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raitalin
2011-04-19, 07:19 PM
The DnD SAGA (aka The Lost Edition, aka 3/0 edition, aka Earth-2 4e) system uses the Abilities, Feats (altered), Skills (altered), Combat, Game-Mastering and Allies and Opponents chapters of the Star Wars SAGA core rulebook.

Misc. rule changes

When you multiclass you also gain a new trained skill from your new class list as long as the new class has more starting trained skills than your original one and you have an Int of 12 or greater. You do not gain this benefit when taking a prestige class.

Action Points may be used to add 1d6 to any d20 roll. This must be applied after you roll, but before you know the result. Action points are also used to augment spells You character gains 5+1/2lvl action points every time they level up, but action points left over from the previous level do not carry over and are wasted.

Plot Points are more powerful and can only be used for several purposes.

You may use a Plot Point to

-Take a standard action out of turn
-Automatically succeed at one skill check
-Automatically score a critical hit on one attack
-Negate a critical hit scored against you
-Restore yourself to 1/2 your total HP and your normal place on the CT as an immediate action
-Get a clue from the DM on how to proceed in a given situation

Note: SR = Shield Rating
CT = Condition Track

The Fighter and the Rogue (http://www.giantitp.com/forums/showthread.php?p=10715424#post10715424)

The Magic-User, Cleric and Spells (http://www.giantitp.com/forums/showthread.php?p=10729218#post10729218)

Assassin

Req: 2 Talents from Lurker and 1 from either Ranged or Melee Training, Trained in Stealth

Hit Dice: The assassin uses d8 HD.
BAB: Mid

Defense Bonuses: Assassins gain a +4 class bonus to their reflex defense and a +2 Bonus to their Fortitude defense.

Special Ability: Death Attack: Standard Action. During a surprise round or against a target that is unaware of you, you may make a Death Attack against a target within 6 squares. If you hit and exceed the target's damage threshold on this attack you make an additional attack roll vs. their Fortitude Defense. If you exceed their defense they are knocked an additional step down the condition track. At 4th level you get a +1 on these attack rolls. At level 6 your Death attack does an additional die of damage. At level 8 it knocks enemies an additional -1 on the track. At 10th level it immediately renders the victim unconscious

Talent Trees

-Lurker (Rogue)
-Melee Training (Fighter) or Ranged Training (Rogue), chosen when this class is taken.
-Beguiler (Magic-User)


Poisoner

Adapt Poison
You may make your poisons effective through injury, inhalation, ingestion or contact. This requires a Knowledge (nature) check equal to the poison's Treat Injury DC and requires 1 day.

Improved Poisons
Req: Poison Use
Your poisons gain +2 to attack.

Persistent Poison
Req: Poison Use
Your poisons may miss two attacks before they cease having an effect.

Insidious Poison
Req: Poison Use
The DC to treat your poisons with Treat Injury or the Revive spell is increased by 5.

Paralyzing Poison
Req: Poison Use, Sleeping Poison
Characters you have poisoned take a -2 to all attacks and Str or Dex based checks until the poison is negated

Hallucinogenic Poison
Req: Poison Use, Sleeping Poison, Paralyzing Poison
Subjects of your poisons have 50% chance of losing any action they attempt until the poison is negated.

Sleeping Poison
Req: Poison Use
Instead of dealing damage you may choose to have your poison moves it's victims -2 down the CT when it successfully hits. The treat Injury DC of the poison is reduced by 5.

Poison Use
Once per encounter you can spend a standard action to apply poisons to a weapon. If an attack roll with that weapon also exceeds the target's Fort defense the target is poisoned. Each round on that character's turn the poison makes an attack roll (1d20+your heroic level) against eh target's Fortitude defense. If the attack succeeds the target takes 1d6+ 1/2 your heroic level damage and moves -1 CT. A target moved to the end of the condition track is unconscious, but continues to take damage from the poison's attack. The poison attacks each round until it misses or until the poisoned character is subject to an effect that can remove persistent conditions.



Assassin
Ambush
If you are not surprised during the first round of an encounter you may treat that round as a surprise round for the purpose of activating talents and feats.

Headshot
Req: Sniping Assassin, Mark
While aiming an making a attack against a Mark that is unaware of your presence you deal +1 die of damage and move the target an additional -1 CT if you exceed it's damage threshold.

Mark
Once per encounter you may designate a Mark. You gain +2 to attack rolls against your Mark.

Reactive Stealth
Req: Improved Stealth, Hide in Plain Sight
When you are missed by an attack you may make a stealth check to hide as a reaction.

Relentless
Req: Mark
Your Mark cannot move you down the condition track.

Ruthless
Req: Mark
You deal +1 die of damage to all attack against your Mark.

Sniping Assassin
You may use your Backstab and Sneak Attack talents with ranged weapons against targets within short range.
You may take this talent more than once. Each time you do it increase the range at which these talents work by one step.

Unexpected Assault
Req: Ambush, Mark
Once per turn as a swift action you may make an opposed Initiative check against your mark. If your check is higher the opponent is flat-footed against all of your attacks until the end of the next turn.

Weak Point
You may spend a swift action to ignore any Armor bonus to Reflex defense on your next attack.


Bard

Requirements: Arcane Gift, 2 Talents from either Silver Tongue or Beguiler, Trained in Persuasion.

Hit Dice: The Bard uses d8 Hit Dice.
BAB: Mid

Defense Bonuses: Bards gain a +2 class bonus to all Defenses

Special Ability

Inspire Courage: Move Action, sustain as swift action. All allies that can see or hear the Bard get a bonus to attacks and damage based on the Bard's level. (+1att/+1Dam, +2att./+1Dam. +2att./+2Dam, +3att/+2Dam, +3att./+3 Dam.)

Talent Trees

-Beguiler (Magic-User)
-Silver Tongue (Rogue)
-Warpriest (Cleric)

Jack of All Trades

Bardic Lore
You may make Knowledge checks untrained.

Use Magic Device
You are treated as being trained in both the Devotion and Spellcasting skills for the purposes of activating Wands and Scrolls.

Dilettante
You gain a +2 bonus to all untrained skill checks.

Improved Bardic Lore
Req: Bardic Lore
You gain a +2 bonus to all Knowledge checks.

Skill Mastery
Req: Dilettante
Choose 1+Int modifier number of trained skills. You may take a 10 on these skills even while threatened You may not choose Devotion or Spellcasting.

Improvisational Spellcaster
Req: Use Magic Device
You may use Cha in place of Wis for your Spellcasting checks.

Wardancer
You may apply your Cha bonus instead of your Str bonus to your attack rolls with melee weapons.

Practiced Wardancer
Req: Wardancer
You may apply your Cha bonus instead of your Str bonus to your damage rolls with melee weapons.

Gifted Performer

Inspire Heroics
When you use the Inspire Courage class feature you may choose a single bonus feat from the Soldier Bonus feat list. All targets gain this feat as long as they meet the requirements. This effect lasts until the end of the encounter.

Inspire Competence
When you use your Inspire Courage class feature, instead of the normal benefits targets gain a competence bonus to all skill checks equal to 1/2 your class level.

Rousing Song
Targets of your Inspire Courage class feature move +1 CT. Characters may only benefit from this ability once per encounter.

Drinking Song
Targets of your Inspire Courage class ability may exchange any or all of the granted bonus to attack to an additional bonus to damage.

Inspire Valor
When you use you Inspire Courage class feature, targets also gain a number of temporary HP equal to your character level. These HP are lost first and go away at the end of the encounter.

Hymn
Targets of your Inspire Courage class ability gain morale bonus to their Will Defense versus fear and mind-affecting abilities equal to 1/2 your class level.

Dirge
Instead of granting bonuses to your allies with Inspire Courage, you can instead penalize your enemies for a like amount.
When you use Dirge, make an Intimidate check. Each enemy whose Will Defense you exceed that can see, hear and understand you get penalties to it's attack and damage equal to the bonuses you would normally hand out.

Ballad
When you successfully use the Charm power on someone you have successfully Fascinated all attitude changes are doubled. Your use of charm is not apparent to the target or any other Fascinated creature.


Druid

Requirements: Divine Gift, 2 Talents from either Nature's Servant or Summoner, Trained in Knowledge (Nature)

Hit Dice: The Druid uses d6 Hit Dice
BAB: Low

Defense Bonuses: Druids get a +4 class bonus to their Will defense and a +2 class bonus to their Fortitude Defense.

Special Ability

Natural Bond: You gain this bonus to your will defense against all powers used by fey. You also get it as a bonus to all Knowledge (Nature) and Survival checks, all Stealth checks made outdoors and all attack rolls with organic weapons and farming implements. You only gain this benefit while wearing no armor or armor made from organic materials.
+1 a 2nd level and ever other level thereafter.

Talent Trees
-Nature's Servant (Cleric)
-Summoner (Magic-User)
-Elementalist (Magic-User)

Beastmaster

Additional Companion
You may have an additional animal companion. You may take this talent more than once.

Improved Training
You may give your companion a swift, move or standard action by sacrificing a swift action.

Improved Companion
Increase the maximum size category of your companion by 1. You may take this talent more than once.

Improved Animal Bond
You may control the actions of an animal you have bonded with.

Share Spell
Any spell that you cast targeting yourself also applies its benefits to your companion as long as they are within 6 squares

Charm Animal
You get a +5 competence bonus to Spellcasting or Devotion checks used to cast the Fear or Charm spells on Animals.

Alternate Companion
You may choose an ooze, plant, elemental or magical beast as a companion.



Shapechanger

Small Form
You may change into a small animal. You gain all of the animal's physical abilities, but retain your mental ones. The chosen animal may not have a CL higher than your level. You may not cast spells while Shapechanged.

Medium Form
You may change into a medium animal. You gain all of the animal's physical abilities, but retain your mental ones. The chosen animal may not have a CL higher than your level. You may not cast spells while Shapechanged.

Large Form
You may change into a large animal. You gain all of the animal's physical abilities, but retain your mental ones. The chosen animal may not have a CL higher than your level. You may not cast spells while Shapechanged.

Diminutive Form
You may change into a huge animal. You gain all of the animal's physical abilities, but retain your mental ones. The chosen animal may not have a CL higher than your level. You may not cast spells while Shapechanged.

Ooze Form
You may change into an ooze instead of an animal when you shapechange.

Plant Form
You may change into a plant instead of an animal when you shapechange.

Elemental Form
You may change into an elemental instead of an animal when you shapechange.

Natural Tongue
You may speak normally while shapechanged. You may make Spellcasting or Devotion checks at a -5 penalty.


Monk

Req.:Martial Arts II, 2 Talents from Brute or Acrobat, Trained in Athletics and Acrobatics

Hit Dice: The Monk uses d10 Hit Dice
BAB: Best

Defense Bonuses: Monks gain a +4 class bonus to their Reflex defense and a +2 to their Will defense.

Special Ability

Flurry: As a standard actionyou may make a flurry attack. You add a die of damage to an unarmed attack by taking a corresponding -1 to the attack roll. You may only add one die of damage at 2nd level and an additional die every other level thereafter. At 6th level
any penalties you take using this ability are reduced by 1, at 10th they are reduced by 2.

Talent Trees

-Brute (Fighter)
-Acrobat (Thief)
-Melee Training (Fighter)


Ki-Channeling

Poison Immunity
Req: Poison Immunity
You are Immune to Poison

Disease Immunity
You are immune to Disease

Wholeness of Body
Req: Healing Trance
You gain an additional second wind. You may use a second wind as a reaction to taking damage or being moved down the CT.

Healing Trance
You may enter a healing trance. During this trance you are aware of your surroundings and may react normally, but if you take any actions the trance is interrupted and must be started over.
For each hour you are in trance you gain a number of hit points equal to your character level. If you remain in a trance for 4 hours you gain the benefits of a complete night's rest.

Boundless Leap
You are always considered to be making a running jump when making Athletics checks for Jumping.

Feather Step
Req: Boundless Leap
You may make balance checks on any surface, but cannot end your turn on a surface that cannot support your weight. You take no damage from falling.

Focused Fist
Once per turn you may spend a swift action you may do an additional die of damage with your unarmed attacks. You may choose to have the damage dealt by these attacks be considered fire, lightning or bludgeoning damage.

Ki blast
Req: Iron Fist
Once per turn as a standard action you may make a unarmed attack against an enemy within 12 squares. You may treat this attack as fire, lightning or bludgeoning damage.

Style Mastery
Sweep
Req: Trip
As a standard action make an attack roll against each adjacent enemy. In addition to dealing damage normally make a grapple check against each enemy you hit. If you succeed at this check the enemy is knocked prone.

Great Throw
Req: Trip, Sweep
When you knock an enemy prone with an unarmed attack you may place them in any square within 2 of you.

Reverse Momentum
Req: Great Throw
Characters attacking you in melee do not apply their strength as a bonus to their attack rolls

Lock
Req: Expert Grappler
You may deal your unarmed strike damage to an enemy you Grab successfully and to any enemy you have a Grabbed at the beginning of your turn.

Improved Lock
Req: Lock, Expert Grappler
Each round you have an enemy grabbed you may make an unarmed attack roll targeting his Fort defense. If you exceed the defense the enemy is moved -1 CT.

Stone Fist
Treat the hardness of any object you hit with an unarmed attack as 5 lower than normal.

Flying Kick
Req: Stone Fist
While charging you may make an Acrobatics check at a DC 15. If you succeed your attack does an additional die of damage.

Forceful Blow
Req: Stone Fist, Flying Kick
Once per turn, when you exceed both a target's Ref and Fort defense with an unarmed attack you may choose to push that character back 1 square.

Expert Grappler
You suffer no penal for making grab attacks and gain a +2 competence bonus on grapple checks.


Paladin

Requirements: Divine Gift, 2 Talents from either Warpriest or Defender, Trained in Knowledge (Religion) and either
Devotion or Knowledge (Tactics)

Hit Dice: The Paladin uses d12 Hit Dice
BAB: Best

Defense Bonuses: Paladins gain a +4 class bonus to their Fortitude Defense and a +2 class bonus to their Will defense.

Special Ability
Holy Smite: Standard Action. Declare before making an attack. you gain a bonus to you attack equal to your paladin level and your Charisma modifier as a bonus to damage. Usable 1/day at second, 2/day at 6th, and 3/day at 10th

Talent Trees
-Warpriest (Cleric)
-Melee Training (Fighter)
-Defender (Fighter)

Divine Channeling
Lay on Hands
You gain a number of healing points equal to your charisma modifier times your character level. As a standard action you may spend any or all of these points to heal an adjacent ally an equal number of hit points. Healing points return after a full night's rest.

Turn Undead
You may spend an action point as a standard action to make an Intimidate check against all undead within 6 squares. If you exceed a target's will defense they must move away from you with their next move action. If you exceed their defense by more than 10 the must flee from you to the best of their ability. Undead of a higher CL than you gain a +5 to their Will Defense to resit Turn Undead

Turn Fiends
Req: Turn Undead
As Turn Undead, except only targeting Fiends.

Purge Evil
Req: Turn Undead, Turn Fiends
Instead of the normal effects of Turn Undead or Turn Fiends you may choose to burn the affected enemies with holy flames. If you exceed a target's will defense, and for every additional 5 you exceed it by the target takes 2d6+Cha. modifier damage.

Disease Immunity
You are Immune to Disease

Divine Grace
Req: Lay on Hands, Disease Immunity
You may use your Charisma modifier in place of the normal attribute modifiers for your Defenses.

Divine Shield
Req: Lay on Hands
You may spend your Healing points as a reaction in multiples of 5 to gain an equivalent SR until the beginning of your next turn.

Divine Power
Req: Lay on Hands
As a swift action you may spend any number of healing points. For every 5 points you spend this way you next attack deals +1d6 holy damage.


Champion
Fearless
You are immune to Fear.

Knight's Challenge
As a swift action make an Intimidate or Persuasion check against an opponent within 10 squares. If the check exceed their Will defense they must spend their next turn attempting to attack you or else suffer a -2 on all attacks and checks.

Winged Aspect
Req: Divine Aspect
When you use your Divine aspect you grow wings and can fly. You ignore all difficult terrain and creatures while moving.

Divine Aspect
As a swift action you may spend an action point to take on some of the qualities of your deity Any given deity grants a +2 to all rolls and defenses pertaining to two separate ability scores, as well as energy resistance 5 to a single element. These benefits last for 5 + Cha modifier rounds.

For instance Kord, god of strength, might give +2 to all Str. and Con based checks and Defenses and Fire Resistance 5. While Boccob, God of Wizards, might grant +2 to Int and Wis based checks and Acid Resistance 5.

Improved Challenge
Req: Knight's Challenge
Victims of your challenge that do not attempt to attack you suffer a -4 on all attacks and checks, as well as a -2 to their defenses.

Mass Challenge
Req: Knights Challenge
You may use your Knight's Challenge talent against all enemies within 6 squares.

Greater Divine Aspect
Req: Divine Aspect
Your divine Aspect now grants +4 to rolls and defenses for 2 ability scores and an additional energy resistance 5, or a single energy resistance 10.

Battle Casting
Req: Cha 16
You do not provoke Attacks of Opportunity when using "You" ranged spells.

Ranger

Req: Trained in Knowledge (nature) and Survival, 2 Talents from either Nature's Servant or Lurker, 1 Talent from either Melee or Ranged Training

Hit Dice: The Ranger uses d10 Hit Dice
BAB: Best

Defense Bonus: Rangers gain a +4 class bonus to their Fortitude Defense and a +2 class bonus to Reflex defense.

Special Ability

Favored Enemy: Choose single creature type or humanoid race. You gain this bonus to all attacks, damage and opposed skill checks against members of that group. +1 at 2nd level and every other level thereafter.

Talent Trees
-Lurker (Rogue)
-Nature's Servant (Cleric)
-Melee Training (Fighter) or Ranged Training (Rogue). Choose one when you enter this Prestige Class.

Favored Enemy

Additional Favored Enemy
You may choose an additional creature type or humanoid race as a favored enemy.

Unstoppable
Req: Never Again, Persistent
Attacks or effects originating from your Favored enemies cannot move you down the condition track.

Persistent
You may reroll any Survival checks used to track your Favored enemy, as well as any Diplomacy checks use to gather information about a favored enemy. You must accept the result even if it is worse.

Hatred
You may spend a swift action to give your favored enemies a penalty to attacks against you equal to your Favored Enemy bonus.

Never Again
Req: Persistent
You gain a bonus to your Will defense equal to your Favored enemy bonus against spells cast by your favored enemy.
In addition, once per encounter you may spend an action point to ignore a single effect targeting your will defense an originating from a favored enemy.

Bane
Req: Hatred
When you exceed a favored enemy's damage threshold you move them an additional -1 CT and deal an additional 1d6 damage.

Dread
Req: Hatred, Bane
When you exceed a Favored Enemy's damage threshold make an immediate attack against their Fort defense at 1d20 + your character level. If you exceed their defense they are immediately rendered dying (or dead, for non-heroics). This ability does not work on creatures of a higher CL than the character.

Awareness

Acute Senses
You may reroll any Perception checks, but must keep the new result even if it is worse.

Eagle-Eye
Req: Acute Senses
You suffer a -5 penalty to your Perception checks for every 20 squares away from the target you are, instead of every 10.
You suffer no penalty for making ranged attacks against targets in Short range.

Vigilance
You cannot be surprised.

Sentinel
Req: Vigilance
Allies within your line of sight gain a +5 competence bonus to their Perception checks to avoid being surprised.

Uncanny Ear
Req: Acute Senses
You gain a +5 bonus to perception check involving audio, such as eavesdropping, hearing distant noises or noticing targets while sleeping.

Tremorsense
Req: Uncanny Ear
You know the location of any creature or object touching the ground within 12 squares. If the object has concealment you still suffer any relevant attack penalties.

Blind-sight
Req: Tremorsense
You know the location of all creatures within 6 squares and ignore any concealment within this range.

Sage

Req: Trained in 3 Knowledges, Arcane Gift, Divine Gift, 2 Talents from Metamagic or Seer

Hit Dice: The Sage uses d6 Hit Dice
BAB: Low

Defense Bonuses: Sages gain a +4 class bonus to their Will defense and a +2 class bonus to their reflex defense.

Special Ability
Sage Lore: You gain this as a bonus (+1 at 2nd, +1 e/o lvl.) to all Knowledges you are Trained in and as a bonus to Will defense versus Illusions.

Talent Trees
-Metamagic (Magic-User)
-Seer (Cleric)
-Healer (Cleric)

Loremaster
Monster Lore
You gain a +5 to Knowledge checks made to identify creatures.
You gain +1 to attacks, damage and opposed checks against creatures you have successfully identified.

Recall
When you take a 10 on a knowledge check, treat the die roll as a 12.

Eidetic Memory
Req: Recall
You may make an Int check with a DC equal to the number of days since you have seen or heard something. If you exceed the DC you remember that thing with perfect clarity.

Synergy
You gain a +2 synergy bonus in an associated skill for each Knowledge skill you have trained.
History → Perception, Arcana → Spellcasting, Religion → Devotion, Nature → Survival, Underdark → Endurance, Politics → Diplomacy, Engineering → Mechanics, Tactics → Initiative

Knowledgeable Advice
You may spend a full-round action to give a player than can see and hear you a +5 to a single skill check.

Uncanny Linguist
You may make a DC 15 Int check you determine whether you speak a given language. Once you have successfully made this check for a language you do not have to make it again. You cannot retry this check.

Scholarship
You may reroll any Knowledge check, but must take the result even if it is worse.

Practiced Advisor
Req: Knowledgeable Advice
Targets of your Knowledgeable Advice gain a temporary action point. This action point is lost if it is not used by the end of the encounter.

Exploit Weakness
Req: Monster Lore
You may spend two swift actions to give all allies that can see or hear you your Sage Lore bonus to attacks against a creature you have successfully identified.

Theurgy

Adaptable Spell Pool
You may sacrifice two spells to recall a spell you have already used.

Unified Magic
Req: Adaptable Spell Pool, Ritual Master
You may choose to use either Spellcasting or Devotion when casting any spell.

Action Reserve
At the beginning of each encounter you gain 1 temporary action point that may only be used to augment spells.

Clarity
Req: Action Reserve
When you roll a natural 20 on a Spellcasting or Devotion check you may recall a spell.

Signature Spell
Choose one spell. Whenever you cast that spell you may take a 10 and do not provoke attacks of opportunity.

Signature Spell Focus
Req: Signature Spell
You gain a +2 on all checks to cast your signature spell.

Ritual Master
You gain a +5 on all skill checks to cast rituals and may use either Spellcasting or Devotion when either is called for.

Efficient Ritualist
Req: Ritual Master
It takes you 3/4 as much gold and 3/4 as much time as normal for you to perform rituals.