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AdeptEdit

(Dungeon Master's Guide v.3.5 variant, p. 108)

This NPC class possesses a combination of arcane and divine skills.

 ====Hit die====

d6

AlignmentEdit

Any

Starting goldEdit

2d4 x 10 gp

Skill pointsEdit

2 + Int

Class FeaturesEdit

All of the following are class features of the adept NPC class.

Weapon and Armor Proficiency: Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields.

Spells: An adept casts divine spells (the same type of spells available to the cleric, druid, paladin, and ranger), which are drawn from the adept spell list (see below). Like a cleric, an adept must choose and prepare her spells in advance. Unlike a cleric, an adept cannot spontaneously cast cure or inflict spells.

To prepare or cast a spell, an adept must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against an adept’s spell is 10 + the spell level + the adept’s Wisdom modifier.

Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.

Like other spellcasters, an adept can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 4–2: The Adept. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook). When Table 4–2 indicates that the adept gets 0 spells per day of a given spell level (for instance, 0 2nd-level spells for a 4th-level adept), she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

Each adept has a particular holy symbol (as a divine focus) depending on the adept’s magical tradition.

Summon Familiar: At 2nd level, an adept can call a familiar just as a sorcerer or a wizard can. See sidebar on page 52 on the Player's Handbook for more information.

AdvancementEdit

Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th
1st +0 +0 +0 +2 3 1
2nd +1 +0 +0 +3 Summon Familiar 3 1
3rd +1 +1 +1 +3 3 2
4th +2 +1 +1 +4 3 2 0
5th +2 +1 +1 +4 3 2 1
6th +3 +2 +2 +5 3 2 1
7th +3 +2 +2 +5 3 3 2
8th +4 +2 +2 +6 3 3 2 0
9th +4 +3 +3 +6 3 3 2 1
10th +5 +3 +3 +7 3 3 2 1
11th +5 +3 +3 +7 3 3 3 2
12th +6/+1 +4 +4 +8 3 3 3 2 0
13th +6/+1 +4 +4 +8 3 3 3 2 1
14th +7/+2 +4 +4 +9 3 3 3 2 1
15th +7/+2 +5 +5 +9 3 3 3 3 2
16th +8/+3 +5 +5 +10 3 3 3 3 2 0
17th +8/+3 +5 +5 +10 3 3 3 3 2 1
18th +9/+4 +6 +6 +11 3 3 3 3 2 1
19th +9/+4 +6 +6 +11 3 3 3 3 3 2
20th +10/+5 +6 +6 +12 3 3 3 3 3 2

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Handle Animal CHA
Heal WIS
Knowledge (arcana) INT
Knowledge (architecture and engineering) INT
Knowledge (dungeoneering) INT
Knowledge (geography) INT
Knowledge (history) INT
Knowledge (local) INT
Knowledge (nature) INT
Knowledge (nobility and royalty) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Profession WIS
Spellcraft INT
Survival WIS

Arcane ArcherEdit

(Dungeon Master's Guide v.3.5 variant, p. 176)

The arcane archer is a warrior skilled in using magic to supplement her combat prowess.

RequirementsEdit

Base Attack Bonus: +6

Race: Elf (or) or Half-elf

Feats: Point Blank Shot , Precise Shot , Weapon Focus (longbow or shortbow)

Spells: Ability to cast 1st level arcane spells.

Hit dieEdit

d8

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.

Enhance Arrow (Su): At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for her. For every two levels the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level).

Imbue Arrow (Sp): At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.

Seeker Arrow (Sp): At 4th level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action).

Phase Arrow (Sp): At 6th level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (A wall of force, a wall of fire, or the like stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action).

Hail of Arrows (Sp): In lieu of her regular attacks, once per day an arcane archer of 8th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow.

Arrow of Death (Sp): At 10th level, an arcane archer can create an arrow of death that forces the target, if damaged by the arrow’s attack, to make a DC 20 Fortitude save or be slain immediately. It takes one day to make an arrow of death, and the arrow only functions for the arcane archer who created it. The arrow of death lasts no longer than one year, and the archer can only have one such arrow in existence at a time.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Enhance Arrow +1
2nd +2 +3 +3 +0 Imbue Arrow
3rd +3 +3 +3 +1 Enhance Arrow +2
4th +4 +4 +4 +1 Seeker Arrow
5th +5 +4 +4 +1 Enhance Arrow +3
6th +6 +5 +5 +2 Phase Arrow
7th +7 +5 +5 +2 Enhance Arrow +4
8th +8 +6 +6 +2 Hail of Arrows
9th +9 +6 +6 +3 Enhanse Arrow +5
10th +10 +7 +7 +3 Arrow of Death

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Craft INT
Hide DEX
Listen WIS
Move Silently DEX
Ride DEX
Spot WIS
Survival WIS
Use Rope DEX

Arcane TricksterEdit

(Dungeon Master's Guide v.3.5 variant, p. 177)

Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief.

RequirementsEdit

Alignment: any nonlawful

Skills: Decipher Script 7 ranks , Disable Device 7 ranks , Escape Artist 7 ranks , Knowledge (arcana) 4 ranks

Spells: Ability to cast mage hand and at least one arcane spell of 3rd level or higher.

Special: Sneak attack +2d6.

Hit dieEdit

d4

Skill pointsEdit

4 + Int

Class FeaturesEdit

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

Spells per Day: When a new arcane trickster level is gained, the character gains new spells per day 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, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, he must decide to which class he adds the new level for purposes of determining spells per day.

Ranged Legerdemain: An arcane trickster can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.

An arcane trickster can use ranged legerdemain once per day initially, twice per day upon attaining 5th level, and three times per day at 9th level or higher. He can make only one ranged legerdemain skill check each day, and only if he has at least 1 rank in the skill being used.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an arcane trickster gets a sneak attack bonus from another source the bonuses on damage stack.

Impromptu Sneak Attack: Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

At 7th level, an arcane trickster can use this ability twice per day.

AdvancementEdit

Level BAB Fort Ref Will Special Spells per Day
1st +0 +0 +2 +2 Ranged Legerdemain 1/day +1 Level of Existing Class
2nd +1 +0 +3 +3 Sneak Attack +1d6 +1 Level of Existing Class
3rd +1 +1 +3 +3 Impromptu Sneak Attack 1/day +1 Level of Existing Class
4th +2 +1 +4 +4 Sneak Attack +2d6 +1 Level of Existing Class
5th +2 +1 +4 +4 Ranged Legerdemain 2/day +1 Level of Existing Class
6th +3 +2 +5 +5 Sneak Attack +3d6 +1 Level of Existing Class
7th +3 +2 +5 +5 Impromptu Sneak Attack 2/day +1 Level of Existing Class
8th +4 +2 +6 +6 Sneak Attack +4d6 +1 Level of Existing Class
9th +4 +3 +6 +6 Ranged Legerdemain 3/day +1 Level of Existing Class
10th +5 +3 +7 +7 Sneak Attack +5d6 +1 Level of Existing Class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Balance DEX
Bluff CHA
Climb STR
Concentration CON
Craft INT
Decipher Script INT
Diplomacy CHA
Disable Device INT
Disguise CHA
Escape Artist DEX
Gather Information CHA
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
Listen WIS
Move Silently DEX
Open Lock DEX
Profession WIS
Search INT
Sense Motive WIS
Sleight of Hand DEX
Speak Language None
Spellcraft INT
Spot WIS
Swim STR
Tumble DEX
Use Rope DEX

ArchmageEdit

(Dungeon Master's Guide v.3.5 variant, p. 178)

The most advanced practitioners of arcane magic are frequently archmages.

RequirementsEdit

Skills: Knowledge (arcana) 15 ranks , Spellcraft 15 ranks

Feats: Skill Focus (Spellcraft) , Spell Focus (two schools of magic)

Spells: Ability to cast 7th-level arcane spells, knowledge of 5th-level or higher spells from at least five schools.

Hit dieEdit

d4

Skill pointsEdit

2 + Int

Class FeaturesEdit

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

Spells per Day/Spells Known: When a new archmage level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 7th-level spells before he became an archmage, he must decide to which class he adds each level of archmage for the purpose of determining spells per day.

High Arcana: An archmage gains the opportunity to select a special ability from among those described below by permanently eliminating one existing spell slot (she cannot eliminate a spell slot of higher level than the highest-level spell she can cast). Each special ability has a minimum required spell slot level, as specified in its description.

An archmage may choose to eliminate a spell slot of a higher level than that required to gain a type of high arcana.

Arcane Fire (Su): The archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of archmage) that deals 1d6 points of damage per class level of the archmage plus 1d6 points of damage per level of the spell used to create the effect. This ability costs one 9th-level spell slot.

Arcane Reach (Su): The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot.

Mastery of Counterspelling: When the archmage counterspells a spell, it is turned back upon the caster as if it were fully affected by aspell turning spell. If the spell cannot be affected by spell turning (for example, if it is a spell that affects an area), then it is merely counterspelled. This ability costs one 7th-level spell slot.

Mastery of Elements: The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.

Mastery of Shaping: The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot.

Spell Power: This ability increases the archmage’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). This ability costs one 5th-level spell slot.

Spell-Like Ability: An archmage who selects this type of high arcana can use one of her arcane spell slots (other than a slot expended to learn this or any other type of high arcana) to permanently prepare one of her arcane spells as a spell-like ability that can be used twice per day. The archmage does not use any components when casting the spell, although a spell that costs XP to cast still does so and a spell with a costly material component instead costs her 10 times that amount in XP. This ability costs one 5th-level spell slot.

The spell-like ability normally uses a spell slot of the spell’s level, although the archmage can choose to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level.

The archmage may use an available higher-level spell slot in order to use the spell-like ability more often. Using a slot three levels higher than the chosen spell allows her to use the spell-like ability four times per day, and a slot six levels higher lets her use it six times per day.

If spell-like ability is selected more than one time as a high arcana choice, this ability can apply to the same spell chosen the first time (increasing the number of times per day it can be used) or to a different spell.

AdvancementEdit

Level BAB Fort Ref Will Special Spells Per Day
1st +0 +0 +0 +2 High Arcana +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 High Arcana +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 High Arcana +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 High Arcana +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 High Arcana +1 level of existing arcane spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Knowledge (arcana) INT
Knowledge (architecture and engineering) INT
Knowledge (dungeoneering) INT
Knowledge (geography) INT
Knowledge (history) INT
Knowledge (local) INT
Knowledge (nature) INT
Knowledge (nobility and royalty) INT
Knowledge (psionics) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Profession WIS
Search INT
Spellcraft INT

AristocratEdit

(Dungeon Master's Guide v.3.5 variant, p. 108)

This NPC class contains people who are usually educated, wealthy individual who were born into high position.

 ====Hit die====

d8

Starting goldEdit

6d8 x 10 gp

Skill pointsEdit

4 + Int

Class FeaturesEdit

The following is a class feature of the aristocrat NPC class.

Weapon and Armor Proficiency: The aristocrat is proficient in the use of all simple and martial weapons and with all types of armor and shields.

AdvancementEdit

Level BAB Fort Ref Will
1st +0 +0 +0 +2
2nd +1 +0 +0 +3
3rd +2 +1 +1 +3
4th +3 +1 +1 +4
5th +3 +1 +1 +4
6th +4 +2 +2 +5
7th +5 +2 +2 +5
8th +6/+1 +2 +2 +6
9th +6/+1 +3 +3 +6
10th +7/+2 +3 +3 +7
11th +8/+3 +3 +3 +7
12th +9/+4 +4 +4 +8
13th +9/+4 +4 +4 +8
14th +10/+5 +4 +4 +9
15th +11/+6/+1 +5 +5 +9
16th +12/+7/+2 +5 +5 +10
17th +12/+7/+2 +5 +5 +10
18th +13/+8/+3 +6 +6 +11
19th +14/+9/+4 +6 +6 +11
20th +15/+10/+5 +6 +6 +12

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Bluff CHA
Diplomacy CHA
Disguise CHA
Forgery INT
Gather Information CHA
Handle Animal CHA
Intimidate CHA
Knowledge (arcana) INT
Knowledge (architecture and engineering) INT
Knowledge (dungeoneering) INT
Knowledge (geography) INT
Knowledge (history) INT
Knowledge (local) INT
Knowledge (nature) INT
Knowledge (nobility and royalty) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Listen WIS
Perform CHA
Ride DEX
Sense Motive WIS
Speak Language None
Spot WIS
Survival WIS
Swim STR

AssassinEdit

(Dungeon Master's Guide v.3.5 variant, p. 180)

The assassin is the master of dealing quick, lethal blows.

RequirementsEdit

Alignment: Any evil

Skills: Disguise 4 ranks , Hide 8 ranks , Move Silently 8 ranks

Special: The character must kill someone for no other reason than to join the assassins.

Hit dieEdit

d6

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: An assassin's weapon training focuses on weapons suitable for stealth and sneak attacks. Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If an assassin gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

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

Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

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

Upon reaching 6th level, at every even-numbered level after that (8th and 10th), an assassin can choose to learn a new spell in place of one he already knows. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level assassin spell the assassin can cast. For instance, upon reaching 6th level, an assassin could trade in a single 1st-level spell (two spell levels below the highest-level sorcerer spell he can cast, which is 3rd) for a different 1st-level spell. At 8th and 10th levels, he could trade in a single 1st-level or 2nd-level spell (since he now can cast 4th-level assassin spells) for a different spell of the same level. An assassin may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

Assassin Spells Known
Level 1st 2nd 3rd 4th
1st 1
2nd 3
3rd 3 1
4th 4 3
5th 4 3 1
6th 4 4 3
7th 4 4 3 1
8th 4 4 4 3
9th 4 4 4 3
10th 4 4 4 4
1 Provided the assassin has sufficient Intelligence to have a bonus spell of this level.

Save Bonus against Poison: Assassins train with poisons of all types and slowly grow more and more resistant to their effects. This is reflected by a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the assassin gains (+2 at 4th level, +3 at 6th level, and so on).

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

If a character gains uncanny dodge from a second class (such as a barbarian/rogue), the character automatically gains improved uncanny dodge (see below).

Improved Uncanny Dodge (Ex): At 5th level, an assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him). If a character gains uncanny dodge (see above) from a second class (such as a barbarian/rogue), the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Hide in Plain Sight (Su): At 8th level, an assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

AdvancementEdit

Spells per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +0 +0 +2 +0 Sneak attack +1d6, death attack, poison use, spells 0
2nd +1 +0 +3 +0 +1 save against poison, uncanny dodge 1
3rd +2 +1 +3 +1 Sneak attack +2d6 2 0
4th +3 +1 +4 +1 +2 save against poison 3 1
5th +3 +1 +4 +1 Improved uncanny dodge, sneak attack +3d6 3 2 0
6th +4 +2 +5 +2 +3 save against poison 3 3 1
7th +5 +2 +5 +2 Sneak attack +4d6 3 3 2 0
8th +6 +2 +6 +2 +4 save against poison, hide in plain sight 3 3 3 1
9th +6 +3 +6 +3 Sneak attack +5d6 3 3 3 2
10th +7 +3 +7 +3 +5 save against poison 3 3 3 3

Class skillsEdit

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

BlackguardEdit

(Dungeon Master's Guide v.3.5 variant, p. 181)

The blackguard is the quintessential black knight.

RequirementsEdit

Base Attack Bonus: +6

Alignment: any evil

Skills: Hide 5 ranks , Knowledge (religion) 2 ranks

Feats: Cleave , Improved Sunder , Power Attack

Special: The character must have made peaceful contact with an evil outsider who was summoned by him or someone else.

Hit dieEdit

d10

Skill pointsEdit

2 + Int

Class FeaturesEdit

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

Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.

Detect Good (Sp): At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Dark Blessing (Su): A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.

Spells: A blackguard has the ability to cast a small number of divine spells. To cast a blackguard spell, a blackguard must have a Wisdom score of at least 10 + the spell’s level, so a blackguard with a Wisdom of 10 or lower cannot cast these spells. Blackguard bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the blackguard’s Wisdom modifier. When the blackguard gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 1st-level blackguard), he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The blackguard’s spell list appears below. A blackguard has access to any spell on the list and can freely choose which to prepare, just as a cleric. A blackguard prepares and casts spells just as a cleric does (though a blackguard cannot spontaneously cast cure or inflict spells).

Smite Good (Su): Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. For example, a 9th-level blackguard armed with a longsword would deal 1d8+9 points of damage, plus any additional bonuses from high Strength or magical effects that normally apply. If a blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day. At 5th level, and again at 10th level, a blackguard may smite good one additional time per day.

Aura of Despair (Su): Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.

Command Undead (Su): When a blackguard reaches 3rd level, he gains the supernatural ability to command and rebuke undead (see the Player’s Handbook, page 159). He commands undead as would a cleric of two levels lower.

Sneak Attack: This ability, gained at 4th level, is like the rogue ability of the same name. The extra damage increases by +1d6 every third level beyond 4th (7th and 10th). If a blackguard gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

Corrupt WeaponEdit

Blackguards have access to a special spell, corrupt weapon, which is the opposing counterpart of the paladin spell bless weapon (see page 205 of the Player’s Handbook). Instead of improving a weapon’s effectiveness against evil foes (as the paladin spell does), corrupt weapon makes a weapon more effective against good foes.

Fallen PaladinsEdit

Blackguards who have levels in the paladin class (that is to say, are now ex-paladins) gain extra abilities the more levels of paladin they have. Those who have tasted the light of goodness and justice and turned away make the foulest villains. A fallen paladin who becomes a blackguard gains all of the following abilities that apply, according to the number of paladin levels the character has.

1–2: Smite good 1/day. (This is in addition to the ability granted to all blackguards at 2nd level, so that a fallen paladin blackguard can smite good a total of twice per day.)

3–4: Lay on hands. Once per day, the blackguard can use this supernatural ability to cure himself or his fiendish servant of damage equal to his Charisma bonus × his level.

5–6: Sneak attack damage increased by +1d6. Smite good 2/day.

7–8: Fiendish summoning. Once per day, the blackguard can use a summon monster I spell to call forth an evil creature. For this spell, the caster level is double the blackguard’s class level.

9–10: Undead companion. In addition to the fiendish servant, the blackguard gains (at 5th level) a Medium-size skeleton or zombie as a companion. This companion cannot be turned or rebuked and gains all special bonuses as a fiendish servant when the blackguard gains levels. Smite good 3/day.

11 or more: Favored of the dark deities. Evil deities like nothing more than to see a pure heart corrupted, and thus a fallen paladin of this stature immediately gains a blackguard level for each level of paladin he trades in. For example, a character who has twelve levels of paladin can immediately become a 10th-level blackguard with all abilities if he chooses to lose ten levels of paladin. The character level of the character does not change. This, of course, is in every way a profitable trade for the evil character, since he has already lost most of the benefits he gained from having those paladin levels. However, with the loss of paladin levels, the character no longer gains as many extra abilities for being a fallen paladin. Thus, a fallen 15th-level paladin could become a 10th-level blackguard/5th-level paladin and gain the first three extra abilities on this chart because of the character’s remaining five levels of paladin. Smite good 4/day.

The Blackguard's Fiendish ServantEdit

Upon or after reaching 5th level, a blackguard can call a fiendish bat, cat, dire rat, horse, pony, raven, or toad to serve him. (See the Monster Manual for these creatures’ basic statistics.) This creature may be used as a guardian (such as a bat), a helper (such as a cat), or a mount (such as a horse). The blackguard’s servant further gains HD and special abilities based on the blackguard’s character level (see the table).

A blackguard may have only one fiendish servant at a time. Should the blackguard’s servant die, he may call for another one after a year and a day. The new fiendish servant has all the accumulated abilities due a servant of the blackguard’s current level.

The abilities mentioned in the “Special” column of the accompanying table are described below.

Character Level Bonus HD Natural Armor Adj. Str Adj. Int Special
12th or lower +2 +1 +1 6 Empathic link, improved evasion, share saving throws, share spells
13th-15th +4 +3 +2 7 Speak with blackguard
16th-18th +6 +5 +3 8 Blood bond
19th-20th +8 +7 +4 9 Spell resistance

Character Level: The character level of the blackguard (his blackguard level plus his original class level).

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the servant’s base attack and base save bonuses, as normal.

Natural Armor Adj.: This is an improvement to the servant’s existing natural armor bonus.

Str Adj.: Add this figure to the servant’s Strength score.

Int: The servant’s Intelligence score. (A fiendish servant is smarter than normal animals of its kind.)

Empathic Link (Su): The blackguard has an empathic link with his servant out to a distance of up to 1 mile. The blackguard cannot see through the servant’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content (such as fear, hunger, happiness, curiosity) can be communicated. Note that the low Intelligence of a lowlevel blackguard’s fiendish servant limits what the creature is able to communicate or understand, and even intelligent servants see the world differently from humans, so misunderstandings are always possible.

Because of the empathic link between the servant and the blackguard, the blackguard has the same connection to a place or an item that the servant does.

Improved Evasion (Ex): If the servant is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.

Share Saving Throws: For each of its saving throws, the servant uses either its own base save bonus or the blackguard’s, whichever is higher. The servant applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the blackguard might have (such as from magic items or feats).

Share Spells: At the blackguard’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his servant. The servant must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the servant if it moves farther than 5 feet away and will not affect the servant again even if the servant returns to the blackguard before the duration expires. Additionally, the blackguard may cast a spell with a target of “You” on his servant (as a touch range spell) instead of on himself. A blackguard and his servant can share spells even if the spells normally do not affect creatures of the servant’s type (magical beast).

Speak with Blackguard (Ex): If the blackguard’s character level is 13th or higher, the blackguard and servant can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Blood Bond (Ex): If the blackguard’s character level is 16th or higher, the servant gains a +2 bonus on all attack rolls, checks, and saves if it witnesses the blackguard being threatened or harmed. This bonus lasts as long as the threat is immediate and apparent.

Spell Resistance (Ex): If the blackguard’s character level is 19th or higher, the servant gains spell resistance equal to the blackguard’s level + 5. To affect the servant with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the servant’s spell resistance.

AdvancementEdit

Spells per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Aura of evil, detect good, poison use 0
2nd +2 +3 +0 +0 Dark blessing, smite good 1/day 1
3rd +3 +3 +1 +1 Command undead, aura of despair 1 0
4th +4 +4 +1 +1 Sneak attack +1d6 1 1
5th +5 +4 +1 +1 Fiendish servant, smite good 2/day 1 1 0
6th +6 +5 +2 +2 1 1 1
7th +7 +5 +2 +2 Sneak attack +2d6 2 1 1 0
8th +8 +6 +2 +2 2 1 1 1
9th +9 +6 +3 +3 2 2 1 1
10th +10 +7 +3 +3 Sneak attack +3d6, smite good 3/day 2 2 2 1

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Diplomacy CHA
Handle Animal CHA
Heal WIS
Hide DEX
Intimidate CHA
Knowledge (religion) INT
Profession WIS
Ride DEX

CommonerEdit

(Dungeon Master's Guide v.3.5 variant, p. 109)

This NPC class contains the laborers of the world, such as innkeepers, servants, blacksmiths, farmers, and fisherfolk.

 ====Hit die====

d4

Starting goldEdit

5d4

Skill pointsEdit

2 + Int

Class FeaturesEdit

The following is a class feature of the commoner NPC class.

Weapon and Armor Proficiency: The commoner is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor or shields.

AdvancementEdit

Level BAB Fort Ref Will
1st +0 +0 +0 +0
2nd +1 +0 +0 +0
3rd +1 +1 +1 +1
4th +2 +1 +1 +1
5th +2 +1 +1 +1
6th +3 +2 +2 +2
7th +3 +2 +2 +2
8th +4 +2 +2 +2
9th +4 +3 +3 +3
10th +5 +3 +3 +3
11th +5 +3 +3 +3
12th +6/+1 +4 +4 +4
13th +6/+1 +4 +4 +4
14th +7/+2 +4 +4 +4
15th +7/+2 +5 +5 +5
16th +8/+3 +5 +5 +5
17th +8/+3 +5 +5 +5
18th +9/+4 +6 +6 +6
19th +9/+4 +6 +6 +6
20th +10/+5 +6 +6 +6

Class skillsEdit

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

Dragon DiscipleEdit

(Dungeon Master's Guide v.3.5 variant, p. 183)

Dragon disciples use their magic as a catalyst to ignite their dragon blood.

RequirementsEdit

Skills: Knowledge (arcana) 8 ranks

Race: Any nondragon (cannot already be a half-dragon).

Languages: Draconic.

Spellcasting: Ability to cast arcane spells without preparation.

Special: The player chooses a dragon variety when taking the first level in this prestige class, subject to the DM’s approval.

Hit dieEdit

d12

Skill pointsEdit

2 + Int

Class FeaturesEdit

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

Bonus Spells: Dragon disciples gain bonus spells as they gain levels in this prestige class, as if from having a high ability score, as given on Table 6–7. A bonus spell can be added to any level of spells the disciple already has the ability to cast. If a character has more than one spellcasting class, he must decide to which class he adds each bonus spell as it is gained. Once a bonus spell has been applied, it cannot be shifted.

Natural Armor Increase (Ex): At 1st, 4th, and 7th level, a dragon disciple becomes more draconic in appearance. His skin develops tiny iridescent scales, nearly invisible at first but becoming more noticeable at higher levels. This provides an increase to the character’s existing natural armor (if any), as indicated on Table 6–7 (the numbers represent the total increase gained to that point). As his skin thickens, a dragon disciple takes on more and more of his progenitor’s physical aspect.

Claws and Bite (Ex): At 2nd level, a dragon disciple gains claw and bite attacks if he does not already have them. Use the values above or the disciple’s base claw and bite damage values, whichever are greater.

Size Bite Damage Claw Damage
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6

A dragon disciple is considered proficient with these attacks. When making a full attack, a dragon disciple uses his full base attack bonus with his bite attack but takes a –5 penalty on claw attacks. The Multiattack feat (see page 304 of the Monster Manual) reduces this penalty to only –2.

Ability Boost (Ex): As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on Table 6–7. These increases stack and are gained as if through level advancement.

Breath Weapon (Su): At 3rd level, a dragon disciple gains a minor breath weapon, derived from his draconic ancestor. The type and shape depend on the dragon variety whose heritage he enjoys (see below). Regardless of the ancestor, the breath weapon deals 2d8 points of damage of the appropriate energy type. At 7th level, the damage increases to 4d8, and when a disciple attains dragon apotheosis at 10th level it reaches its full power at 6d8. Regardless of its strength, the breath weapon can be used only once per day. Use all the rules for dragon breath weapons (see page 69 of the Monster Manual) except as specified here. The DC of the breath weapon is 10 + class level + Con modifier. A line-shaped breath weapon is 5 feet high, 5 feet wide, and 60 feet long. A cone-shaped breath weapon is 30 feet long.

Dragon Variety 1 Breath Weapon
Black Line of acid
Blue Line of lightning
Green Cone of corrosive gas (acid)
Red Cone of fire
White Cone of cold
Brass Line of fire
Bronze Line of lightning
Copper Line of acid
Gold Cone of fire
Silver Cone of cold
1 Other varieties of dragon disciple are possible, using other dragon varieties as ancestors.

Blindsense (Ex): At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses, such as acute smell or hearing, the dragon disciple notices things it cannot see. He usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature. Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.

Wings (Ex): At 9th level, a dragon disciple grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability.

Dragon Apotheosis: At 10th level, a dragon disciple fully realizes his draconic heritage and takes on the half-dragon template (see page 146 of the Monster Manual). His breath weapon reaches full strength (as noted above), and he gains +4 to Strength and +2 to Charisma. His natural armor bonus increases to +4, and he acquires low-light vision, 60-foot darkvision, immunity to sleep and paralysis effects, and immunity to the energy type used by his breath weapon (see above).

AdvancementEdit

Level BAB Fort Ref Will Special Bonus Spells
1st +0 +2 +0 +2 Natural armor increase (+1) 1
2nd +1 +3 +0 +3 Ability boost (Str +2), claws and bite 1
3rd +2 +3 +1 +3 Breath weapon (2d8) 0
4th +3 +4 +1 +4 Ability boost (Str +2), natural armor increase (+2) 1
5th +3 +4 +1 +4 Blindsense 30 ft. 1
6th +4 +5 +2 +5 Ability boost (Con +2) 1
7th +5 +5 +2 +5 Breath weapon (4d8), natural armor increase (+3) 0
8th +6 +6 +2 +6 Ability boost (Int +2) 1
9th +6 +6 +3 +6 Wings 1
10th +7 +7 +3 +7 Blindsense 60 ft., dragon apotheosis 0

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Diplomacy CHA
Escape Artist DEX
Gather Information 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
Listen WIS
Profession WIS
Search INT
Speak Language None
Spellcraft INT
Spot WIS

DuelistEdit

(Dungeon Master's Guide v.3.5 variant, p. 185)

The duelist is a nimble, intelligent fighter trained in making precise attacks with light weapons.

RequirementsEdit

Base Attack Bonus: +6

Skills: Perform 3 ranks , Tumble 5 ranks

Feats: Dodge , Mobility , Weapon Finesse

Hit dieEdit

d10

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: The duelist is proficient with all simple and martial weapons, but no type of armor or shield.

Canny Defense (Ex): When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. For instance, a 2nd-level duelist with an Intelligence score of 16 (+3 bonus) can add +2 to her Armor Class. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Improved Reaction (Ex): At 2nd level, a duelist gains a +2 bonus on initiative checks. At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.

Enhanced Mobility (Ex): When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.

Grace (Ex): At 4th level, a duelist gains an additional +2 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing no armor and not using a shield.

Precise Strike (Ex): At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll. When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits (such as armor with the fortification special ability) also protects a creature from a precise strike. At 10th level, the extra damage on a precise strike increases to +2d6.

Acrobatic Charge (Ex): At 6th level, a duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. This enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her charge target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks in particular) to successfully move over the terrain.

Elaborate Parry (Ex): At 7th level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each level of duelist she has.

Deflect Arrows: At 9th level, a duelist gains the benefit of the Deflect Arrows feat (see page 93 of the Player’s Handbook) when using a light or one-handed piercing weapon.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Canny defense
2nd +2 +0 +3 +0 Improved reaction +2
3rd +3 +1 +3 +1 Enhanced mobility
4th +4 +1 +4 +1 Grace
5th +5 +1 +4 +1 Precise strike +1d6
6th +6 +2 +5 +2 Acrobatic charge
7th +7 +2 +5 +2 Elaborate parry
8th +8 +2 +6 +2 Improved reaction +4
9th +9 +3 +6 +3 Deflect arrows
10th +10 +3 +7 +3 Precise strike +2d6

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Bluff CHA
Escape Artist DEX
Jump STR
Listen WIS
Perform CHA
Sense Motive WIS
Spot WIS
Tumble DEX

Dwarven DefenderEdit

(Dungeon Master's Guide v.3.5 variant, p. 186)

The defender is a sponsored champion of a dwarven cause

RequirementsEdit

Base Attack Bonus: +7

Alignment: Any lawful

Race: Dwarf

Feats: Dodge , Endurance , Toughness

Hit dieEdit

d12

Skill pointsEdit

2 + Int

Class FeaturesEdit

AC Bonus (Ex): The dwarven defender receives a dodge bonus to Armor Class that starts at +1 and improves as the defender gains levels, until it reaches +4 at 10th level.

Weapon and Armor Proficiency: A dwarven defender is proficient with all simple and martial weapons, all types of armor, and shields.

Defensive Stance: When he needs to, a defender can become a stalwart bastion of defense. In this defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position, such as Move Silently or Jump. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a –2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table 6–9). Using the defensive stance takes no time itself, but a defender can only do so during his action. (A defender can’t, for example, use the stance when struck down by an arrow in order to get the extra hit points from the increased Constitution.)

Uncanny Dodge (Ex): Starting at 2nd level, a dwarven defender gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class (such as rogue), the character automatically gains improved uncanny dodge (see below).

Trap Sense (Ex): At 4th level, a dwarven defender gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 8th level, these bonuses rise to +2. These bonuses stack with trap sense bonuses gained from other classes.

Damage Reduction (Ex): At 6th level, a dwarven defender gains the ability to shrug off some amount of injury from each blow or attack. Subtract 3 points from the damage the dwarven defender takes each time he is dealt damage. At 10th level, this damage reduction rises to 6/–. Damage reduction can reduce damage to 0 but not below 0. (That is, the defender cannot actually gain hit points in this manner.)

Improved Uncanny Dodge (Ex): At 6th level, a dwarven defender can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender. The exception to this defense is that a rogue at least four levels higher than the dwarven defender can flank him (and thus sneak attack him). If a character gains uncanny dodge (see above) from a second class (such as rogue), the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Mobile Defense (Ex): At 8th level, a dwarven defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.

AdvancementEdit

Level BAB Fort Ref Will AC Bonus Special
1st +1 +2 +0 +2 +1 Defensive stance 1/day
2nd +2 +3 +0 +3 +1 Uncanny dodge
3rd +3 +3 +1 +3 +1 Defensive stance 2/day
4th +4 +4 +1 +4 +2 Trap sense +1
5th +5 +4 +1 +4 +2 Defensive stance 3/day
6th +6 +5 +2 +5 +2 Damage reduction 3/-, improved uncanny dodge
7th +7 +5 +2 +5 +3 Defensive stance 4/day
8th +8 +6 +2 +6 +3 Mobile defense, trap sense +2
9th +9 +6 +3 +6 +3 Defensive stance 5/day
10th +10 +7 +3 +7 +4 Damage reduction 6/-

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Craft INT
Listen WIS
Sense Motive WIS
Spot WIS

Eldritch KnightEdit

(Dungeon Master's Guide v.3.5 variant, p. 187)

Studying the martial and arcane arts to equal degree, the eldritch knight is a versatile combatant.

RequirementsEdit

Weapon Proficiency: Must be proficient with all martial weapons.

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

Hit dieEdit

d6

Skill pointsEdit

2 + Int

Class FeaturesEdit

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

Bonus Feat: At 1st level, an eldritch knight may choose a bonus feat from the list of feats available to fighters. This is in addition to the feats that a character of any class normally gets every three levels. The character must still meet any prerequisites for these bonus feats, including four levels of fighter for the Weapon Specialization feat.

Spells per Day: From 2nd level on, when a new eldritch knight level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane 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 (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that she adds the level of eldritch knight to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class before she became an eldritch knight, she must decide to which class she adds each level of eldritch knight for the purpose of determining spells per day.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 +1 level of existing arcane spellcasting class
3rd +3 +3 +1 +1 +1 level of existing arcane spellcasting class
4th +4 +4 +1 +1 +1 level of existing arcane spellcasting class
5th +5 +4 +1 +1 +1 level of existing arcane spellcasting class
6th +6 +5 +2 +2 +1 level of existing arcane spellcasting class
7th +7 +5 +2 +2 +1 level of existing arcane spellcasting class
8th +8 +6 +2 +2 +1 level of existing arcane spellcasting class
9th +9 +6 +3 +3 +1 level of existing arcane spellcasting class
10th +10 +7 +3 +3 +1 level of existing arcane spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Decipher Script INT
Jump STR
Knowledge (arcana) INT
Knowledge (nobility and royalty) INT
Ride DEX
Sense Motive WIS
Spellcraft INT
Swim STR

ExpertEdit

(Dungeon Master's Guide v.3.5 variant, p. 109)

This NPC class contains people such as skilled artisans, specialist laborers, and ingenious inventors.

 ====Hit die====

d6

Starting goldEdit

3d4 x 10 gp

Skill pointsEdit

6 + Int

Class FeaturesEdit

The following is a class feature of the expert NPC class.

Weapon and Armor Proficiency: The expert is proficient in the use of all simple weapons and with light armor but not shields.

The expert can choose any ten skills to be class skills.

AdvancementEdit

Level BAB Fort Ref Will
1st +0 +0 +0 +2
2nd +1 +0 +0 +3
3rd +2 +1 +1 +3
4th +3 +1 +1 +4
5th +3 +1 +1 +4
6th +4 +2 +2 +5
7th +5 +2 +2 +5
8th +6/+1 +2 +2 +6
9th +6/+1 +3 +3 +6
10th +7/+2 +3 +3 +7
11th +8/+3 +3 +3 +7
12th +9/+4 +4 +4 +8
13th +9/+4 +4 +4 +8
14th +10/+5 +4 +4 +9
15th +11/+6/+1 +5 +5 +9
16th +12/+7/+2 +5 +5 +10
17th +12/+7/+2 +5 +5 +10
18th +13/+8/+3 +6 +6 +11
19th +14/+9/+4 +6 +6 +11
20th +15/+10/+5 +6 +6 +12

Class skillsEdit

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

HierophantEdit

(Dungeon Master's Guide v.3.5 variant, p. 188)

A divine spellcaster who rises high in the service of his deity gains access to spells and abilities of which lesser faithful can only dream.

RequirementsEdit

Skills: Knowledge (religion) 15 ranks

Feats: Metamagic School Focus (or any other metamagic feat)

Spells: Able to cast 7th-level divine spells.

Hit dieEdit

d8

Skill pointsEdit

2 + Int

Class FeaturesEdit

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

Spells and Caster Level: Levels in the hierophant prestige class, even though they do not advance spell progression in the character’s base class, still stack with the character’s base spellcasting levels to determine caster level.

Special Ability: Every level, a hierophant gains a special ability of his choice from among the following.

Blast Infidel (Su): A hierophant can use negative energy spells to their maximum effect on creatures with an alignment opposed to the hierophant. (See the table below for a list of which alignments are opposed to each alignment.) Any spell with a description that involves inflicting or channeling negative energy (inflict spells, mass inflict light wounds, harm) cast on a creature of the opposed alignment works as if under the effect of a Maximize Spell feat (without using a higher-level spell slot). Undead affected by this ability heal the maximized amount of damage.

Hierophant Alignment Opposed Alignment
Lawful good Chaotic evil
Neutral good Neutral evil
Chaotic good Lawful evil
Lawful neutral Chaotic neutral
Neutral Lawful good, chaotic good, lawful evil, chaotic evil 1
Chaotic neutral Lawful neutral
Lawful evil Chaotic good
Neutral evil Neutral good
Chaotic evil Lawful good

Divine Reach (Su): A hierophant with this ability can use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the hierophant must make a ranged touch attack instead. Divine reach can be selected a second time as a special ability, in which case the range increases to 60 feet.

Faith Healing (Su): A hierophant can use healing spells to their maximum effect on creatures of the same alignment as the hierophant (including the hierophant himself ). Any spell with the healing descriptor cast on such creatures works as if under the effects of a Maximize Spell feat (without using a higher-level spell slot).

Gift of the Divine (Su): Available only to hierophants with cleric levels, this ability allows a hierophant to transfer one or more uses of his turn undead ability to a willing creature. (Hierophants who rebuke undead transfer uses of rebuke undead instead.) The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the number of turning attempts per day allowed to the hierophant is reduced by the number transferred. The recipient turns undead as a cleric of the hierophant’s cleric level but uses her own Charisma modifier.

Mastery of Energy (Su): Available only to hierophants with cleric levels, this ability allows a hierophant to channel positive or negative energy much more effectively, increasing his ability to affect undead. Add a +4 bonus to the hierophant’s turning checks and turning damage rolls. This ability only affects undead, even if the hierophant can turn other creatures, such as with a granted power of a domain.

Metamagic Feat: A hierophant can choose a metamagic feat in place of one of the special abilities described here if desired.

Power of Nature (Su): Available only to hierophants with druid levels, this ability allows a hierophant to temporarily transfer one or more of his druid class features to a willing creature. The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the hierophant cannot use the transferred power. He can transfer any of his druid powers except spellcasting and the ability to have an animal companion. The druid’s wild shape ability can be partially or completely transferred. For example, a hierophant may transfer the ability to use wild shape once per day to the recipient and retain the rest of his uses for himself. If the hierophant can assume the form of Tiny or Huge animals, the recipient can as well. As with the imbue with spell ability spell, the hierophant remains responsible to his deity for any use to which the recipient puts the transferred abilities.

Spell Power: This special ability increases a hierophant’s effective caster level by 1 for purposes of determining level-dependent spell variables (such as damage or range) and for caster level checks. This ability can be selected more than once, and changes to effective caster level are cumulative.

Spell-Like Ability: A hierophant who selects this special ability can use one of his divine spell slots to permanently prepare one of his divine spells as a spell-like ability that can be used twice per day. The hierophant does not use any components when casting the spell, although a spell that costs XP to cast still does so, and a spell with a costly material component instead costs him 10 times that amount in XP. The spell normally uses a spell slot of the spell’s level (or higher, if the hierophant chooses to permanently attach a metamagic feat to the spell chosen). The hierophant can use an available higher-level spell slot to use the spell-like ability more than once per day. Allocating a slot three levels higher allows him to cast the spell four times per day, and a slot six levels higher lets him cast it six times per day. For example, Lonafin the hierophant wants to be able to create undead whenever he has the opportunity, so he permanently uses a 9th-level spell slot to get animate dead as a spell-like ability usable six times per day. If selected more than one time as a special ability, this ability can apply to the same spell (increasing the number of times per day it can be used) or to a different spell.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +2 +0 +2 Special ability
2nd +1 +3 +0 +3 Special ability
3rd +1 +3 +1 +3 Special ability
4th +2 +4 +1 +4 Special ability
5th +2 +4 +1 +4 Special ability

Class skillsEdit

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

Horizon WalkerEdit

(Dungeon Master's Guide v.3.5 variant, p. 189)

The horizon walker is an unceasing traveler to the universe's most dangerous places.

RequirementsEdit

Skills: Knowledge (geography) 8 ranks

Feats: Endurance

Hit dieEdit

d8

Skill pointsEdit

4 + Int

Class FeaturesEdit

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

Terrain Mastery: As horizon walkers travel, they gain a mystical connection with the very ground they walk on. At each level, they add a new terrain environment to their repertoire from those given below. Terrain mastery gives a horizon walker a bonus on checks involving a skill useful in that terrain, or some other appropriate benefit. A horizon walker also knows how to fight dangerous creatures typically found in that terrain, gaining a +1 insight bonus on attack rolls and damage rolls against creatures with that terrain mentioned in the Environment entry of their descriptions (see the Monster Manual). The horizon walker only gains the bonus if the Monster Manual description specifically lists the terrain type.

Horizon walkers take their terrain mastery with them wherever they go. They retain their terrain mastery bonuses on skill checks, attack rolls, and damage rolls whether they’re actually in the relevant terrain or not. For example, a horizon walker who has selected desert terrain mastery is immune to fatigue even if she’s underground, in the mountains, or in a city.

Planar Terrain Mastery: Eventually a horizon walker’s familiarity with terrain extends to her journeys to other planes of existence. Planar terrain mastery functions just like terrain mastery, except that the horizon walker can choose one of the planar categories at each level. The horizon walker can take a nonplanar terrain type instead, if she wishes.

Terrain Mastery BenefitsEdit

Aquatic: You are naturally at home in the water, gaining a +4 competence bonus on Swim checks, or a +10-foot bonus to your swim speed if you have one. You gain a +1 insight bonus on attack and damage rolls against aquatic creatures.

Desert: You have endured where others perish, so you’re good at conserving your body’s resources. You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.

Forest: You have an instinctive sense of camouflage from your time among the trees, granting you a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.

Hills: The faintest echoes find their way to your ears, granting you a +4 competence bonus on Listen checks. You gain a +1 insight bonus on attack and damage rolls against hills creatures.

Marsh: You have learned to be quieter than the whispering rushes; your mystic connection to the marsh grants you a +4 competence bonus on Move Silently checks. You gain a +1 insight bonus on attack and damage rolls against marsh creatures.

Mountains: You naturally cling to surfaces others fall from. You gain a +4 competence bonus on Climb checks, or a +10-foot bonus to your climb speed if you have one. You gain a +1 insight bonus on attack and damage rolls against mountain creatures.

Plains: The wide-open spaces have sharpened your eyes, granting you a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.

Underground: You have magically adapted to your time in the dark. You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You gain a +1 insight bonus on attack and damage rolls against underground creatures.

Fiery (Planar): This kind of planar terrain mastery provides you with resistance to fire 20. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals with the fire subtype.

Weightless (Planar): You gain a +30-foot bonus to your fly speed on planes with no gravity or subjective gravity, such as the Astral Plane or the Elemental Plane of Air (see Chapter 5). You gain a +1 insight on attack and damage rolls against creatures native to the Astral Plane, the Elemental Plane of Air, and the Ethereal Plane, such as githyanki and air elementals. (A creature native to a particular plane has this fact designated in its Environment entry in the Monster Manual.)

Cold (Planar): This kind of planar terrain mastery provides you with resistance to cold 20. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals with the cold subtype.

Shifting (Planar): You have the supernatural ability to use the ever-shifting nature of planes such as Limbo and the Plane of Shadow to travel faster. You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals native to a shifting plane, such as slaadi and shadow mastiffs.

Aligned (Planar): You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane, and spells and abilities that harm those of the opposite alignment (such as unholy blight) don’t affect you. You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related class features you have are unaffected.

Cavernous (Planar): You gain tremorsense with a 30-foot range.

Other (Planar): If your campaign uses planes you have invented yourself (see Creating a Cosmology, page 167), you should design additional planar terrains. A plane composed entirely of an immense black spiderweb suspended over a roiling ocean of insectoid vermin, for example, might have a +4 competence bonus on Balance checks and a +4 bonus on Fortitude saves against poison as the benefit for planar terrain mastery.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Terrain Mastery
2nd +2 +3 +0 +0 Terrain Mastery
3rd +3 +3 +1 +1 Terrain Mastery
4th +4 +4 +1 +1 Terrain Mastery
5th +5 +4 +1 +1 Terrain Mastery
6th +6 +5 +2 +2 Planar Terrain Mastery
7th +7 +5 +2 +2 Planar Terrain Mastery
8th +8 +6 +2 +2 Planar Terrain Mastery
9th +9 +6 +3 +3 Planar Terrain Mastery
10th +10 +7 +3 +3 Planar Terrain Mastery

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Diplomacy CHA
Handle Animal CHA
Hide DEX
Knowledge (geography) INT
Listen WIS
Move Silently DEX
Profession WIS
Ride DEX
Speak Language None
Spot WIS
Survival WIS

LoremasterEdit

(Dungeon Master's Guide v.3.5 variant, p. 191)

Loremasters are spellcasters who concentrate on knowledge, valuing lore and secrets over gold.

RequirementsEdit

Skills: Knowledge (any) 10 ranks , Knowledge (any) 10 ranks

Feats: Any three metamagic or item creation feats, plus Skill Focus (Knowledge [any individual Knowledge skill]).

Spells: Able to cast seven different divination spells, one of which must be 3rd level or higher.

Hit dieEdit

d4

Skill pointsEdit

4 + Int

Class FeaturesEdit

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

Spells per Day/Spells Known: A loremaster continues training in magic as well as her field of research. Thus, when a new loremaster level is gained, the 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 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 level of loremaster to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

Secret: In their studies, loremasters stumble upon all sorts of applicable knowledge and secrets. At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the loremaster chooses one secret from the table on the next page. Her level plus Intelligence modifier determines the total number of secrets she can choose. She can’t choose the same secret twice.

Lore: Loremasters gather knowledge. At 2nd level, a loremaster gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the lore check. See page 28 of the Player’s Handbook for more information on bardic knowledge.

Bonus Languages: Loremasters, in their laborious studies, learn new languages in order to access more knowledge. A loremaster can choose any new language at 4th and 8th level.

Greater Lore (Ex): At 6th level, a loremaster gains the ability to understand magic items, as with the identify spell.

True Lore (Ex): At 10th level, once per day a loremaster can use her knowledge to gain the effect of a legend lore spell or an analyze dweomer spell.

Loremaster Secrets
Level + Int Modifier Secret Effect
1 Instant mastery 4 ranks of skill in which the character has no ranks
2 Secret health +3 hit points
3 Secrets of inner strength +2 bonus on Will saves
4 The lore of true stamina +2 bonus on Fortitude saves
5 Secret knowledge of avoidance +2 bonus on Reflex saves
6 Weapon trick +1 bonus on attack rolls
7 Dodge trick +1 dodge bonus to AC
8 Applicable knowledge Any one feat
9 Newfound arcana 1 bonus 1st-level spell 1
10 More newfound arcana 1 bonus 2nd-level spell 1
1 As if gained through having a high ability score.

AdvancementEdit

Level BAB Fort Ref Will Special Spells per Day
1st +0 +0 +0 +2 Secret +1 level of existing class
2nd +1 +0 +0 +3 Lore +1 level of existing class
3rd +1 +1 +1 +3 Secret +1 level of existing class
4th +2 +1 +1 +4 Bonus language +1 level of existing class
5th +2 +1 +1 +4 Secret +1 level of existing class
6th +3 +2 +2 +5 Greater lore +1 level of existing class
7th +3 +2 +2 +5 Secret +1 level of existing class
8th +4 +2 +2 +6 Bonus language +1 level of existing class
9th +4 +3 +3 +6 Secret +1 level of existing class
10th +5 +3 +3 +7 True lore +1 level of existing class

Class skillsEdit

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

Mystic TheurgeEdit

(Dungeon Master's Guide v.3.5 variant, p. 192)

Blurring the line between divine and arcane, mystic theurges draw power from divine sources and musty tomes alike.

RequirementsEdit

Skills: Knowledge (arcana) 6 ranks , Knowledge (religion) 6 ranks

Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.

Hit dieEdit

d4

Skill pointsEdit

2 + Int

Class FeaturesEdit

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

Spells per Day: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly. For example, a 3rd-level cleric/3rd-level wizard who takes a level in mystic theurge has the same access to spells as a 4th-level cleric and a 4th-level wizard. But he continues to turn undead as a 3rdlevel cleric, and his wizard familiar won’t gain any new abilities. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a mystic theurge, he must decide to which class he adds each level of mystic theurge for the purpose of determining spells per day.

AdvancementEdit

Level BAB Fort Ref Will Spells per Day
1st +0 +0 +0 +2 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
2nd +1 +0 +0 +3 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
3rd +1 +1 +1 +3 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
4th +2 +1 +1 +4 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
5th +2 +1 +1 +4 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
6th +3 +2 +2 +5 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
7th +3 +2 +2 +5 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
8th +4 +2 +2 +6 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
9th +4 +3 +3 +6 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
10th +5 +3 +3 +7 +1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Decipher Script INT
Knowledge (arcana) INT
Knowledge (religion) INT
Profession WIS
Sense Motive WIS
Spellcraft INT

Red WizardEdit

(Dungeon Master's Guide v.3.5 variant, p. 193)

The Red Wizards are the masters of Thay, the would-be magical overlords of the land of Faerûn.

RequirementsEdit

Alignment: Any nongood

Race: Human (from Thay)

Skills: Spellcraft 8 ranks

Feats: Tattoo Focus

Feats: Total of three metamagic feats or item creation feats.

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

Hit dieEdit

d4

Skill pointsEdit

2 + Int

Class FeaturesEdit

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

Spells per Day: A Red Wizard's training focuses on arcane spells. Thus, when a new Red Wizard level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane 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 (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of Red Wizard to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class before he became a Red Wizard, he must decide to which class he adds each level of Red Wizard for the purpose of determining spells per day.

Enhanced Specialization: Upon becoming a Red Wizard, a character increases his devotion to his wizard school of specialization. In exchange for this, the Red Wizard must sacrifice study in one or more schools. The Red Wizard must choose an additional prohibited school or schools using the rules in the Player's Handbook. He can never again learn spells from those prohibited schools. He cannot choose the same prohibited schools he chose as a 1st-level wizard. He can still use the prohibited spells he knew prior to becoming a Red Wizard, including using items that are activated by spell completion or spell trigger. For example, Ghorus Toth is specialized in the school of transmutation. His prohibited schools are abjuration and enchantment. When he becomes a Red Wizard, he must choose one other prohibited school. He decides to select conjuration as his additional prohibited school.

Specialist Defense: A Red Wizard gains a bonus on saving throws against spells from his specialist school. This bonus starts at +1 and increases at higher levels, as shown on Table 6—15.

Spell Power: At 2nd level, a Red Wizard gains a bonus that increases his effective caster level for purposes of determining level-dependent spell variables and for caster level checks. The bonus starts at +1 and increases at higher levels, as shown on Table 6—15. This ability stacks with other spell power benefits that affect spells from the Red Wizard's specialist school.

Bonus Feat: At 5th level, a Red Wizard gains a bonus feat, which must be either an item creation feat, a metamagic feat, or the Spell Mastery feat.

Circle Leader: At 5th level, a Red Wizard gains the ability to become a circle leader, who is the focus person for Red Wizard circle magic (see New Features of the Red Wizard, below).

Scribe Tattoo: At 7th level, a Red Wizard gains the ability to place the Thayan wizards' magic tattoos upon willing and qualified novices, giving them the Tattoo Focus feat and inducting them into his circle.

Great Circle Leader: A 10th-level Red Wizard can be the leader of a great circle, which can have up to nine other participants instead of just five.

New Features of the Red WizardEdit

The Red Wizard prestige class was originally created for inclusion in the FORGOTTEN REALMS® Campaign Setting, and uses several rules specific to that setting. We've reproduced them here so you can better see how the class works. Consider carefully before adding them to a campaign that does not use the FORGOTTEN REALMS setting.

Circle MagicEdit

Some of the most powerful and spectacular spells worked across Faerûn are cast in the form of circle magic. Circle magic is a type of cooperative spellcasting that allows the spellcaster leading the circle to increase his caster level significantly and achieve results otherwise unavailable to the spellcasters composing the circle. The Red Wizards of Thay make frequent use of circle magic. Stories of other forms of circle magic abound in Faerûn.

Participation: The ability to participate in circle magic requires the possession of the Tattoo Focus feat (see above). One spellcaster, usually the most powerful or experienced character present, stands at the center of the circle. This character is the circle leader. A Red Wizard cannot be a circle leader unless he is at least a 5th-level Red Wizard. A circle requires a minimum of two participants plus the circle leader. Up to five partiicpants can aid a circle leader in a standard circle; a Red Wizard of 10th level can lead a great circle containing up to nine other participants. All participants in a circle must stand within 10 feet of the circle leader, who stands in the center.

Circle Powers: The first use of circle magic is to empower the circle leader with the strength of all the participants. This requires 1 full hour of uninterrupted concentration on the part of all participants and the circle leader. Each participant casts any single prepared spell, which is consumed by the circle and has no effect other than expending the prepared spell. The spell levels expended by the circle participants are totaled as circle bonus levels. Each bonus level may be used to accomplish the following effects.

  • Increase the circle leader's caster level by one for every circle bonus level expended (maximum caster level 40th). This benefit applies to level-dependent variables of a spell such as range or duration, and to level checks (dispel checks, checks to overcome spell resistance, and so on).

  • Add Empower Spell, Maximize Spell, or Heighten Spell metamagic feats to spells currently prepared by the circle leader. Each circle bonus level counts as one additional spell level required by the application of a metamagic feat to a spell. The circle leader may add one of the three listed feats to a spell even if he does not know the feat or if the addition of the feat would raise the spell level past the circle leader's normal maximum spell level (maximum spell level 20th).

These effects last for 24 hours or until expended. Circle bonus levels may be divided up as the circle leader sees fit. For example, the Red Wizard Hauth Var leads a circle in which four participants each cast a 2nd-level spell, so that Hauth Var gains eight circle bonus levels. Hauth Var chooses to use three circle bonus levels to maximize his cone of cold spell, three to increase his caster level from 10th to 13th for all level-based variables in his spells, and two to provide a +2 bonus on any level checks he needs to make. The maximized spell is used up whenever he casts his cone of cold, and the other two effects remain for the next 24 hours. Many high-level Red Wizards lead circles on a daily basis to exact magical power from their apprentices.

AdvancementEdit

Level BAB Fort Ref Will Special Spells per day
1st +0 +0 +0 +2 Enhanced specialization, specialist defense +1 +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Spell power +1 +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Specialist defense +2 +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Spell power +2 +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Bonus feat, circle leader +1 level of existing arcane spellcasting class
6th +3 +2 +2 +5 Spell power +3 +1 level of existing arcane spellcasting class
7th +3 +2 +2 +5 Specialist defense +3, scribe tattoo +1 level of existing arcane spellcasting class
8th +4 +2 +2 +6 Spell power +4 +1 level of existing arcane spellcasting class
9th +4 +3 +3 +6 Specialist defense +4 +1 level of existing arcane spellcasting class
10th +5 +3 +3 +7 Great circle leader, spell power +5 +1 level of existing arcane spellcasting class

Class skillsEdit

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

ShadowdancerEdit

(Dungeon Master's Guide v.3.5 variant, p. 194)

Operating in the border between light and darkness, shadowdancers are nimble artists of deception.

RequirementsEdit

Skills: Move Silently 8 ranks , Hide 10 ranks , Perform (dance) 5 ranks

Feats: Combat Reflexes , Dodge , Mobility

Hit dieEdit

d8

Skill pointsEdit

6 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields.

Hide in Plain Sight (Su): A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Evasion (Ex): At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.

Darkvision (Su): At 2nd level, a shadowdancer can see in the dark as though she were permanently under the effect of a darkvision spell.

Uncanny Dodge (Ex): Starting at 2nd level, a shadowdancer has the ability to react to danger before her senses would normally allow her to even be aware of it. She retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class (such as barbarian or rogue), the character automatically gains improved uncanny dodge (see below).

Shadow Illusion (Sp): When a shadowdancer reaches 3rd level, she can create visual illusions from surrounding shadows. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day.

Summon Shadow (Su): At 3rd level, a shadowdancer can summon a shadow, an undead shade (see the Monster Manual for the shadow’s statistics). Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion. For example, a 9th-level shadowdancer can have a shadow companion with 6 HD. If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancer’s XP total can never go below 0 as the result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

Shadow Jump (Su): At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowdancer can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. (A 6th-level shadowdancer who jumps 32 feet cannot jump again until the next day.)

Defensive Roll (Ex): Starting at 5th level, a shadowdancer can roll with a potentially lethal blow to take less damage from it. Once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can’t attempt a defensive roll.

Improved Uncanny Dodge (Ex): At 5th level, a shadowdancer can no longer be flanked, since she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least four levels higher than the shadowdancer can flank her (and thus sneak attack her). If a character gains uncanny dodge (see above) from a second class (such as barbarian or rogue), the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Slippery Mind (Ex): This ability, gained at 7th level, represents a shadowdancer’s ability to wriggle free from magical effects that would otherwise control or compel her. If a shadowdancer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell’s effects occur normally.

Improved Evasion (Ex): This ability, gained at 10th level, works like evasion (see above). A shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage (breath weapon, fireball, and so on). What’s more, she takes only half damage even if she fails her saving throw, since her reflexes allow her to get out of harm’s way with incredible speed.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Hide in plain sight
2nd +1 +0 +3 +0 Evasion, darkvision, uncanny dodge
3rd +2 +1 +3 +1 Shadow illusion, summon shadow
4th +3 +1 +4 +1 Shadow jump 20 ft.
5th +3 +1 +4 +1 Defensive roll, improved uncanny dodge
6th +4 +2 +5 +2 Shadow jump 40 ft., summon shadow
7th +5 +2 +5 +2 Slippery mind
8th +6 +2 +6 +2 Shadow jump 80 ft.
9th +6 +3 +6 +3 Summon shadow
10th +7 +3 +7 +3 Shadow jump 160 ft., improved evasion

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Bluff CHA
Decipher Script INT
Diplomacy CHA
Disguise CHA
Escape Artist DEX
Hide DEX
Jump STR
Listen WIS
Move Silently DEX
Perform CHA
Profession WIS
Search INT
Sleight of Hand DEX
Spot WIS
Tumble DEX
Use Rope DEX

ThaumaturgistEdit

(Dungeon Master's Guide v.3.5 variant, p. 196)

The thaumaturgist reaches out with divine power to other planes of existence, calling creatures there to do his bidding.

RequirementsEdit

Feats: Spell Focus (Conjuration)

Spells: Able to cast lesser planar ally.

Hit dieEdit

d4

Skill pointsEdit

2 + Int

Class FeaturesEdit

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

Spells per Day: When a new thaumaturgist level is gained, the character gains new spells per day as if he had also gained a level in whatever 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 (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of thaumaturgist to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting class before he became a thaumaturgist, he must decide to which class he adds each level of thaumaturgist for the purpose of determining spells per day.

Improved Ally: A thaumaturgist is adept at convincing creatures from other planes to do his bidding. When a thaumaturgist casts a planar ally spell (including the lesser and greater versions), he makes a Diplomacy check to convince the creature to aid him for a reduced payment. If the thaumaturgist’s Diplomacy check adjusts the creature’s attitude to helpful (see Influencing NPC Attitudes, page 72 of the Player’s Handbook), the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature. For example, a 1st-level thaumaturgist negotiating with an initially friendly planar ally that gets a Diplomacy check result of 15 can convince a 6 HD creature to perform a 7-hour task for only 1,500 gp per hour (a 6 HD creature would ordinarily ask for 3,000 gp per hour). The thaumaturgist’s improved ally class feature only works when the planar ally shares at least one aspect of alignment with the thaumaturgist. A thaumaturgist can have only one such ally at a time, but he may bargain for tasks from other planar allies normally.

Augment Summoning: At 2nd level, a thaumaturgist gains the Augment Summoning feat (see page 89 of the Player’s Handbook).

Extended Summoning: At 3rd level and higher, all spells from the summoning subschool that the thaumaturgist casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don’t change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell’s level.

Contingent Conjuration: A 4th-level thaumaturgist can prepare a summoning or calling spell ahead of time to be triggered by some other event. This functions as described for the contingency spell, including having the thaumaturgist cast the summoning or calling spell beforehand. The spell is cast instantly when the trigger event occurs. For example, a thaumaturgist could use the contingent conjuration ability to summon a barbed devil the next time he is attacked, or call a ghaele eladrin to act as messenger if the king falls ill. The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted condition as are prescribed, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether the thaumaturgist wants it to, although most conjurations can be dismissed normally. A thaumaturgist can have only one contingent conjuration active at a time.

Planar Cohort: A 5th-level thaumaturgist can use any of the planar ally spells to call a creature to act as his cohort. The called creature serves loyally and well as long as the thaumaturgist continues to advance a cause important to the creature. For example, a 5th-level thaumaturgist could use planar ally to call a bralani eladrin to act as his cohort. As long as the thaumaturgist undertakes quests and missions to fight evil and uphold good, the eladrin will loyally serve. To call a planar cohort, the thaumaturgist must cast the relevant spell, paying the XP costs normally. It takes an offering of 1,000 gp × the HD of the creature to convince it to serve as a planar cohort, and the improved ally class feature can’t be used to reduce or eliminate this cost. The planar cohort can’t have more Hit Dice than the thaumaturgist has, and must have an ECL no higher than the thaumaturgist’s character level –2. A bralani eladrin has an ECL of 11 (6 Hit Dice and +5 level adjustment), so it might serve as a planar cohort to an 8th-level cleric/5th-level thaumaturgist (character level 13th). A thaumaturgist can have only one planar cohort at a time, but he can continue to make agreements with other called creatures normally. A planar cohort replaces a thaumaturgist’s existing cohort, if he has one by virtue of the Leadership feat (page 106).

AdvancementEdit

Level BAB Fort Ref Will Special Spells per Day
1st +0 +0 +0 +2 Improved ally +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Augment Summoning +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Extended summoning +1 level of existing spellcasting class
4th +2 +1 +1 +4 Contingent conjuration +1 level of existing spellcasting class
5th +2 +1 +1 +4 Planar cohort +1 level of existing spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Diplomacy CHA
Knowledge (religion) INT
Knowledge (the planes) INT
Profession WIS
Sense Motive WIS
Speak Language None
Spellcraft INT

WarriorEdit

(Dungeon Master's Guide v.3.5 variant, p. 109)

This NPC class contains people such as soldiers, guards, and militia.

 ====Hit die====

d8

Starting goldEdit

3d4 x 10 gp

Skill pointsEdit

2 + Int

Class FeaturesEdit

The following is a class feature of the warrior NPC class.

Weapon and Armor Proficiency: The warrior is proficient in the use of all simple and martial weapons and all armor and shields.

Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str).

AdvancementEdit

Level BAB Fort Ref Will
1st +1 +2 +0 +0
2nd +2 +3 +0 +0
3rd +3 +3 +1 +1
4th +4 +4 +1 +1
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6

Class skillsEdit

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

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