished.

An urban druid of 4th level or higher may select from alternative lists of creatures (see below). Should she select an urban companion from one of these alternative lists, the creature gains abilities as if the character's urban druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's urban druid level and compare the result with the urban druid level entry on the table in the sidebar on page 36 of the Player's Handbook to determine the companion's powers. (If this adjustment would reduce the urban druid's effective level to 0 or lower, she can't have that creature as a companion.)

Any construct that serves an urban druid is spontaneously created by the 24-hour prayer that calls the urban companion; the urban druid need not have the Craft Construct feat (Monster Manual, page 303) or expend gold and experience points to gain the construct companion.

An urban companion that improves as the urban druid gains levels adds Hit Dice appropriate to its type.

Alternative Urban Companions An urban druid of sufficiently high level can select her urban companion from one of the following lists, applying the indicated adjustment to the druid's level (in parentheses) for purposes of determining the companion's characteristics and special abilities. 4th Level or Higher (Level -3) Animated object (Medium) Giant ant (soldier) Dire bat Monstrous centipede (Large) Monstrous scorpion (Medium) Monstrous spider (Medium) Snake, viper (Large) Warhorse, heavy 7th Level or Higher (Level -6) Animated object (Large) Carrion crawler Hammerer (Monster Manual II, page 27) Otyugh Monstrous centipede (Huge) Monstrous scorpion (Large) Monstrous spider (Large) Pulverizer (Monster Manual II, page 27) Snake, viper (Huge) 10th Level or Higher (Level-9) Animated object (Huge) Monstrous spider (Huge) 13th Level or Higher (Level-12) Monstrous centipede (Gargantuan) Monstrous scorpion (Huge) 16th Level or Higher (Level-15) Animated object (Gargantuan) Monstrous spider (Gargantuan)

Crowdwalk (Ex): At 2nd level, an urban druid can move through crowds with ease, moving as if in an open space. If an urban druid attempts to move through a square occupied by a hostile creature (such as with a Tumble check or an overrun attempt), she gains a +4 bonus on any skill check, Strength check, or attack roll made to resolve the movement.

Alley Fighting (Ex): Urban druids are masters at fighting in cramped quarters, such as city alleyways or narrow dungeon corridors. At 3rd-level, an urban druid's ability to fight in these conditions improves greatly. As long as she is fighting in an area no wider than her space (5 feet for a Small or Medium humanoid), she gains a +1 competence bonus on all attack rolls. Additionally, if she makes a melee attack against a target around a corner, the target does not gain the benefit of cover (unless the foe has total cover). The urban druid retains the benefits of cover against her enemy, unless she is fighting another urban druid or other creature with a similar power.

Disease Immunity (Ex): At 4th level, an urban druid becomes immune to all forms of disease, including supernatural diseases like mummy rot.

Urban Shape (Su): At 5th-level, an urban druid gains the ability to turn herself into any Small or Medium urban creature. This ability functions identically to a druid's wild shape ability, save that the list of forms the urban druid can take is much more specialized: It is limited to creatures with the humanoid type or to any non-construct creatures from her urban companion list (see above).

An urban druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level. In addition, she gains the ability to take the shape of a Large creature at 8th level, a Tiny creature at n t h level, and a Huge creature at 15th level. The new form's Hit Dice can't exceed the character's urban druid level.

At 12th level, the urban druid becomes able to use urban shape to change into an object (size based on the sizes allowed by the urban shape ability), such as a door or a wagon. The urban druid gains hardness equal to the material assumed, but the urban druid cannot assume the form of an object with a hardness of more than 10. As long as the urban druid is in object form, she has no means oflocomotion or speech, but she retains awareness of her surroundings as if she were in her natural form.

At 16th level, an urban druid becomes able to use urban shape to transform into a Small, Medium, Large, or Huge animated object once per day. These construct forms are in addition to her normal urban shape usage. In addition to the normal effects of urban shape, the urban druid also gains all of the animated object's extraordinary special attacks and special qualities, including any defenses gained from the construct type. Her type changes to construct for the duration of the animated object form. A druid who becomes an animated object has no Constitution score for as long as he remains an animated object. The urban druid gains bonus hit points based on his size while an animated object, as usual for a construct."

At 18th level, an urban druid gains the ability to assume animated object form twice per day, and at 20th level she can do so three times per day. At 20th level, she may use this ability to change into a gargantuan animated object.

Information Network (Ex): Upon reaching 9th level, an urban druid has established an information network in a number of cities equal to her Charisma bonus. While in any of these cities, the urban druid only takes half an hour to make a Gather Information check (rather than a full evening or day). In addition, if any event occurs in a city that would interest the urban druid, she may make a Gather Information check to learn of the event as a free action. Knowledge of such an event reaches the urban druid's ears in 1d4 hours unless the urban druid is in an area that cannot be reached by her contacts.

Advancement[]

Spells per Level
Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 City sense, favored city 1, urban companion 3 1
2nd +1 +3 +0 +3 Crowdwalk 4 2
3rd +2 +3 +1 +3 Alley fighting 4 2 1
4th +3 +4 +1 +4 Disease immunity, favored city 2 5 3 2
5th +3 +4 +1 +4 Urban shape (1/day) 5 3 2 1
6th +4 +5 +2 +5 Urban shape (2/day) 5 3 3 2
7th +5 +5 +2 +5 Urban shape (3/day) 6 4 3 2 1
8th +6/+1 +6 +2 +6 Urban shape (Large), favored city 3 6 4 3 3 2
9th +6/+1 +6 +3 +6 Information network 6 4 4 3 2 1
10th +7/+2 +7 +3 +7 Urban shape (4/day) 6 4 4 3 3 2
11th +8/+3 +7 +3 +7 Urban shape (Tiny) 6 5 4 4 3 2 1
12th +9/+4 +8 +4 +8 Urban shape (object) favored city 4 6 5 4 4 3 3 2
13th +9/+4 +8 +4 +8 6 5 5 4 4 3 2 1
14th +10/+5 +9 +4 +9 Urban shape (5/day) 6 5 5 4 4 3 3 2
15th +11/+6/+1 +9 +5 +9 Urban shape (Huge) 6 5 5 5 4 4 3 2 1
16th +12/+7/+2 +10 +5 +10 Favored city 5, Urban shape (animated object 1/day) 6 5 5 5 4 4 3 3 2
17th +12/+7/+2 +10 +5 +10 6 5 5 5 5 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Urban shape (6/day, animated object 2/day) 6 5 5 5 5 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 6 5 5 5 5 5 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Favored city 6, Urban shape (animated object 3/day, Gargantuan) 6 5 5 5 5 5 4 4 4 4

Class skills[]

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Craft INT
Diplomacy CHA
Gather Information CHA
Intimidate CHA
Knowledge (architecture and engineering) INT
Knowledge (history) INT
Knowledge (local) INT
Perform CHA
Profession WIS
Sense Motive WIS
Speak Language None
Spellcraft INT
Survival WIS
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