Author Topic: 667 Three Level PrCs  (Read 3602 times)

Offline Stratovarius

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667 Three Level PrCs
« on: July 03, 2016, 09:02:23 AM »
Hear ye, hear ye! Herein lies a collection of three levels long prestige classes, designed to be entered after 3rd level ( usually :) ). Lets get some customization for us low level loving types going on!

I shall be adding my own, but if anyone else has classes, toss them in, or toss in links. I'll be creating an index in here shortly. :D

Arcane:
Arcane Scholar
Elemental Scion

Divine:
None yet

Martial:
Arbalester
Linebreaker
Thundercrack

Skill:
Axethrower
Merchant Adventurer

Shadowcasting:
Darkborn

Truenaming:
Earth Spirit
« Last Edit: August 05, 2016, 07:43:22 AM by Stratovarius »

Offline Stratovarius

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Re: 667 Three Level PrCs
« Reply #1 on: July 03, 2016, 09:06:40 AM »
Linebreaker

"For the WAAAGH!"
– Mheagli Scoigh, Dwarven Linebreaker


Text

Becoming a Linebreaker
Text

Table 1: The Linebreaker
Hit Die: d10


Level  BAB   Ref  Fort  Will  Abilities                                Maneuvers
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +1    +2   +2    +0    Shrug It Off, Knockback                  +1 Maneuver Level
2      +2    +3   +3    +0    Swiping Blow, Lead the Way               +1 Maneuver Level
3      +3    +3   +3    +1    Extra Targets, Can Crusher               +1 Maneuver Level


Class skills (4 + Int modifier per level): Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge (History) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str)

Requirements:
Feats: Shattermace
BAB: +3
Skills: Knowledge (History) 6, Jump 6
             
Class Features
Text
  • Maneuvers: The linebreaker increases maneuvers as if the character had gained a level in the appropriate class at each indicated level.
  • Shrug It Off(Ex): The linebreaker is often the target of the enemy's attention. This is exactly where he wants to be. He gains damage reduction 2/- for each different foe he has struck in this round. This stacks with itself and lasts until the beginning of his next round.
  • Knockback (Ex): The linebreaker gains Knockback and Improved Bull Rush as bonus feats.
  • Swiping Blow (Ex): Having long been accustomed to smashing through the defences of a shield wall, the linebreaker has learned how to swipe at foes on the way past. When moving as part of a bull rush, knockback, or a charge, the linebreaker can make an attack at a -5 penalty against a single foe whom he moves past. That foe must be in melee range at some point during the movement, and cannot be the target of the bull rush, charge, etc. He only gains half his Strength bonus on damage rolls for this attack.
  • Lead the Way (Ex): Whenever the linebreaker knocks a foe away from him, via a bullrush, the knockback feat, or similar, he can choose to follow up, staying adjacent to the enemy until the push is finished. This movement does not provoke attacks of opportunity.
  • Extra Targets (Ex): When surrounded, the linebreaker fights with supreme skill and violence. He gains one additional attack as part of a full attack action for each enemy beyond the first adjacent to him.
  • Can Crusher (Ex): The Can Opener ability now applies to all attacks in a round with an appropriate weapon. However, it does not grant the bonus more than once against a given foe.
Shattermace
Prerequisites: BAB +3, Power Attack, proficiency with a mace
Benefit: You smash through the enemy ranks, using a mace as your weapon of choice
Can Opener: Once per round you can declare that a melee attack you make with a mace, heavy mace, or warmace against an enemy is intended to open the enemy's defenses. You must declare this attempt before you roll your attack, and the attempt is wasted for the round if the attack misses. If the attack hits, your allies gain a +2 morale bonus on attack rolls and damage rolls against that enemy until the start of your next turn.
Lightning Mace: Whenever you roll a threat on an attack roll while using a mace, you gain an additional attack at the same attack bonus.
Three Mountains: If you strike the same creature twice in the same round with your mace it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or be nauseated by the pain for 1 round.

Offline Stratovarius

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Re: 667 Three Level PrCs
« Reply #2 on: July 03, 2016, 09:31:15 AM »
Thundercrack

"For the WAAAGH!"
– Mheagli Scoigh, Dwarven Thundercrack


Text

Becoming a Thundercrack
Text

Table 1: The Thundercrack
Hit Die: d12

Code: [Select]
Level  BAB   Ref  Fort  Will  Abilities                                Maneuvers
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +1    +2   +2    +0    Supreme Power Attack, Battering Smash    +1 Maneuver Level
2      +2    +3   +3    +0    Thunder Strike, Shockwave                +1 Maneuver Level
3      +3    +3   +3    +1    Storm of Blows, Savage Strikes           +1 Maneuver Level

Class skills (4 + Int modifier per level): Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str)

Requirements:
Feats: Power Attack, Improved Sunder
BAB: +3
Skills: Intimidate 6, Balance 6
Special: Proficient with the thunder club
             
Class Features
Text
  • Maneuvers: The thundercrack increases maneuvers as if the character had gained a level in the appropriate class at each indicated level.
  • Supreme Power Attack (Ex): An Thundercrack deals +100% the normal damage from his use of the Power Attack feat with a thunder club.
  • Battering Smash (Ex): When making a sunder attempt, the Thundercrack ignores hardness with a thunder club.
  • Thunder Strike (Ex): The Thundercrack's blows are so mighty that armor not only offers little protection from them, but it also acts as a conduit for the force of the blow, causing his opponent even more pain. When wielding his thunder club, the Thundercrack gains a bonus on melee damage rolls equal to his foe's armor bonus plus his natural armour bonus (not including shield bonus or enhancement bonus). Thus, a Thundercrack striking a creature wearing a breastplate gains a +5 bonus on his damage roll.
  • Shockwave (Ex): When the Thundercrack makes a melee attack with a thunder club, on a successful hit the struck creature and all enemy creatures within 10 ft. of the struck creature must make a fortitude save (10 + 1/2 character level + Strength modifier) or be stunned.
  • Storm of Blows (Ex): The Thundercrack has achieved almost unthinkable speed with his chosen weapon, and is no longer restricted to one attack a round with a thunder club.
  • Savage Strikes (Ex): When the Thundercrack threatens a critical hit with a thunder club, he automatically confirms the critical.
Thunder Club
  • Cost: 15gp
  • Damage (M): 2d8
  • Critical: 20/x2
  • Range: -
  • Weight: 20 lb.
  • Type: Bludgeoning/Two-Handed, Hammer
  • Special: May only attack once a round, regardless of normal number of attacks. Counts as a large weapon for the purpose of Disarm or Sunder checks.

Offline Stratovarius

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Re: 667 Three Level PrCs
« Reply #3 on: July 03, 2016, 10:32:28 AM »
Arbalester

"For the WAAAGH!"
– Mheagli Scoigh, Dwarven Arbalester


Text

Becoming a Arbalester
Text

Table 1: The Arbalester
Hit Die: d10


Level  BAB   Ref  Fort  Will  Abilities                                Maneuvers
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +1    +2   +2    +0    Power Shot, Farsight                     +1 Maneuver Level
2      +2    +3   +3    +0    Expert Sniper, Piercing Shot             +1 Maneuver Level
3      +3    +3   +3    +1    Thunderous Barrage, To The Horizon       +1 Maneuver Level


Class skills (4 + Int modifier per level): Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge (History) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str)

Requirements:
Feats: Ponderous Aim, Ponderous Reload
BAB: +3
Skills: Knowledge (History) 6, Spot 6
Special: Proficient with the Ponderous Arbalest
             
Class Features
Text
  • Maneuvers: The arbalester increases maneuvers as if the character had gained a level in the appropriate class at each indicated level.
  • Power Shot (Ex): An arbalester learns how to make devastatingly powerful bowshots. On her action, before making any attack rolls, she may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed her base attack bonus. The penalty on her attack rolls and bonus on her damage rolls apply until her next action.
  • Farsight (Ex): An arbalester enjoys great visual acuity. She suffers only half the normal penalty on her Spot checks because of distance (—1 per 20 feet of distance, rather than —1 per 10 feet). In addition, an arbalester takes only half the normal penalty on ranged attacks per range increment (—1 per range increment, rather than —2).
  • Expert Sniper (Ex): An arbalester does not take the -20 penalty to hide after sniping.
  • Piercing Shot (Ex): When the arbalester makes a ranged attack with a ponderous arbalest, each shot blasts through the creature struck, possibly punching through the creatures behind it as well. His shot takes the form of a 60-foot line. Make a single attack roll. If the first creature in the line is struck, use the same dice result with a -2 penalty against the second. Repeat until there are no more creatures or an attack misses (so -4 against the next creature, then -6, and so on). Roll damage once. Every creature struck takes his damage from his shot, which includes any applicable extra damage (such as flaming ammo). This does not include precision damage. An arbalester may choose not to make a piercing shot, if he wishes to deal precision damage.
  • Thunderous Barrage (Ex): The arbalester has achieved almost unthinkable speed with his chosen weapon, and no longer needs to spend actions to aim or reload. He is no longer restricted to one attack a round.
  • To The Horizon (Ex): The power of the arbalester's weapon is such that its maximum range is fifteen range increments rather than the normal ten range increments.
Ponderous Arbalest
  • Cost: 125gp
  • Damage (M): 3d10
  • Critical: 19-20/x3
  • Range: 200 ft.
  • Weight: 20 lb.
  • Type: Piercing/Ranged, Crossbow
  • Special: May only attack once a round, regardless of normal number of attacks. Takes a move action to aim, and a full-round action to reload. If fired without aiming, it takes a -4 penalty to attack. It is usually used by a team of two.
Ponderous Aim
Prerequisites: BAB +1, proficient with ponderous arbalest
Benefit: Aiming a ponderous arbalest is now a swift action

Ponderous Reload
Prerequisites: BAB +1, proficient with ponderous arbalest
Benefit: Reloading a ponderous arbalest is now a move action

Offline Stratovarius

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Re: 667 Three Level PrCs
« Reply #4 on: July 03, 2016, 12:46:21 PM »
Elemental Scion

"Text"
– Am Shaegar, Biyou Elemental Scion


Text

Becoming a Elemental Scion
Text

Table 1: The Elemental Scion
Hit Die: d4

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities          Casting
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Elemental Form             +1 Arcane Casting
  2    +1     +0    +0    +3     Elemental Form             +1 Arcane Casting
  3    +1     +1    +1    +3     Elemental Form             +1 Arcane Casting

Class skills (2 + Int modifier per level): Appraise (Int), Autohypnosis (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Speak Language, Spellcraft (Int)

Requirements:
Feats: Cold Focus, Fire Focus, Electricity Focus, or Acid Focus
Skills: Knowledge (Arcana) 6, Knowledge (The Planes) 6.
Special: Must be able to cast at least five spells with the same elemental descriptor as the Focus feat.
             
Class Features
Text
  • Arcane Casting: The Elemental Scion increases all arcane casting features as if the character had gained a level in the appropriate class at each indicated level.
  • Elemental Form (Ex): Beginning at 1st level, the Elemental Scion gains a series of abilities taking him closer to his elemental heritage. Or at least closer to the element magic has warped him into. All abilities below reference a small elemental of the appropriate type (Water if he has Cold Focus, Air if electricity, Fire if fire, and Earth if acid).
    • At 1st level, he gains the movement types and special qualities of the elemental he is associated with.
    • At 2nd level, he gains the special attacks of the elemental he is associated with.
    • At 3rd level, he gains the ability to completely become the elemental he is associated with, as a standard action. He can revert to his normal form as a standard action. In addition, by expending a 2nd level spell as part of the standard action, he can increase his elemental size category by one. A 4th level spell increases his size category by +2, a 6th by +3, and an 8th by +4. The size increase lasts for a number of rounds equal to his class level + his constitution modifier.

Offline Stratovarius

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Re: 667 Three Level PrCs
« Reply #5 on: July 04, 2016, 07:47:25 AM »
Axethrower

"For the WAAAGH!"
– Mheagli Scoigh, Dwarven Axethrower


Text

Becoming a Axethrower
Text

Table 1: The Axethrower
Hit Die: d8


Level  BAB   Ref  Fort  Will  Abilities                               
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +1    +2   +2    +0    Sudden Strike +1d6, Quick Draw, Arcing Shot           
2      +2    +3   +3    +0    Melee Throw, Extended Precision         
3      +3    +3   +3    +1    Sudden Strike +1d6, Flicked Throw, Deadeye Toss


Class skills (4 + Int modifier per level): Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge (History) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str)

Requirements:
Feats: Axethrower
Special: Must be able to deal precision damage
Skills: Spot 6, Sleight of Hand 6
             
Class Features
Text
  • Sudden Strike (Ex): The Axethrower gains sudden strike +1d6 at 1st level, and +2d6 at 3rd level.
  • Quickdraw (Ex): The Axethrower gains Quick Draw as a bonus feat.
  • Arcing Shot (Ex): The Axethrower has learned to avoid cover. By making an arcing shot with a throwing weapon, he ignores any penalties for attacking into partial cover, and takes only a -4 penalty attacking into full cover. In addition, if he makes an arcing shot, he ignores the penalty for attacking prone enemies. However, he does not get a strength bonus on arcing shot attacks.
  • Melee Throw (Ex): He no longer generates attacks of opportunity when making throwing attacks in melee.
  • Extended Precision (Ex): The axethrower can now deal precision damage at up to 60 ft.
  • Flicked Throw (Ex): The axethrower can draw a throwing weapon and make a ranged attack with it in the same round, and in doing so catch his opponent flat-footed (for the purpose of the attack only). He may use this only once per round.
  • Deadeye Toss (Ex): When using a thrown weapon against a target, the axethrower can make a ranged touch attack instead of a normal attack. If the attack hits, he does not apply his Strength bonus to the damage.
Axethrower
Prerequisites: None
Benefit: When you make a ranged attack with a thrown weapon (axe, spear, javelin, or the like), you may add your Strength bonus instead of your Dexterity bonus to the attack roll. In addition, on your turn, before making any attack rolls, you can choose to subtract a number from all thrown weapon attack rolls and add the same number to all thrown weapon damage rolls. This number may not exceed your base attack bonus. The penalty on attack rolls and the bonus on damage rolls applies until your next turn.

Offline Stratovarius

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Re: 667 Three Level PrCs
« Reply #6 on: July 07, 2016, 07:14:34 AM »
Arcane Scholar

"Text"
– Am Shaegar, Biyou Arcane Scholar


Text

Becoming a Arcane Scholar
Text

Table 1: The Arcane Scholar
Hit Die: d6


Level  BAB    Ref   Fort  Will   Special Abilities          Casting
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Arcane Secret               +1 Arcane Casting
  2    +1     +0    +0    +3     Arcane Secret               +1 Arcane Casting
  3    +1     +1    +1    +3     Arcane Secret, Extra Secret +1 Arcane Casting


Class skills (2 + Int modifier per level): Appraise (Int), Autohypnosis (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Speak Language, Spellbond, Spellcraft (Int)

Requirements:
Feats: Research
Skills: Knowledge (Arcana) 6, Decipher Script 6
Spells: Must know at least 4 unique to the wizard list
             
Class Features
Text
  • Arcane Casting: The Arcane Scholar increases all Arcane casting features as if the character had gained a level in the appropriate class at each indicated level.
  • Arcane Secret (Ex): Beginning at 1st level, a Arcane Scholar's research grants particular benefits. Choose one Arcane Secret from the table below each time you gain a level. Add your class level plus Intelligence modifier to determine which secrets you can choose. You cannot choose the same secret twice.
  • Extra Seed: The Arcane Scholar, at 3rd level, may choose one extra Arcane Secret. He cannot choose the same secret twice.
Table 2: Arcane Secrets

Secret   Ancient Secret          Effect
1        Versed in magic         +3 competence bonus on Knowledge (arcana) and Spellcraft checks.
2        Secret of strength      +1 competence bonus on all caster level checks to overcome spell resistance.
3        Secret of defiance      +1 competence bonus on saves against spells and spell-like abilities.
4        Overwhelming magic      +1 competence bonus to DC on spells from a single seed, chosen when you get this ability.
5        Mystery of magic        You are now able to maintain concentration on a spell as a swift action, instead of a move action. You can use this on one spell per class level per day.
6        Secret of power         A Arcane Scholar can choose one seed known to him that then becomes permanently modified as though affected by one of the following metamagic alterations: Enlarge, Extend, Still, or Silent. The spell's level does not change, and once the choice of seed and modification are chosen, they cannot be changed.
7        Mystery of the biyou    Once per day, you can cast a day without paying the spell point cost. You must otherwise obey all rules relating to spell casting.
8+       Sudden Research         By sacrificing the ability to cast two of your seeds for the next ten minutes, you may gain knowledge of one Arcane spell seed you do not know. This knowledge lasts for one round, and does not count for prerequisites.

Offline Amechra

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Re: 667 Three Level PrCs
« Reply #7 on: July 12, 2016, 06:47:10 AM »
(That's not how Initiators work. But I guess you knew that.)

Here's a bunch of three level PrCs, most of which can be entered at 4th level.
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline Stratovarius

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Re: 667 Three Level PrCs
« Reply #8 on: July 12, 2016, 07:29:05 AM »
(That's not how Initiators work. But I guess you knew that.)

It's my lazy cheat to convert them from using a homebrew system to initiating. Although I always did think it was bizarre ToB didn't use the +existing of every other system out there.

Quote
Here's a bunch of three level PrCs, most of which can be entered at 4th level.

Nice. I've seen that work before - it's a lot of fun.

Offline Stratovarius

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Re: 667 Three Level PrCs
« Reply #9 on: July 12, 2016, 05:18:01 PM »
Darkborn

"Text"
– Am Shaegar, Biyou Darkborn


Text

Becoming a Darkborn
Text

Table 1: The Darkborn
Hit Die: d6

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +2    +2     Umbral Friend, Edge of Darkness +2d3
  2    +1     +0    +3    +3     Shadowstep, Assassin's Mystery
  3    +1     +1    +3    +3     Hide in Plain Sight, Path Mastery, Edge of Darkness +4d3   

Class skills (2 + Int modifier per level): Concentration, Craft, Hide, Intimidate, Knowledge (arcana), Knowledge (the planes), Move Silently, Profession, Spellcraft, Spot.

Requirements:
Feats: Path Focus
Skills: Hide 6, Knowledge (The Planes) 6.
             
Class Features
Text
  • Mysteries and Paths: The Darkborn is a shadowcaster, using the mysteries and paths of shadow magic (Tome of Magic p109). Upon entry into the class, she chooses a single apprentice path. At 1st level, she can cast the first mystery of that path. At 2nd level, the second. And at 3rd level, she learns the third mystery in that path. Otherwise, she follows all the rules of the shadowcaster for casting mysteries, including using both intelligence and charisma in their casting.
  • Umbral Friend (Ex): Having spent so long in shadow, the Darkborn is inured to its touch, and indeed, welcomes its presence. She gains cold resistance 10, a bonus on Hide and Move Silently checks equal to twice her class level, and darkvision out to 60 ft, if she did not already have it.
  • Edge of Darkness (Su): Mysteries of the darkborn are dangerous, cutting. If the target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), has failed to spot a hidden darkborn, or is flanked by the darkborn, it takes 1d3 cold and 1d3 piercing damage whenever the darkborn successfully affects the target with a mystery. If the mystery has a duration, the damage is repeated each round the conditions are met. At 3rd level, the damage increases to 2d3 cold and 2d3 piercing.
  • Assassin's Mystery (Ex): If a darkborn has already successfully hidden at least 10 feet from her target, she can cast a single mystery on that target, then immediately hide again. She takes a -20 penalty on her Hide check to conceal herself after the shot.
  • Shadowstep (Su): If the darkborn moves at least 10 feet during her turn, she gains concealment against all melee and ranged attacks until the start of her next turn. She also gains the standard benefits of concealment, but she cannot use this stance to hide in plain sight; she must still use some other terrain feature that normally allows her to use the Hide skill. The fluttering shadows make it difficult to specifically target her, but her enemies are aware of her position.
  • Hide in Plain Sight (Ex): She may use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar ettect).
  • Path Mastery (Ex): Having mastered her path, the Darkborn gains the Greater Path Focus feat in her chosen path.
Uses per Mystery per Day
Code: [Select]
Level 1st 2nd 3rd
–––––––––––––––––
1st   2   –   –
2nd   3   2   –
3rd   4   3   2

Offline Stratovarius

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Re: 667 Three Level PrCs
« Reply #10 on: July 23, 2016, 01:35:02 PM »
Earth Spirit

"Text"
– Am Shaegar, Kier Earth Spirit


Text

Becoming a Earth Spirit
Text

Table 1: The Earth Spirit
Hit Die: d8

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities
––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +2    +2     Name the Spirit
  2    +1     +0    +3    +3     Bonus Feat
  3    +2     +1    +3    +3     Nature's Travel

Class skills (4 + Int modifier per level): Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (geography, history, local, nature), Listen, Profession, Ride, Spellcraft, Spot, Survival, Truespeak

Requirements:
Feats: Watchful Spirit
Skills: Truespeak 6, Knowledge (Nature) 6
Special: Must have a spirit guide
             
Class Features
Text
  • Utterances: The Earth Spirit is a truenamer, and follows the rules therein. The utterances she knows are from the Lexicon of the Perfected Map, and given on the table below.
  • Class Features: At each level of Earth Spirit, the character advances all class features (including spellcasting) as if the character had taken another level in the base class used to enter Earth Spirit.
  • Name the Spirit (Ex): By making a Truespeak check as part of the action of casting a spell, the Earth Spirit can affect spirits (see Spirit Shaman) more easily. If she succeeds on a check with a DC of 15 + 2 * CR of the target spirit (use the highest if multiple creatures are affected), the DC of the spell increases by +1. This is subject to the Laws of Truespeaking.
  • Bonus Feat (Ex): At 2nd level, the Earth Spirit may select a single feat that requires Watchful Spirit as a prereq.
  • Nature's Travel (Ex): At 3rd level, the Earth Spirit gains the ability to walk amongst the natural world at high speeds. By making a Truespeak check of DC of 15 + 2 * her Hit Dice, she can move between natural areas, as per Tree Stride, Swamp Stride, or Frostfell Slide. This is subject to the Laws of Truespeaking.
Utterances Known
Code: [Select]
Level 1st 2nd 3rd
–––––––––––––––––
1st   2   –   –
2nd   3   2   –
3rd   4   3   2

Watchful Spirit
An ancestor spirit, an icon of your faith, or another being watches out for you
Prerequisites: Must have a spirit guide
Benefit: Twice per day, you can reroll an initiative roll you have just made before you know your place in the initiative order. You take the better of the two rolls. If you still have two or more uses left, you gain a +1 sacred bonus on all saves. If you still have one or more uses left, you gain a +1 deflection bonus to armour class. These benefits stack with each other.

Vengeful Spirit
Your watchful spirit takes revenge on foes that have harmed you.
Prerequisites: Watchful Spirit
Benefit: If you use an initiative reroll from your watchful spirit feat, once per round for the rest of the encounter you may expend your immediate action when a creature damages you. If you do, that creature immediately takes half the damage it dealt to you. This damage is untyped, so damage reduction and resistance or immunity does not apply. Also, you gain one extra initiative reroll from your watchful spirit feat.

Hasty Spirit
Your watchful spirit lends you a burst of speed in times of great need.
Prerequisites: Watchful Spirit
Benefit: If you use an initiative reroll from your watchful spirit feat, you gain a +10 ft. enhancement bonus to your base land speed, and you can take an extra move action on one of your turns during that encounter. Also, you gain one extra initiative reroll from your watchful spirit feat.

Defending Spirit
Your watchful spirit helps you defend yourself.
Prerequisites: Watchful Spirit
Benefit: If you use an initiative reroll from your watchful spirit feat, you gain a +2 dodge bonus to your Armor Class and are never flat-footed for the duration of that encounter. Also, you gain one extra initiative reroll from your watchful spirit feat.

Offline Stratovarius

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Re: 667 Three Level PrCs
« Reply #11 on: August 05, 2016, 07:37:33 AM »
Merchant Adventurer

"Text"
– Am Shaegar, Merchant Adventurer


Text

Becoming a Merchant Adventurer
Text

Table 1: The Merchant Adventurer
Hit Die: d6

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities                                Casting
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +1     +2    +0    +2     Precise Strike +1d6, Bardic Music, Golden Voice  +1 Bardic Casting
  2    +2     +3    +0    +3     Jaunty Tune                                      +1 Bardic Casting
  3    +3     +3    +1    +3     Precise Strike +2d6, Merchant Leader             +1 Bardic Casting

Class skills (6 + Int modifier per level): Appraise, Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (arcana), Knowledge (local), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Swim, Tumble

Requirements:
Feats: Favoured in Guild, Mercantile Background, or Resourceful Buyer
Skills: Appraise 6, Diplomacy 6.
Spells: 1st level Bard spellcasting
             
Class Features
Text
  • Bardic Casting: The Merchant Adventurer increases all Bardic casting features as if the character had gained a level in the appropriate class at each indicated level.
  • Bardic Music: The Merchant Adventurer adds his class level to his Bard class levels to determine his total Bardic Music capabilities.
  • Precise Strike (Ex): At 1st level, a Merchant Adventurer 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 Merchant Adventurer cannot attack with a weapon in her other hand or use a shield. A Merchant Adventurer'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 3rd level, the extra damage on a precise strike increases to +2d6.
  • Golden Voice (Su): The Merchant Adventurer can expend one use of his Bardic music when engaged in negotiations to buy or sell an item. He makes an opposed Appraise check against the other party, and for each 5 points he wins by, the price shifts 5% in his favour (max 25%).
  • Jaunty Tune (Ex): You gain access to a floating "pool" of luck, which manifests as bonus points you can use as desired to improve your odds of success at various tasks. This bonus pool consists of 2 points per character level, which you can spend as you like to improve any d20 roll, although no single check can receive a bonus greater than one-half your character level. You must declare any bonus point usage before the appropriate roll is made. Used points disappear from the pool, and any points remaining at the end of the day are wasted. These points count as luck bonuses for the purpose of stacking, and the pool refreshes every morning. You must expend one use of your Bardic Music every time you wish to access this pool.
  • Merchant Leader (Ex): At 3rd level, the Merchant Adventurer sets up his own merchant company. He receives a +2 insight bonus on his profit modifier (see page 183 of Dungeon Master's Guide II) per class level and a 10% reduction in his capital costs for every three character levels. He also recieves followers (but not a cohort) as if he had taken the Leadership feat. These followers can only be commoners, experts, or magewrights.