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Mr Tumnus
2013-03-14, 08:31 PM
Detailing possible changes to allow some 3.5/pathfinder prestige classes to be used in E6 as Base Classes.

Inspired by Toy Killer's Thread: http://www.giantitp.com/forums/showthread.php?t=275797

Arcane Archer

Changes to class


Changed the progression for enhance arrow
Moved the arrow abilities
Added duskblade spellcasting, both progression and spells known


HD: d8
Class Skills: Climb, Concentration, Handle Animal, Heal, Hide, Jump, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Nature), Listen, Move Silently, Profession, Ride, Search, Spellcraft, Spot, Survival, Swim, and Use Rope
Skill Points: 4 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
0
1
2


1st
+0
+2
+2
+0
Imbue Arrow, Spells
3
2
-


2nd
+1
+3
+3
+0
Enhance Arrow +1
4
3
-


3rd
+2
+3
+3
+1
Seeker Arrow
5
4
-


4th
+3
+4
+4
+1

6
5
-


5th
+3
+4
+4
+1
Phase Arrow
6
5
2


6th
+4
+5
+5
+2
Enhance Arrow +2
6
6
3



Weapon and Armor Proficiency: An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.

Spells: You cast arcane spells, which are drawn from the duskblade spell list. You can cast any spell you know without preparing it ahead of time. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier.

Spells Known: You begin play knowing two 0-level spells and two 1st level spells, chosen from the duskblade spell list. You also know one additional 0-level spell for each point of Intelligence bonus. Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the duskblade spell list.

Imbue Arrow (Sp) At 1st, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.

Enhance Arrow (Su) At 2nd level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for her. For every two levels the character advances past 2nd level in the class, the magic arrows she creates gain +1 greater potency (+1 at 2nd level, and +2 at 6th level).

Seeker Arrow (Sp) At 3rd level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action).

Phase Arrow (Sp) At 5th level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally.

Using this ability is a standard action (and shooting the arrow is part of the action).

Arcane Trickster

Changes to class


Removed the spellcasting component of the class completely
Added smidgen of magic
Moved the 2nd use of impromptu sneak attack from 7th to 6th
Increased hit dice to d6 and skills per level to 6+int



HD: d6
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (all skills taken individually), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Swim, Tumble, Use Rope
Skill Points: 6 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+2
+2
Ranged Legerdemain 1/day, Smidgen of Magic


2nd
+1
+0
+3
+3
Sneak Attack +1d6


3rd
+1
+1
+3
+3
Ghost Sound, Impromptu Sneak Attack 1/day


4th
+2
+1
+4
+4
Sneak Attack +2d6


5th
+2
+1
+4
+4
Dancing Lights, Ranged Legerdemain 2/day


6th
+3
+2
+5
+5
Impromptu Sneak Attack 2/day, Sneak Attack +3d6



Weapon and Armor Proficiency An arcane trickster is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. arcane tricksters are proficient with light armor and shields (except tower shields).

Smidgen of Magic (Sp) An arcane trickster can use the spell mage hand a number of times per day equal to 1+ his charisma modifier. The caster level for this ability is equal to the arcane trickster's level. The save DC for this spell is 10 + the arcane trickster's charisma modifier.

At 3rd level the arcane trickster can use this ability with the spell ghost sound. At 5th level an arcane trickster can use the dancing lights spell with this ability. The uses are drawn from the same pool.

Ranged Legerdemain An arcane trickster can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. He can make only one ranged legerdemain skill check each day, and only if he has at least 1 rank in the skill being used.

An arcane trickster can use ranged legerdemain once per day initially, and twice per day upon attaining 5th level.

Sneak Attack This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, and 6th). If an arcane trickster gets a sneak attack bonus from another source the bonuses on damage stack.

Impromptu Sneak Attack Beginning at 3rd level, once per day as a free action an arcane trickster can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

At 6th level, an arcane trickster can use this ability twice per day.

Arcane Trickster (Spellcasting Variant)

Changes to class


Added Bard Spell casting
Reduced Sneak Attack progression



HD: d6
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (all skills taken individually), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Swim, Tumble, Use Rope
Skill Points: 4 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
0
1
2





1st
+0
+0
+2
+2
Ranged Legerdemain 1/day
2
-
-


2nd
+1
+0
+3
+3

3
0
-


3rd
+1
+1
+3
+3
Sneak Attack +1d6
3
1
-


4th
+2
+1
+4
+4
Impromptu Sneak Attack 1/day
3
2
0


5th
+2
+1
+4
+4
Ranged Legerdemain 2/day
3
3
1


6th
+3
+2
+5
+5
Sneak Attack +2d6
3
3
2



Arcane Trickster Spells Known



Level
0's
1st
2nd


1st
4
-
-


2nd
5
2
-


3rd
6
3
-


4th
6
3
2


5th
6
4
3


6th
6
4
3



Weapon and Armor Proficiency An arcane trickster is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. arcane tricksters are proficient with light armor and shields (except tower shields).

Spells A arcane trickster casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a arcane trickster must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a arcane trickster’s spell is 10 + the spell level + the arcane trickster’s Charisma modifier.

Like other spellcasters, an arcane trickster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on table above. In addition, he receives bonus spells per day if he has a high Charisma score. When the table above indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

The arcane trickster’s selection of spells is extremely limited. An arcane trickster begins play knowing four 0-level spells of your choice. At most new arcane trickster levels, he gains one or more new spells, as indicated on the table above. (Unlike spells per day, the number of spells an arcane trickster knows is not affected by his Charisma score; the numbers on Spells Known Table are fixed.)

Upon reaching 5th level an arcane trickster can choose to learn a new spell in place of one he already knows. In effect, the arcane trickster "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the arcane trickster can cast. An arcane trickster may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a arcane trickster need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Ranged Legerdemain An arcane trickster can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. He can make only one ranged legerdemain skill check each day, and only if he has at least 1 rank in the skill being used.

An arcane trickster can use ranged legerdemain once per day initially, and twice per day upon attaining 5th level.

Sneak Attack This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every three levels (3rd, and 6th). If an arcane trickster gets a sneak attack bonus from another source the bonuses on damage stack.

Impromptu Sneak Attack Beginning at 3rd level, once per day as a free action an arcane trickster can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

Assassin

Changes to class


Moved death attack to level 6
Upped skills/level to 6+int


HD: d6
Class Skills: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope
Skill Points: 6 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
1
2
3


1st
+0
+0
+2
+0
Sneak attack +1d6, poison use, spells
0
-
-


2nd
+1
+0
+3
+0
+1 save against poison, uncanny dodge
1
-
-


3rd
+2
+1
+3
+1
Sneak attack +2d6
2
0
-


4th
+3
+1
+4
+1
+2 save against poison
3
1
-


5th
+3
+1
+4
+1
Improved uncanny dodge, sneak attack +3d6
3
2
0


6th
+4
+2
+5
+2
+3 save against poison, death attack
3
3
1



Assassin Spells Known



Level
1st
2nd
3rd


1st
2
-
-


2nd
3
-
-


3rd
3
2
-


4th
4
3
-


5th
4
3
2


6th
4
4
3



Weapon and Armor Proficiency Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields.

Sneak Attack This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, and 5th). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.

Poison Use Use Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Spells Beginning at 1st level, an assassin gains the ability to cast a number of arcane spells which are drawn from the assassin spell list. He can cast any spell he knows without preparing it ahead of time. To cast a spell, an assassin must have an Intelligence score of at least 10 + the spell’s level, so an assassin with an Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the assassin’s Intelligence bonus. When the assassin gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.

Upon reaching 6th level an assassin can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level assassin spell the assassin can cast. An assassin may swap only a single spell and must choose whether or not to swap the spell at 6th level.

Save Bonus against Poison The assassin gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the assassin gains.

Uncanny Dodge (Ex) Starting at 2nd level, an assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

Death Attack If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Mr Tumnus
2013-03-14, 08:42 PM
Blackguard

Changes to class


Moved fiendish servant to 6th level


HD: d10
Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Hide, Intimidate, Knowledge (Religion), Profession, Ride
Skill Points: 2 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special
1
2
3





1st
+1
+2
+0
+0
Aura of evil, detect good, poison use
0
-
-


2nd
+2
+3
+0
+0
Dark blessing, smite good 1/day
1
-
-


3rd
+3
+3
+1
+1
Command undead, aura of despair
1
0
-


4th
+4
+4
+1
+1
Sneak attack +1d6
1
1
-


5th
+5
+4
+1
+1
Smite good 2/day
1
1
0


6th
+6
+5
+2
+2
Fiendish servant
1
1
1



Weapon and Armor Proficiency Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields.

Aura of Evil (Ex) The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.

Detect Good (Sp) At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

Poison Use Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Dark Blessing (Su) A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.

Spells A blackguard has the ability to cast a small number of divine spells. To cast a blackguard spell, a blackguard must have a Wisdom score of at least 10 + the spell’s level, so a blackguard with a Wisdom of 10 or lower cannot cast these spells.

Blackguard bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the blackguard’s Wisdom modifier. When the blackguard gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The blackguard’s spell list appears below. A blackguard has access to any spell on the list and can freely choose which to prepare, just as a cleric. A blackguard prepares and casts spells just as a cleric does (though a blackguard cannot spontaneously cast cure or inflict spells).

Smite Good (Su) Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack.

He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If a blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

At 5th level a blackguard may smite good one additional time per day.

Aura of Despair (Su) Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.

Command Undead (Su) When a blackguard reaches 3rd level, he gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower.

Sneak Attack This ability, gained at 4th level, is like the rogue ability of the same name. If a blackguard gets a sneak attack bonus from another source the bonuses on damage stack.

Fiendish Servant

Upon reaching 6th level, a blackguard can call a fiendish bat, cat, dire rat, horse, pony, raven, or toad to serve him. A blackguard may have only one fiendish servant at a time.

Should the blackguard’s servant die, he may call for another one after a year and a day. The new fiendish servant has all the accumulated abilities due a servant of the blackguard’s current level.

The Fiendish Servant Gains 2 bonus hit dice, +1 Natural Armor, +1 Strength, increases it's intelligence to 6, and gains the Emphatic Link, Improved Evasion, Share Saving Throws, and Share Spells special abilities.

Empathic Link (Su) The blackguard has an empathic link with his servant out to a distance of up to 1 mile. The blackguard cannot see through the servant’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of the empathic link between the servant and the blackguard, the blackguard has the same connection to a place or an item that the servant does.

Improved Evasion (Ex) If the servant is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.

Share Saving Throws For each of its saving throws, the servant uses either its own base save bonus or the blackguard’s, whichever is higher. The servant applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the blackguard might have.

Share Spells At the blackguard’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his servant. The servant must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the servant if it moves farther than 5 feet away and will not affect the servant again even if the servant returns to the blackguard before the duration expires. Additionally, the blackguard may cast a spell with a target of “You” on his servant (as a touch range spell) instead of on himself. A blackguard and his servant can share spells even if the spells normally do not affect creatures of the servant’s type (magical beast).

Dragon Disciple

Changes to class


Moved breath weapon increase from 7th to 6th
Swapped the 4th and 6th level ability increases to alternate between str and con gains.


HD: d12
Class Skills: Concentration, Craft, Diplomacy, Escape Artist, Gather Information, Knowledge (all skills, taken individually), Listen, Profession, Search, Speak Language, Spellcraft, Spot
Skill Points: 2 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special


1st
+0
+2
+0
+2
Natural armor increase (+1)


2nd
+1
+3
+0
+3
Ability boost (Str +2), claws and bite


3rd
+2
+3
+1
+3
Breath weapon (2d8)


4th
+3
+4
+1
+4
Ability boost (Con +2), natural armor increase (+2)


5th
+3
+4
+1
+4
Blindsense 30 ft.


6th
+4
+5
+2
+5
Ability boost (Str +2), breath weapon (4d8)



Weapon and Armor Proficiency Dragon disciples are proficient with all simple weapons. Dragon disciples are proficient with light armor, but not with shields. Dragon disciples are also proficient with any weapon or armor with the "Dragon" in it's name.

Natural Armor Increase (Ex) At 1st, and 4th a dragon disciple gains an increase to the character’s existing natural armor (if any), as indicated on the table above (the numbers represent the total increase gained to that point). As his skin thickens, a dragon disciple takes on more and more of his progenitor’s physical aspect.

Claws and Bite (Ex) At 2nd level, a dragon disciple gains claw and bite attacks if he does not already have them. Use the values below or the disciple’s base claw and bite damage values, whichever are greater.

A dragon disciple is considered proficient with these attacks. When making a full attack, a dragon disciple uses his full base attack bonus with his bite attack but takes a -5 penalty on claw attacks. The Multiattack feat reduces this penalty to only -2.



Size
Bite Damage
Claw Damage


Small
1d4
1d3


Medium
1d6
1d4


Large
1d8
1d6



Ability Boost (Ex) As a dragon disciple gains levels in this class, his ability scores increase as noted on the table above.

These increases stack and are gained as if through level advancement.

Breath Weapon (Su) At 3rd level, a dragon disciple gains a minor breath weapon. The type and shape depend on the dragon variety whose heritage he enjoys (see below). Regardless of the ancestor, the breath weapon deals 2d8 points of damage of the appropriate energy type.

At 6th level, the damage increases to 4d8. Regardless of its strength, the breath weapon can be used only once per day. Use all the rules for dragon breath weapons except as specified here.

The DC of the breath weapon is 10 + class level + Con modifier.

A line-shaped breath weapon is 5 feet high, 5 feet wide, and 60 feet long. A cone-shaped breath weapon is 30 feet long.



Dragon Variety
Breath Weapon


Black
Line of acid


Blue
Line of lightning


Green
Cone of corrosive gas (acid)


Red
Cone of fire


White
Cone of cold


Brass
Line of fire


Bronze
Line of lightning


Copper
Line of acid


Gold
Cone of fire


Silver
Cone of cold



Blindsense (Ex) At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses the dragon disciple notices things it cannot see. He usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.

Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

Duelist

Changes to class


No changes


HD: d10
Class Skills: Balance, Bluff, Escape Artist, Jump, Listen, Perform, Sense Motive, Spot, and Tumble.
Skill Points: 4 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special


1st
+1
+0
+2
+0
Canny defense


2nd
+2
+0
+3
+0
Improved reaction +2


3rd
+3
+1
+3
+1
Enhanced mobility


4th
+4
+1
+4
+1
Grace


5th
+5
+1
+4
+1
Precise strike +1d6


6th
+6
+2
+5
+2
Acrobatic charge



Weapon and Armor Proficiency The duelist is proficient with all simple and martial weapons, but no type of armor or shield.

Canny Defense (Ex) When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Improved Reaction (Ex) At 2nd level, a duelist gains a +2 bonus on initiative checks. This bonus stacks with the benefit provided by the Improved Initiative feat.

Enhanced Mobility (Ex) When wearing no armor and not using a shield, a duelist gains a +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square. This bonus stacks with the benefit provided by the mobility feat.

Grace (Ex) At 4th level, a duelist gains an additional +2 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing no armor and not using a shield.

Precise Strike (Ex) At 5th level, a duelist 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 duelist cannot attack with a weapon in her other hand or use a shield. A duelist’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.

Acrobatic Charge (Ex) At 6th level, a duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

Mr Tumnus
2013-03-14, 08:49 PM
Dwarven Defender

Changes to class


Added some additional class skills from the fighter list


HD: d12
Class Skills: Climb, Craft, Intimidate, Jump, Listen, Sense Motive, and Spot
Skill Points: 2 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
AC Bonus
Special


1st
+1
+0
+2
+0

+1
Defensive stance 1/day


2nd
+2
+0
+3
+0

+1
Uncanny dodge


3rd
+3
+1
+3
+1

+1
Defensive stance 2/day


4th
+4
+1
+4
+1

+2
Trap sense +1


5th
+5
+1
+4
+1

+2
Defensive stance 3/day


6th
+6
+2
+5
+2

+2
Damage reduction 3/-, improved uncanny dodge



AC Bonus (Ex) The dwarven defender receives a dodge bonus to Armor Class that starts at +1 and improves as the defender gains levels.

Weapon and Armor Proficiency A dwarven defender is proficient with all simple and martial weapons, all types of armor, and shields.

Defensive Stance When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see above table). Using the defensive stance takes no time itself, but a defender can only do so during his action.

Uncanny Dodge (Ex) Starting at 2nd level, a dwarven defender retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Trap Sense (Ex) At 4th level, a dwarven defender gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps.

Damage Reduction (Ex) At 6th level, a dwarven defender gains damage reduction. Subtract 3 points from the damage the dwarven defender takes each time he is dealt damage. Damage reduction can reduce damage to 0 but not below 0.

Improved Uncanny Dodge (Ex) At 6th level, a dwarven defender can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender.

The exception to this defense is that a rogue at least four levels higher than the dwarven defender can flank him (and thus sneak attack him).

Horizon Walker

Changes to class


Added druid weapon proficiency.


HD: d8
Class Skills: Balance, Climb, Diplomacy, Handle Animal, Hide, Knowledge (geography), Listen, Move Silently, Profession, Ride, Speak Language, Spot, Survival
Skill Points: 4 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+0
+0
Terrain mastery


2nd
+2
+3
+0
+0
Terrain mastery


3rd
+3
+3
+1
+1
Terrain mastery


4th
+4
+4
+1
+1
Terrain mastery


5th
+5
+4
+1
+1
Terrain mastery


6th
+6
+5
+2
+2
Planar terrain mastery



Weapon and Armor Proficiency Horizon Walkers are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. The Horizon Walker is not proficient with any type of armor or shield.

Terrain Mastery At each level, the Horizon Walker adds a new terrain environment to their repertoire from those given below. Terrain mastery gives a horizon walker a bonus on checks involving a skill useful in that terrain, or some other appropriate benefit. A horizon walker also knows how to fight dangerous creatures typically found in that terrain, gaining a +1 insight bonus on attack rolls and damage rolls against creatures with that terrain mentioned in the Environment entry of their descriptions. The horizon walker only gains the bonus if the creature description specifically lists the terrain type.

Horizon walkers take their terrain mastery with them wherever they go. They retain their terrain mastery bonuses on skill checks, attack rolls, and damage rolls whether they’re actually in the relevant terrain or not.

Planar Terrain Mastery Planar terrain mastery functions just like terrain mastery, except that the horizon walker can choose one of the planar categories at each level. The horizon walker can take a non-planar terrain type instead, if she wishes.

Terrain Mastery Benefits

Aquatic You gain a +4 competence bonus on Swim checks, or a +10-foot bonus to your swim speed if you have one. You gain a +1 insight bonus on attack and damage rolls against aquatic creatures.

Desert You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.

Forest You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.

Hills You gain a +4 competence bonus on Listen checks. You gain a +1 insight bonus on attack and damage rolls against hills creatures.

Marsh You have a +4 competence bonus on Move Silently checks. You gain a +1 insight bonus on attack and damage rolls against marsh creatures.

Mountains You gain a +4 competence bonus on Climb checks, or a +10-foot bonus to your climb speed if you have one. You gain a +1 insight bonus on attack and damage rolls against mountain creatures.

Plains You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.

Underground You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You gain a +1 insight bonus on attack and damage rolls against underground creatures.

Fiery (Planar) This kind of planar terrain mastery provides you with resistance to fire 20. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals with the fire subtype.

Weightless (Planar) You gain a +30-foot bonus to your fly speed on planes with no gravity or subjective gravity. You gain a +1 insight on attack and damage rolls against creatures native to the Astral Plane, the Elemental Plane of Air, and the Ethereal Plane.

Cold (Planar) This kind of planar terrain mastery provides you with resistance to cold 20. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals with the cold subtype.

Shifting (Planar) You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals native to a shifting plane.

Aligned (Planar) You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane, and spells and abilities that harm those of the opposite alignment don’t affect you. You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related Class Features you have are unaffected.

Cavernous (Planar) You gain tremorsense with a 30-foot range.

Shadowdancer

Changes to class


Moved up slippery mind to level 6
Increased shadow jump distance at 4th and 6th levels.
Completely reworked Summon Shadow to be more in line with 6e.
Added Shadow Illusion upgrade to minor image at 6th level.


HD: d8
Class Skills: Balance, Bluff, Decipher Script, Diplomacy, Disguise, Escape Artist, Hide, Jump, Listen, Move Silently, Perform, Profession, Search, Sleight of Hand, Spot, Tumble, and Use Rope.
Skill Points: 6 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+2
+0
Hide in plain sight


2nd
+1
+0
+3
+0
Darkvision, uncanny dodge


3rd
+2
+1
+3
+1
Shadow illusion (silent image), summon shadow


4th
+3
+1
+4
+1
Evasion, Shadow jump 30 ft.


5th
+3
+1
+4
+1
Defensive roll, improved uncanny dodge


6th
+4
+2
+5
+2
Shadow illusion (minor image), shadow jump 60 ft., slippery mind, summon shadow



Weapon and Armor Proficiency Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields.

Hide in Plain Sight (Su) A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Evasion (Ex) At 2nd level and higher, a shadowdancer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the shadowdancer is wearing light armor or no armor. A helpless shadowdancer does not gain the benefit of evasion.

Darkvision (Su) At 2nd level, a shadowdancer can see in the dark as though she were permanently under the effect of a darkvision spell.

Uncanny Dodge (Ex) Starting at 2nd level, a shadowdancer retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.)

Shadow Illusion (Sp) When a shadowdancer reaches 3rd level, she can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day. At 6th level this functions as minor image.

Summon Shadow (Su) At 3rd level, a shadowdancer can summon a shadow. This shadow’s alignment matches that of the shadowdancer and cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer.

A Shadow is a semi-incorporeal undead creature made of shadow that appears as a facsimile of its master. In areas of dim lighting or lower the shadow gains the benefit of total concealment. In areas of normal lighting or lower it gains the benefit of partial concealment. In areas of bright light it has gains no benefit and loses its deflection bonus to AC (see below).

A shadow has the base attributes, saves, skills, feats, and size of a shadow (http://www.d20srd.org/srd/monsters/shadow.htm) for all other abilities use the following:

Partially Incorporeal: A Shadow can pass through solid objects like a creature with the Incorporeal Subtype but each square is treated as difficult terrain and the shadow must exit the solid material at the end it's movement. Otherwise it is shunted to the closest surface and suffers 1d6 points of damage per 5 feet moved. The shadow also possesses a 50% miss chance against mundane attacks or a 20% miss chance against magic weapons. This is bypassed by any effects which would bypass the miss chance of an incoporeal creature. A Shadow has an effective strength equal to your shadowdancer level.

Hit Points: A Shadow has hit points equal to half your maximum hit point total.

Armor Class: A Shadow gains a Deflection Bonus to it's Armor Class equal to your Charisma Modifier.

Attacks: A Shadow's to-hit bonus is equal to your shadowdancer level. When a shadow succeeds on a touch attack it deals 1d3 points of Strength damage to a living foe. A creature reduced to 0 Strength by a shadow falls unconscious until healed. This is a negative energy effect. At 6th level a Shadow deals 1d6 Strength damage on it's touch attacks.

Shadow Jump: A Shadow may make use of your Shadow Jump ability though its use counts against your daily total.

If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per class level. The shadowdancer’s XP total can never go below 0 as the result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

Shadow Jump (Su) At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowdancer can jump up to a total of 30 feet each day in this way; this may be a single jump of 30 feet or three jumps of 10 feet each. At 6th level, the distance a shadowdancer can jump each day doubles to 60 feet. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Defensive Roll (Ex) Starting at 5th level, once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can’t attempt a defensive roll.

Improved Uncanny Dodge (Ex) At 5th level, a shadowdancer can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least four levels higher than the shadowdancer can flank her (and thus sneak attack her).

Slippery Mind (Ex) At 6th level, if a shadowdancer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell’s effects occur normally.

Mr Tumnus
2013-11-18, 05:53 PM
Non Core Prestige Classes

Jade Phoenix Mage

Changes to class


Added Warmage spellcasting (though you get it later)
Moved Arcane Wrath to 3rd level to coincide with getting spells
Moved mystic phoenix stance to first level
Added Maneuvers and stances with the Swordmage recovery limited to the two Jade Phoenix Mage schools Desert Wind and Devoted Spirit


HD: d6
Class Skills: Climb, Concentration, Diplomacy, Handle Animal, Intimidate, Jump, Martial Lore, Ride, Sense Motive, Tumble
Skill Points: 2 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Maneuvers Known
Maneuvers Readied
Stances Known
Special
0
1
2


1st
+1
+2
+0
+0

1

1

1
Mystic phoenix stance, rite of waking
-
-
-


2nd
+2
+3
+0
+0

1

1

1

-
-
-


3rd
+3
+3
+1
+1

2

1

1
Arcane wrath
2
1
-


4th
+4
+4
+1
+1

2

2

1
Empower strike
3
2
-


5th
+5
+4
+1
+1

3

2

2

3
2
1


6th
+6
+5
+2
+2

3

2

2
Firebird stance, Jade Phoenix Master
4
3
2



Weapon and Armor Proficiency As a Jade Phoenix Mage you are proficient with simple weapons and the weapons associated with both the desert wind and devoted spirit martial disciplines. Jade Phoenix Mages are proficient with light armor and shields (except tower shields). A Jade Phoenix Mage can cast spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Jade Phoenix Mage wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Jade Phoenix Mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Maneuvers You begin your career with knowledge of one martial maneuver. The disciplines available to you are Desert Wind and Devoted Spirit.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by a Jade Phoenix Mage is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver's prerequisite to learn it.

Upon reaching 2nd level, and at every even-numbered Jade Phoenix Mage level after that (4th and 6th), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest- level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 6th level, you could trade in a single 1st, 2nd, or 3rd level maneuver for a maneuver of 3rd level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only one maneuver at any given level.

Maneuvers Readied You can ready your one maneuver known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).

You can recover an expended maneuver by using a full-round action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.

Stances Known You begin play with knowledge of one 1st-level stance from any discipline open to you. At 5th level you can choose one additional stance. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Rite of Waking (Ex) When you become a Jade Phoenix mage, you participate in the Rite of Waking with the master who accepted you into the society. This rite takes 10 minutes, but requires nothing other than the presence of a Jade Phoenix master and a suitable candidate. On completion of the rite, you gain awareness of your previous lives. You now remember places you visited, people you knew, and things you did in lifetimes long past. You gain a +2 bonus on Knowledge checks, and you can attempt a Knowledge check even if you are untrained in the appropriate Knowledge skill. You also gain a +2 bonus on saving throws against death effects and fear effects.

Mystic Phoenix Stance (Su) At 1st level, you learn how to channel the energy from one of your stances in a new way. While you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the effect of mystic phoenix stance. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using mystic phoenix stance and resume gaining the normal benefit of the stance as a swift action. While you use this ability, your caster level when you cast arcane spells increases by 1, and you gain a +2 dodge bonus to AC. In addition, when you first activate this ability, you can choose to expend an arcane spell slot. If you do, you also gain damage reduction against all but evil-aligned attacks as long as you maintain the stance. The value of your damage reduction is equal to 2 × the level of the spell you expend (maximum damage reduction 10/evil for expending a 5th level spell).

Spellcasting Beginning at 3rd level, a Jade Phoenix Mage gains the ability to cast a small number of arcane spells, which are drawn from the warmage spell list (Complete Arcane page 10). When a Jade Phoenix Mage gains access to a new level of spells, he automatically knows all the spells for that level listed on the warmage's spell list. Essentially, his spell list is the same as his spells known list.

To cast a spell, a Jade Phoenix Mage must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Jade Phoenix Mage's spell is 10 + the spell's level + the Jade Phoenix Mage's Charisma modifier. Like other spellcasters, a Jade Phoenix Mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells for a high Charisma score.

Unlike a cleric or a wizard, a Jade Phoenix Mage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Through 2nd level, a Jade Phoenix Mage has no caster level. At 3rd level and higher, his caster level is his Jade Phoenix Mage level.

Arcane Wrath (Su) You can spontaneously channel stored spell energy into your melee attacks. As a swift action, you can lose any spell slot of first level or higher to gain a +4 bonus on a single attack or martial strike, as well as an extra 1d10 points of damage per spell level expended. Both bonuses can be applied only on an attack made before the beginning of your next turn. For example, if you lose a 2nd-level spell slot, you gain a +4 bonus on an attack roll you make before your next turn, and you deal an extra 2d10 points of damage if your attack is successful.

Empowering Strike (Su) Beginning at 4th level, when you successfully attack an enemy with a martial strike, an arcane spell that you cast before the end of your next turn is empowered (as by the Empower Spell metamagic feat). Casting a spell that has been empowered through this ability does not increase the effective level of a spell you cast or increase it's casting time. You do not need to know the Empower Spell feat to use this ability. You can use this ability once per encounter.

Firebird Stance (Su) At 6th level, you learn another application for a stance you know. While you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the effect of firebird stance. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using firebird stance and resume gaining the normal benefit of the stance as a swift action. While this ability is active, you gain resistance to fire 10, and your caster level when you cast any fire spell increases by 3. In addition, you can choose to expend an arcane spell slot when you activate the ability. If you do, you gain an aura that deals 1d6 points of damage per spell level to any creature within 10 feet (Reflex half, DC 14 + Charisma). Half the damage dealt by the aura is fire, and the other half is raw arcane energy (untyped damage). The aura deals damage each round at the beginning of your turn. Once you activate this ability, the fiery aura lasts for 1 minute, after which time the effect ends and the normal effect of your stance resumes.

Jade Phoenix Master (Su) When you attain 6th level, you earn the right to call yourself a Jade Phoenix master. You can now perform the Rite of Waking for someone else, provided he or she is a suitable candidate and embodies the reincarnated spirit of one of the ancient masters. (The DM decides if this is true for any given NPC.) You gain the ability to sense the direction and distance to the nearest Jade Phoenix mage, master, or candidate simply by meditating for 1 minute without interruption.

Master of Many Forms

Changes to class


Changed the order of the different wild shape types a little bit. From giant (at 2nd level), a monstrous humanoid (at 3rd level), a fey (at 4th level), a vermin (at 5th level), an aberration (at 6th level) to vermin (at 2nd level), a monstrous humanoid (at 3rd level), an aberration (at 4th level), a giant (at 5th level), and a fey (at 6th level) to tone down the strength at low levels.
Added Druid weapon/armor proficiency and drawbacks regarding their use.
Removed huge wild shape and pushed back large/tiny sizes one level to 3/6 from 2/4.


HD: d8
Class Skills: Climb, Concentration, Craft, Diplomacy, Disguise, Handle Animal, Hide, Jump, Knowledge (Nature), Listen, Spot, Survival, Swim.
Skill Points: 4 + Int per level (4x at 1st)



Level
BAB
Fort
Ref
Will
Special


1st
+0
+2
+2
+0
Shifter's speech, improved wild shape (animal, humanoid; Small, Medium)


2nd
+1
+3
+3
+0
Improved wild shape (vermin)


3rd
+2
+3
+3
+1
Fast wild shape, improved wild shape (monstrous humanoid; Large)


4th
+3
+4
+4
+1
Improved wild shape (aberration)


5th
+3
+4
+4
+1
Improved wild shape (giant)


6th
+4
+5
+5
+2
Improved wild shape (fey; Tiny)



Weapon and Armor Proficiency A master of many forms is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.

A master of many forms is proficient with light and medium armor but like druids, is prohibited from wearing metal armor; thus, may wear only padded, leather, or hide armor. (A master of many forms may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) A master of many forms is proficient with shields (except tower shields) but must use only wooden ones.

A master of many forms who wears prohibited armor or carries a prohibited shield is unable to use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Shifter's Speech (Ex) A master of many forms maintains her ability to speak normally (including verbal components of spells) regardless of the form she takes. Furthermore, she can communicate with other creatures of the same kind while in wild shape, as long as such creatures are normally capable of communicating with each other using natural methods.

Improved Wild Shape (Su) At 1st level, a master of many forms gains the ability to turn herself into any Small or Medium animal or humanoid and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per class level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

Any gear worn or carried by the master of many forms melds into the new form and becomes nonfunctional. When the master of many forms reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the master of many forms's feet.

As a master of many forms increases in level she gains the ability to assume the form of a vermin (at 2nd level), a monstrous humanoid (at 3rd level), an aberration (at 4th level), a giant (at 5th level), and a fey (at 6th level).

The size limit of the shapes she can assume also increases as she gains levels. At 3rd level, she can assume the form of a Large creature; and at 6th level, a Tiny creature.

A master of many forms also gains one additional daily use of her wild shape ability per class level gained.

Fast Wild Shape (Ex) Starting at 3rd level, a master of many forms can use her wild shape ability as a move action, rather than as a standard action.

Capstone Feats

Huge Form
Prerequisites: Master of Many Forms 6
Benefit: Choose 1 huge form of any creature type you can wildshape into. By spending 2 uses of Wild Shape you can wild shape into that form.
Special: You can take this feat only once.

Special Quality
Prerequisites: Master of Many Forms 6
Benefit: You learn to use a single extraordinary special quality of another kind of creature while assuming its form through Wild Shape (scent, darkvision, etc.)
Special: You can take this feat multiple times, each time it applies to a new Extraordinary Special Quality.

Scholar23
2013-11-20, 09:44 AM
Just a quick look over but I think this could really work :smallbiggrin:

Mr Tumnus
2013-12-06, 04:45 AM
Just a quick look over but I think this could really work :smallbiggrin:

Yea, a lot of prestige classes, especially those in core are severely underpowered in the mid-late game when you would get the better class features and when compared to just continuing in your base class or multiclassing they're just really unappetizing. In an E6 game though you can see a much larger spectrum of their abilities at a level when they actually are pretty impressive.

D-naras
2013-12-06, 09:34 AM
Big no no on the Shadow Dancer's shadow. That thing destroys unprepared opponents at this level.

Mr Tumnus
2013-12-23, 08:08 PM
Big no no on the Shadow Dancer's shadow. That thing destroys unprepared opponents at this level.

Destroys is a strong word. At 3rd level when you get it it has an AC of 13, 19 hitpoints and a +3 to hit (granted, it attacks touch). Sure it deals 1d6 strength damage when it hits but that is literally all it does, and that 6 strength damage could easily be a 1.

At level 6 when it gets +2 hit dice it now has +1 to saves, +1 to hit, and an additional 2d12 hit points.

It's more of a niche thing than a gamebreaking power.

awa
2013-12-24, 07:01 PM
you seem to be forgetting that you need magic to hurt the shadow at all and it can travel through walls.

Most cr 3-4 monsters cant hurt the shadow at all

out of the srd only the dragons, mephits, arrow hawk, Barghast, Grick and Hell hound have any chance of killing it at all and many like the mephits will likely lose in a head to head fight.
If you let the shadow hide in the walls during the fight it can get improved cover and it's odds of soloing virtually any cr 3-4 monster is nearly guaranteed.
Give it fly by attack allowing it to have full cover on its off turns makes it even less fair

if the correct answer to virtually every fight is hide outside the dungeon and send in one character or worse a single class feature to clear it out then something is broken.

Eldest
2013-12-25, 04:45 PM
The Shadow is indeed brokenly good at level 6, due to it's incorporality AND the create spawn ability. I recommend just removing those and giving it, instead, a miss chance (20 or 50 percent, your choice).

awa
2013-12-25, 08:40 PM
I am firmly on the side of shadow being broken but spawn creation is not an issue as the shadow dancer shadow is incapable of that.

Eldest
2013-12-26, 10:38 PM
I am firmly on the side of shadow being broken but spawn creation is not an issue as the shadow dancer shadow is incapable of that.

Huh. When I looked at it it looked like you could get it. My bad.

awa
2013-12-27, 11:13 AM
now it seems to me the real problem with the shadow is that it can solo the encounter with out the shadows dancers or party even needing to be in the room.

So a couple fixes i could see would be to require the shadow dancer to stay close to the shadow concentrating and limit the number of rounds per day the shadow can be active

alternatively you could make the shadow more vulnerable for example
not letting it attack while in a wall, giving it 50% miss chance against non magic weapons rather then complete immunity

Red Bear
2013-12-28, 04:31 AM
You could put a weapon focus (bow) bonus feat in the Arcane archer 4th level, so that it doesn't have any "dead level".

Also I think that some prestige class have few class skills because it is expected that they get some from the base classes so you should think about adding some class skills.

lunar2
2013-12-29, 11:46 PM
dragon disciple needs weapon and armor proficiencies. probably simple weapons, light armor, no shields.

Legendxp
2013-12-30, 12:01 AM
You could put a weapon focus (bow) bonus feat in the Arcane archer 4th level, so that it doesn't have any "dead level".

Also I think that some prestige class have few class skills because it is expected that they get some from the base classes so you should think about adding some class skills.

I feel like this could be easily fixed by gestalting.

Also, are we allowed to make requests? Because I LOVE the entire idea of E6 base classes.

EDIT: What's wrong with the shadow? The average strength damage is 3.5, if it is attacking, let's say a fighter, it should take on average five or six rounds to kill him. That's more than enough time for a party of four to figure something out (not to mention, most monsters have much higher strength scores).

awa
2013-12-30, 10:25 AM
see the shadow is fine when your sending him against a party of 4 on average someone can do something. But were not talking about a shadow as a foe but as a companion a very different situation.

the problem for monsters as I said early is at the level you get the shadow you can just sit outside the dungeon and let the shadow solo the entire thing. It doesn't matter how high the monsters strength is if it cant stop the shadow from attacking it over and over again. Very few monster in the cr 3-4 range can hurt the shadow at all much less kill one.

A monster tends to have far fewer options than a pc much less a party of four pcs.

edit heck lets go even more extreme a cr 9 monster should be a tremendously dangerous foe in a e6 setting but 15 14 of the srds 30 cr 9 monsters are incapable of defending themselves at all from the level 3 shadow dancers buddy
all these monster which should be a life or death threat to an entire party of characters twice the shadow dancers level are instead helpless before a single class feature right out the door.
Delver
Tricaritops
Dire shark
Earth elemental
Fire elemental
Giant frost
Stone giant elder
Hydra 10 headed
Centipede colossal
Roc
Squid giant
tojanida’s
bone devil
vrock
zelekhut forgot constructs were immune ability damage
and the water elemental can only defend itself if it is actually in water

Mr Tumnus
2014-01-04, 09:48 PM
You could put a weapon focus (bow) bonus feat in the Arcane archer 4th level, so that it doesn't have any "dead level".

Also I think that some prestige class have few class skills because it is expected that they get some from the base classes so you should think about adding some class skills.

I disagree with the extra bonus feat for arcane archers, I don't think that a single dead level is a problem. On the subject of class skills however, which did you have in mind?


dragon disciple needs weapon and armor proficiencies. probably simple weapons, light armor, no shields.

I can get behind that.


Also, are we allowed to make requests? Because I LOVE the entire idea of E6 base classes.

Sure, feel free.


see the shadow is fine when your sending him against a party of 4 on average someone can do something. But were not talking about a shadow as a foe but as a companion a very different situation.

the problem for monsters as I said early is at the level you get the shadow you can just sit outside the dungeon and let the shadow solo the entire thing. It doesn't matter how high the monsters strength is if it cant stop the shadow from attacking it over and over again. Very few monster in the cr 3-4 range can hurt the shadow at all much less kill one.

A monster tends to have far fewer options than a pc much less a party of four pcs.

edit heck lets go even more extreme a cr 9 monster should be a tremendously dangerous foe in a e6 setting but 15 14 of the srds 30 cr 9 monsters are incapable of defending themselves at all from the level 3 shadow dancers buddy
all these monster which should be a life or death threat to an entire party of characters twice the shadow dancers level are instead helpless before a single class feature right out the door.
Delver
Tricaritops
Dire shark
Earth elemental
Fire elemental
Giant frost
Stone giant elder
Hydra 10 headed
Centipede colossal
Roc
Squid giant
tojanida’s
bone devil
vrock
zelekhut forgot constructs were immune ability damage
and the water elemental can only defend itself if it is actually in water

Okay, now I understand where people are coming from. I was thinking about the shadow balanced against the party of characters which normally isn't a problem. I keep hearing about how incorporeal is an insta-win but it isn't against a party of adventurers, even a party without a wizard. Any weapon with at least a +1 enhancement bonus has a chance to deal damage to incorporeal creatures. Balanced against monsters however I get the problems people have been talking about.

I'll definitely take a closer look at it.

Legendxp
2014-01-05, 12:34 AM
How about the Jade Pheonix Mage from the Tome of Battle?

Mr Tumnus
2014-01-05, 07:15 AM
How about the Jade Pheonix Mage from the Tome of Battle?

I played around with a few ideas for Jade Phoenix Mage and this (http://www.giantitp.com/forums/showpost.php?p=16450247&postcount=4) is what I came up with. At that point with that kind of prestige class you have to make a lot of allowances. I handled it in much the same way I handled arcane archer, adding spellcasting from a reduced class in a watered down way. Looking back though I can see that I'm starting to deviate from the original thought process behind the thread.

Largely I was trying to see what fresh out of the box prestige classes could look like as base classes without changing much. It works great with classes like the Assassin, Dwarven Defender, Duelist and Horizon Walker. Slightly less with classes like Shadowdancer, Arcane Trickster, Dragon Disciple. The more you change with a single class the more you're likely to change with the next class and then it just becomes homebrew by itself and that is not my goal. In the future I think I'm going to try and stay away from classes like Jade Phoenix mage which have few class features on their own and are more about advancing in a base class.

Actually I think Jade Phoenix Mage would work better as a series of E6 Prestige Feats.

Rite of Waking [Prestige]
You gain awareness of your previous lives.
Prerequisite Character Level 6, no other prestige feats, ability to cast 2nd-level arcane spells, must know at least one martial stance.

Benefit The following skills become class skills for you Climb (Str), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Martial Lore (Int), Ride (Dex), Sense Motive (Wis), Tumble (Dex). In addition, you gain a +2 bonus on Knowledge checks, and you can attempt a Knowledge check even if you are untrained in the appropriate Knowledge skill. You also gain a +2 bonus on saving throws against death effects and fear effects.

Special The Rite of Waking must be presided over by a Jade Phoenix Master.

Mystic Phoenix Stance [Prestige]
Rise like a phoenix, ca-caw.
Prerequisite Rite of Waking

Benefit you gain the jade phoenix mage ability ‘Mystic Phoenix Stance’

Arcane Wrath [Prestige]
You have studied the art of turning arcane might into martial power.
Prerequisite Rite of Waking, 1 Other Prestige Feat

Benefit you gain the jade phoenix mage ability ‘Arcane Wrath’

Empowering Strike [Prestige]
Your skill at arms enables you to more easily channel your arcane energies.
Prerequisite Rite of Waking, 1 Other Prestige Feat

Benefit you gain the jade phoenix mage ability ‘Empowering Strike’

Firebird Stance [Prestige]
You channel the phoenix and revel in it's flames.
Prerequisite Rite of Waking, 2 Other Prestige Feats

Benefit you gain the jade phoenix mage ability ‘Firebird Stance’

Jade Phoenix Master [Prestige]
Your journey is complete, you have become the master.
Prerequisite Rite of Waking, 3 Other Prestige Feats

Benefit You've earn the right to call yourself a Jade Phoenix master. You can now perform the Rite of Waking for someone else, provided he or she is a suitable candidate and embodies the reincarnated spirit of one of the ancient masters. (The DM decides if this is true for any given NPC.) You gain the ability to sense the direction and distance to the nearest Jade Phoenix mage, master, or candidate simply by meditating for 1 minute without interruption.

In addition as a swift action you can instantly recover a spent Martial Maneuver by expending a spell slot of equal or higher level.

Red Bear
2014-01-05, 12:05 PM
I disagree with the extra bonus feat for arcane archers, I don't think that a single dead level is a problem On the subject of class skills however, which did you have in mind?

I don't like dead levels so I suggested a thematically appropriate feat (since it's a prerequisite for the AA) that doesn't really make the class much stronger, but it was more of a personal thing. There are a lot of dead levels in all of D&D so they aren't really a problem.

About skills I actually had nothing in mind, I just noticed for example that a ranger has 19 class skills, a wizard has 15 and the "standard" wizard/ranger arcane archer has 28 skills, while the arcane archer itself has only 8 class skill.

Considering that, you can add some skills to the arcane archer list. The decision it's kinda arbitrary but I think climb, concentration, knowledge arcana and spellcraft should be added since the first make sense for an archer and the other three are usually class skills for any arcane spellcaster, then you could add knowlegde nature/planes/geography/dungeoneering since they are on both class skill list and maybe heal,jump and swim.