![]() |
|
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
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)
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)
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
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.
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.
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
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
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
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
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
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.
|