Prestige Classes



Champion of Thoth

The Champions of Thoth are an elite sect of clerics who devote their lives to fighting the forces of evil and darkness throughout Oerth. However, instead of using weapons and armor of their Paladin breathren, they use offensive and defensive magic spells. Still, combat training is taught to the Champions and they become skilled in the chosen weapons of Thoth.

Requirements:

Knowledge (religion) : 8 ranks
Spellcraft : 5 ranks
Spellcasting: Must be able to cast 2nd level clerical spells.
Training: Must train at the Tree of Knowledge.

Hit Die:
d8

Class Skills:
Concentation, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (religion), Profession, Scry, and Spellcraft.

Skill Points:
4 + Int Mod

Source:Mine

Level Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
1 +1 +1 +1 +1 Weapon Focus (staff)
New Domain Spells:
1st: Burning Hands & Shield
+1 First & +1 second
2 +2 +2 +2 +2 Weapon Focus(net)
New Domain Spells:
2nd: Acid Arrow & Mirror Image
+1 Second & +1 Third
3 +3 +3 +3 +3 Weapon Focus(sling)
New Domain Spells:
3rd: Fireball & Displacement
+1 first & +1 third
4 +4 +4 +4 +4 Mage Weapon (Staff)
New Domain Spells:
4th: Ice Storm & Fire Shield
+1 second & +1 fourth



Devouted Defender

The Devouted Defender is the epitome of bodyguards. They train relentlessly at tactics that better allow them to protect their charge. They are not afraid to sacrifice their own life for that of those they protect.

Requirements:

Feats : Weapon Focus in any melee weapon and Alertness
Sence Motive : 5 ranks
Spot : 5 Ranks
Listen : 5 Ranks
Training: Must be trained by another Devouted Defender.

Hit Die:
d12

Class Skills:
Climb, Innuendo, Jump, Listen, Profession (any), Sense Motive, Search, Spot.

Skill Points:
2 + Int Mod

Source:Sword and Fist (modified)

Level Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +2 +0 Defensive Help - AC (Charge recieve +1 AC per level of the Defender, but must be within 5 feet.)
2 +2 +3 +3 +0 Harm's Way (Once per round the Defender can "switch places" with their charge and take the brunt of the attack. Must be within 5 feet.)
3 +2 +3 +3 +1 Defensive Help - Flanking (The Defenders charge cannot be flanked as long as the defender is within 5 feet.)
4 +3 +4 +4 +1 Defensive Strike (When the Defenders charge is struck in melee combat, the Defender may make an immediate attack of opportunity against the attacker.)
+1 competence bonus to AC for the Defender.



Ninja

The Ninja is the culmination of centuries of devotion and research in the art of stealthy combat. Through intense concentration and training they obtain abilities that make them feared and deadly assasins.

Requirements:

Feats : Evasion and Dodage
Move Siliently : 6 ranks
Hide : 6 Ranks
Tumble : 3 Ranks
Training: Must be trained by another Ninja.

Hit Die:
d6

Class Skills:
Balance, Climb, Craft, Escape Artist, Hide, Jump, Listen, Move Siliently, Swim, Tumble.

Skill Points:
6 + Int Mod

Source:Mine (combo of several pretige class in other material)

Level Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +1 +1 +1 Monklike Armor Class Bonuses, Sneak Attack +1d6
2 +1 +2 +2 +2 Hide in Plain Sight (Can use their Hide skill even while being observed, as long as they are within 10 feet of some sort of shadows except their own.)
Darkvision 15 feet.
3 +2 +2 +2 +2 Uncanny Dodge, Defelect Arrows
4 +3 +3 +3 +3 Defensive Roll (When the Ninja still has their Dex bonus, they can make a tumble roll against a DC 20 to avoid any threatened critical hit.)
Fast Sneak & Climb (The ninja can move their full movement rate while sneaking and climbing.)
5 +3 +3 +3 +3 Improved Evasion (Even on a failed Reflex save the Ninja only takes half damage.)
Sneak Attack +2d6



Hunter of the Dead

Hunters of the Dead are dedicated to wiping the scourge of undead off the face of the land. They have been touched by the undead's unnatural power and seek to save others from a similiar fate. To that end they study undead throughly so that they are better able to combat them and they have developed tactics unknown to most.

Requirements:

Knowledge Undead : 10 ranks
Base Attack Bonus : +5
Special: Must have been drained one level or one ability point by undead.

Hit Die:
d10

Class Skills:
Concetration, Heal, Knowledge (undead & religion), Profession, Ride, and Search.

Skill Points:
2 + Int Mod

Source:Revised from Defenders of the Faith

Level Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +0 +2 Can Detect Undead at Will, Precison Strike (Hunter can get critical hits on Undead creatures that would normally be immune).
2 +2 +3 +0 +3 Undead Bane (Hunter does +1d6 damage on any sucessful hit against undead.)
3 +3 +3 +1 +3 Zest for Life (Hunter adds their Chrisma modifier, if positive, to any saves against Undead powers or spells.)
4 +3 +4 +1 +4 Smite Undead (twice per day a Hunter can add their level to one attack and damage roll against an Undead foe.)
5 +4 +4 +1 +4 True Death (Any Undead slain by the Hunter are forever destroyed.)



Weapon Master

Weapon Masters are devouted to taking their skill in a particular weapon to it highest form. They learn how to garner every once of use and deliver accurate powerful blows with their favored armament.

Requirements:

Base Attack Bonus : +5
Feats: Weapon Focus (any), Weapon Specialization (any)

Hit Die:
d10

Class Skills:
Bluff, Craft, Intimidate, Jump, Preform (weapon tricks), Ride, Swim.

Skill Points:
2 + Int Mod

Source:Revised from Sword and Fist.

Level Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +2 +0 +0 Gains +2 on all opposed rolls when disarming and +4 when being disarmed, while using a Focused weapon.
2 +1 +3 +0 +0 Superior Weapon Focus, add an addition +1 to attack rolls with the weapon master's weapon of choice.
3 +2 +3 +1 +1 -
4 +3 +4 +1 +1 Superior Weapon Specialization, add an additional +2 to damage rolls made with the weapon master's weapon of choice.



Archer

Archers have dedicated themselves to raising their ability with ranged weapons. The have learned how to best utilize their skills in hunting and in combat.

Requirements:

Base Attack Bonus : +5
Feats: Point Blank Shot, Precise Shot, and one of either Rapid Relaod, Shot on the Run, or Weapon Focus (ranged weapon any).
Special: Must compete and win one archery tournament.

Hit Die:
d8

Class Skills:
Craft, Spot, Swim, and Ride.

Skill Points:
2 + Int Mod

Source:Revised Order of the Bow from Sword and Fist.

Level Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +1 +1 +0 May take Weapon specialization in any ranged weapon if not already a fighter. Note this does not grant the feat, just allows it to be taken.
2 +1 +2 +2 +0 Close Combat Shot: Archer can attack with a ranged weapon in a threatened area without drawing an attack of oppotunity.
3 +2 +2 +2 +1 Called Shot: Archer can take a minus one to hit for a plus one to damage up to their Archer level.
4 +3 +3 +3 +1 -
5 +4 +4 +4 +1 Zen Archery: Th Archer may add their Wis, Int, or Chr modifier to all ranged attack rolls. This stacks with the dexterity modifiers already in place.



Alchemist

Alchemists are dedicated to studying the intricate and dangerous arts of potions. Through this dedication an Alchemist can improve his skill dramitcally and create potions that are out of the grasp of other practitioners.

Requirements:

Statistics : Int 12
Feats: Brew Potion.
Skills: Alchemy rank 10.

Hit Die:
d4

Class Skills:
Alchemy, Concentration, Craft, Knowledge(any), Profession, Scry, Spellcraft.

Skill Points:
4 + Int Mod

Source:Mine

Level Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +1 +1 +1 Skill Focus (alchemy)
2 +1 +2 +2 +2 +1 to exsisting class level of spells per day.
3 +1 +2 +2 +2 Skill Focus (alchemy)
4 +2 +3 +3 +3 +1 to exsisting class level of spells per day.
5 +2 +3 +3 +3 Skill Focus (alchemy). +1 to exsisting class level of spells per day.



Summoner

The Summoner has researched the art of calling creatures and beings from other planes. They are able to call summoning magic more quickly and to better effect.

Requirements:

Skills : Spellcraft rank 10 and Knowledge (arcana) 5 ranks.
Feats: Spell Focus (conjuration).
Special: Must study with another Summoner.

Hit Die:
d4

Class Skills:
Alchemy, Concentration, Craft, Knowledge(any), Profession, Scry, Spellcraft..

Skill Points:
4 + Int Mod

Source:Mine

Level Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +0 +1 All summoning spells are reduced to a standard action. Creatures summoned appear that round, but do not have actions until the next.
2 +1 +1 +1 +1 +1 to exsisting class level of spells per day.
3 +1 +1 +1 +2 All summoned creates have +1 hit die and +1 to hit and damage rolls.
+1 to exsisting class level of spells per day.
4 +2 +1 +1 +3 +1 to exsisting class level of spells per day.
5 +2 +2 +2 +3 All summoning spells act as if affected by the Empower Spell feat, expect that they are casted at their proper level.
+1 to exsisting class level of spells per day



Elementalist

The Elementalist studies and masters the destructive forces of nature. Their knowledge allows to them to make use of all types of energies in the spells.

Requirements:

Skills : Knowledge (arcana) 10 and Spellcraft 10
Feats: Spell Focus (evocation).
Special: Must study with another Elementalist.

Hit Die:
d4

Class Skills:
Alchemy, Concentration, Craft, Knowledge(any), Profession, Scry, Spellcraft..

Skill Points:
4 + Int Mod

Source:Mine

Level Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +0 +1 All energy spells will do an extra 1d4 of damage per level of Elementalist.
2 +1 +1 +1 +1 +1 to exsisting class level of spells per day.
3 +1 +1 +1 +2 Elementalist may substitute one type of energy for another when memorizing a spell (fire, cold, electricity, sonic, acid).
+1 to exsisting class level of spells per day.
4 +2 +1 +1 +3 +1 to exsisting class level of spells per day.
5 +2 +2 +2 +3 The Elementalist ignores the first 5 points of damage from all energy types. This power stacks with all other protection spells.
+1 to exsisting class level of spells per day.



Shapeshifter

Shapeshifters are Druids that master their Wild Shaping abilities.

Requirements:

Skills : Wilderness Lore rank 12
Feats: Wild Shape.

Hit Die:
d8

Class Skills:
Same as Druid

Skill Points:
4 + Int Mod

Source:Mine

Level Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +1 +0 +1 A Shapeshifter is a natural shapechanger, as such they only require a standard action to assume a new form and they can assume their true form as a move-equivelent.
2 +1 +2 +0 +2 +1 to exsisting class level of spells per day.
3 +2 +2 +1 +2 The Shapeshifter gains the natural attack routines of the chosen form.
+1 to exsisting class level of spells per day.
4 +3 +3 +1 +3 +1 Wild Shape per day. +1 to exsisting class level of spells per day.
5 +3 +3 +1 +3 The Shapeshifter gains the extraordinary abilities of the chosen form.
+1 to exsisting class level of spells per day



Fatespinner

Fatespinners have studied the choatic realm of luck. They realize that their are many possibilties for every action. Their incites allow them to turn chance into probabilities.

Requirements:

Skills : Spellcraft rank 8 and Knowledge (arcana) 8.
Feats: Spell Focus (divination).
Special: Must study with another Fatespinner.

Hit Die:
d4

Class Skills:
Alchemy, Concentration, Craft, Knowledge(any), Profession, Scry, Spellcraft..

Skill Points:
4 + Int Mod

Source:Modified from Tome of Blood

Level Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +0 +1 The fatespinner can choose to resist fate, which allows them to reroll one die roll per level of fatespinner per day. If they do choose to reroll they must keep the second roll.
2 +1 +1 +1 +1 The Fatespinner can begin to Spin Fate, see note below for rules. +1 to exsisting class level of spells per day.
3 +1 +1 +1 +2 The Fatespinner can use their Resist Fate ability to affect the rolls of other allied creatures.
4 +2 +1 +1 +3 +1 to exsisting class level of spells per day.
5 +2 +2 +2 +3 The Fatespinner can use their Resit fate ability to affect the rolls of any creature.
+1 to exsisting class level of spells per day

Spinning fate is the ability to influence to probabities of the results of actions. A Fatespinner can store negative spin on fate so that it can be used later as positive spin. All spin must be applied before the roll is made. Spinning fate cannot be used in conjuction with Resisting Fate.

To store spin a Fatespinner can choose to subtract up to 2 points on certain die rolls. This spin can then be used later to add to certain rolls, only the Fatespinner may choose to add up to their Fatespinner level, however they can never excede the amount of spin stored. Spin can be used or stored on attack rolls, saving throws, or on the DCs of spells that the Fatespinner casts.

Even with this power the Fatespinner cannot cheat fate. They cannot accumalate spin where the outcome is not predetermined or when the outcome is not important. Also, fate is fickle and spin can only be stored on a daily basis.