scathach_QME
2005-09-27, 01:14 PM
The player wants an Indiana Jones type wizard/rogue.
His version of the class -
Prereqs: Know (Arcana) 5 ranks, Know (History) 5 ranks, Decipher Script 5 ranks, fluent in 2 ancient languages, ability to cast Detect Secret Doors.
Class Skills:
Hit Die: d6
Skill Points: 6+Int per level
Class Features:
Obscure Lore: Obscure Lore works like (and stacks with) the Bardic Knowledge ability
Sigil Sense: Bonus to detection of and saves versus runes, sigils, glyphs, and other written magic.
Magical Lore: +4 on Seearch and Disable Device on magical traps, +2 to Use Magic Device
Uncanny Dodge: Stacks to become Improved Uncanny Dodge
Spells: Beginning at 1st level, and every level beyond that, an Arcane Archaeologist gains new spells as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain gain any other benefit a character of that class would have gained.
1 0 0/2/2 Obscure Lore, Sigil Sense +1, Spells* +1 level of existing spellcasting class
2 1 0/3/3 Magical Lore, Uncanny Dodge +1 level of existing spellcasting class
3 2 1/3/3 Sneak attack +1d6, Trap Sense +1 +1 level of existing spellcasting class
4 3 1/4/4 Sigil Sense +2 +1 level of existing spellcasting class
5 3 1/4/4 Detect Secret Doors as an elf, Bonus Metamagic Feat +1 level of existing spellcasting class
6 4 2/5/5 Sneak attack +2d6, Trap Sense +2 +1 level of existing spellcasting class
7 5 2/5/5 Sigil Sense +3, Bonus Metamagic Feat +1 level of existing spellcasting class
8 6 2/6/6 Trap Sense +3, Improved Evasion +1 level of existing spellcasting class
9 6 3/6/6 Sneak attack +3d6 +1 level of existing spellcasting class
10 7 3/7/7 Sigil Sense +4, Trap Sense +4 +1 level of existing spellcasting class
My version -
Archaic Archeologist
Requirements – Knowledge (history) 4 ranks, Knowledge (arcane) 4 ranks, 2 ancient languages, Decipher Script 4 ranks.
Class Skills – Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Disable Device, Escape Artist, Forgery, Hide, Jump, Knowledge (all), Listen, Move Silently, Open Lock, Ride, Search, Sleight of Hand, Speak Language, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic Device, Use Rope
Hit Dice – 6
Skill Points – 8
Weapon and Armor Proficiency – Proficient with whip, dagger, hand crossbow, and brass knuckles
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1 0 0 2 2 Obscure Lore, Sigil Sense +1, Contacts 0
2 1 0 3 3 Uncanny Dodge, Magical Lore 1
3 2 1 3 3 Sneak Attack +1d6, Poison Use 2 0
4 3 1 4 4 Sigil Sense +2, Trap Sense +1 3 1
5 3 1 4 4 Familiar, Favored Enemy 3 2 0
6 4 2 5 5 Slippery Mind 3 3 1
7 5 2 5 5 Sigil Sense +3, Sneak Attack +2d6, Trap Sense +2 3 3 2 0
8 6 2 6 6 Improved Evasion 3 3 3 1
9 6 3 6 6 Improved Critical vs favored enemy 4 3 3 2
10 7 3 7 7 Rune Use, Trap Sense +3 4 4 3 3
Contacts – Archaic Archeologists who pay a yearly tithe of 100 gold may use the libraries of the Arcane Brotherhood
Magical Lore – +4 to search and disable magical traps, +2 to use magical device
Obscure Lore – Obscure Lore works like (and stacks with) the bardic knowledge ability.
Rune Use – Ability to read enchanted writing without suffering penalties
Sigil Sense – Bonus to detection of and saves against rune magic and written forms of magic
Sneak Attack – Stacks
Uncanny Dodge – Stacks to become improved uncanny dodge
Spell List – spells learned and memorized like wizard, arcane spellcaster (intelligence based)
1st level spells – Alarm, Amplify, Arcane Mark, Camouflage, Comprehend Languages, Cure Minor Wounds, Detect Magic, Detect Secret Doors, Detect Snares and Pits, Disguise Self, Erase, Feather Fall, Ghost Sound, Guidance, Hawkeye, Hold Portal, Identify, Jump, Light, Mending, Minor Ward, Mount, Object Loresight, Open/Close, Prestidigitation, Read Magic, Resist Energy, Resist Touch, Resistance, Spider Climb, Surefoot, Unseen Servant
2nd level spells – Absorb Weapon, Alter Self, Amanuensis, Analyze Portal, Arcane Lock, Arcane Sight, Cat's Grace, Clairaudience/Clairvoyance, Continual Flame, Corpse Candle, Cure Light Wounds, Darkvision, Death Ward, Decoy Image, Delay Poison, Detect Evil, Detect Poison, Detect Undead, Explosive Runes, Find Traps, Freedom of Movement, Glibness, Haste, Illusory Script, Invisibility, Knock, Know Protections, Leomund's Tiny Hut, Locate Object, Misdirection, Nondetection, Obscure Object, Phantasmal Decoy, Portal Alarm, Portal Beacon, Protection from Energy, Remove Fear, Remove Paralysis, Scent, Secret Page, Tongues, Undetectable Alignment, Whisper
3rd level spells – Analyze Dweomer, Animate Objects, Antimagic Field, Arcane Sight, Greater, Break Enchantment, Detect Scrying, Dispel Magic, Find the Path, Fly, Know Vulnerabilities, Locate Creature, True Seeing, Vision
4th level spells – Augury, Dark Way, Detect Thoughts, Discern Location, Filter, Know Greatest Enemy, Legend Lore, Mark of Air, Mark of Death, Mark of Earth, Mark of Fire, Mark of Frost, Mark of Water, Protection from Spells, Remove Blindness/Deafness
Opinions on working out a compromise? I'm not keen on giving him the abilities of a wizard, as I prefer he stay a bit more rogue-ish.
His version of the class -
Prereqs: Know (Arcana) 5 ranks, Know (History) 5 ranks, Decipher Script 5 ranks, fluent in 2 ancient languages, ability to cast Detect Secret Doors.
Class Skills:
Hit Die: d6
Skill Points: 6+Int per level
Class Features:
Obscure Lore: Obscure Lore works like (and stacks with) the Bardic Knowledge ability
Sigil Sense: Bonus to detection of and saves versus runes, sigils, glyphs, and other written magic.
Magical Lore: +4 on Seearch and Disable Device on magical traps, +2 to Use Magic Device
Uncanny Dodge: Stacks to become Improved Uncanny Dodge
Spells: Beginning at 1st level, and every level beyond that, an Arcane Archaeologist gains new spells as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain gain any other benefit a character of that class would have gained.
1 0 0/2/2 Obscure Lore, Sigil Sense +1, Spells* +1 level of existing spellcasting class
2 1 0/3/3 Magical Lore, Uncanny Dodge +1 level of existing spellcasting class
3 2 1/3/3 Sneak attack +1d6, Trap Sense +1 +1 level of existing spellcasting class
4 3 1/4/4 Sigil Sense +2 +1 level of existing spellcasting class
5 3 1/4/4 Detect Secret Doors as an elf, Bonus Metamagic Feat +1 level of existing spellcasting class
6 4 2/5/5 Sneak attack +2d6, Trap Sense +2 +1 level of existing spellcasting class
7 5 2/5/5 Sigil Sense +3, Bonus Metamagic Feat +1 level of existing spellcasting class
8 6 2/6/6 Trap Sense +3, Improved Evasion +1 level of existing spellcasting class
9 6 3/6/6 Sneak attack +3d6 +1 level of existing spellcasting class
10 7 3/7/7 Sigil Sense +4, Trap Sense +4 +1 level of existing spellcasting class
My version -
Archaic Archeologist
Requirements – Knowledge (history) 4 ranks, Knowledge (arcane) 4 ranks, 2 ancient languages, Decipher Script 4 ranks.
Class Skills – Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Disable Device, Escape Artist, Forgery, Hide, Jump, Knowledge (all), Listen, Move Silently, Open Lock, Ride, Search, Sleight of Hand, Speak Language, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic Device, Use Rope
Hit Dice – 6
Skill Points – 8
Weapon and Armor Proficiency – Proficient with whip, dagger, hand crossbow, and brass knuckles
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1 0 0 2 2 Obscure Lore, Sigil Sense +1, Contacts 0
2 1 0 3 3 Uncanny Dodge, Magical Lore 1
3 2 1 3 3 Sneak Attack +1d6, Poison Use 2 0
4 3 1 4 4 Sigil Sense +2, Trap Sense +1 3 1
5 3 1 4 4 Familiar, Favored Enemy 3 2 0
6 4 2 5 5 Slippery Mind 3 3 1
7 5 2 5 5 Sigil Sense +3, Sneak Attack +2d6, Trap Sense +2 3 3 2 0
8 6 2 6 6 Improved Evasion 3 3 3 1
9 6 3 6 6 Improved Critical vs favored enemy 4 3 3 2
10 7 3 7 7 Rune Use, Trap Sense +3 4 4 3 3
Contacts – Archaic Archeologists who pay a yearly tithe of 100 gold may use the libraries of the Arcane Brotherhood
Magical Lore – +4 to search and disable magical traps, +2 to use magical device
Obscure Lore – Obscure Lore works like (and stacks with) the bardic knowledge ability.
Rune Use – Ability to read enchanted writing without suffering penalties
Sigil Sense – Bonus to detection of and saves against rune magic and written forms of magic
Sneak Attack – Stacks
Uncanny Dodge – Stacks to become improved uncanny dodge
Spell List – spells learned and memorized like wizard, arcane spellcaster (intelligence based)
1st level spells – Alarm, Amplify, Arcane Mark, Camouflage, Comprehend Languages, Cure Minor Wounds, Detect Magic, Detect Secret Doors, Detect Snares and Pits, Disguise Self, Erase, Feather Fall, Ghost Sound, Guidance, Hawkeye, Hold Portal, Identify, Jump, Light, Mending, Minor Ward, Mount, Object Loresight, Open/Close, Prestidigitation, Read Magic, Resist Energy, Resist Touch, Resistance, Spider Climb, Surefoot, Unseen Servant
2nd level spells – Absorb Weapon, Alter Self, Amanuensis, Analyze Portal, Arcane Lock, Arcane Sight, Cat's Grace, Clairaudience/Clairvoyance, Continual Flame, Corpse Candle, Cure Light Wounds, Darkvision, Death Ward, Decoy Image, Delay Poison, Detect Evil, Detect Poison, Detect Undead, Explosive Runes, Find Traps, Freedom of Movement, Glibness, Haste, Illusory Script, Invisibility, Knock, Know Protections, Leomund's Tiny Hut, Locate Object, Misdirection, Nondetection, Obscure Object, Phantasmal Decoy, Portal Alarm, Portal Beacon, Protection from Energy, Remove Fear, Remove Paralysis, Scent, Secret Page, Tongues, Undetectable Alignment, Whisper
3rd level spells – Analyze Dweomer, Animate Objects, Antimagic Field, Arcane Sight, Greater, Break Enchantment, Detect Scrying, Dispel Magic, Find the Path, Fly, Know Vulnerabilities, Locate Creature, True Seeing, Vision
4th level spells – Augury, Dark Way, Detect Thoughts, Discern Location, Filter, Know Greatest Enemy, Legend Lore, Mark of Air, Mark of Death, Mark of Earth, Mark of Fire, Mark of Frost, Mark of Water, Protection from Spells, Remove Blindness/Deafness
Opinions on working out a compromise? I'm not keen on giving him the abilities of a wizard, as I prefer he stay a bit more rogue-ish.