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View Full Version : Zman's E10 Prestige Class Epiphany(3.5)



Zman
2014-01-05, 10:38 PM
Ok, I've been struggling with how to work with Prestige Classes in my E10 Variant (http://www.giantitp.com/forums/showthread.php?p=16710350#post16710350) which is designed to be used as a stand alone or in conjunction with my Overhaul. How I treat LA in my overhaul is with a 15% xp/LA penalty.

This has lead to an Epiphany for how to handle Prestige Classes.

Basically, strip out the skill points, saves, hd, bab out of some Prestige Classes, and charge a 10% xp penalty for taking a level in them. Make most of them three tiers. Once you take the first level, you lose 10% of your XP, and gain a permanent 10% XP penalty. You can't take the second level until you reach your original XP total. XP Penlty can never cause a character to lose previously gained levels. The XP Penalties are cumulative. A character would be required to finish one Prestige Class before starting another. No Dipping.

What are your thoughts on effectively trading some xp gained and a future penalty to xp earned for some effective and thematic special abilities?

Current Core Versions

Core Prestige Classes

Arcane Archer

Requirements:
Race
Elf or half-elf.
Base Attack Bonus +6.
Feats
Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).
Spells
Ability to cast 1st-level arcane spells.

Gain
Tier 1: 10% xp Penalty
Enhanced Arrows. Arrows fired gain a +1 Enhancement bonus for every three HD the Arcane Archer posses. The Enhancement Bonus cannot exceed the maximum spell level the Arcane Archer is capable of casting. This Bonus stacks with that from the Archer's Bow.

Tier 2: Additional 10% xp Penalty
Imbue Arrow: As a Swift action you can imbue one arrow with a touch spell or area affect spell.

Seeker Arrow: An Arcane Archer can sacrifice a Spell slot of 2nd level or higher to fire a single Seeker Arrow as a Full Round Action. A Seeker Arrow flies unerringly to any target in range and sight, ignoring cover and concealment except total cover and total concealment.

Tier 3: Additional 10% xp Penalty
Split Arrow: As a Swift Action an Arcane Archer can sacrifice a spell slot to have a single arrow they fire that round to split into additional arrows equal to the Spell Slot sacrificed. This arrow makes one attack roll but deals damage for each arrow.

Phase Arrow: As a Full Round Action an Arcane Archer can sacrifice a Spell slot of 3rd level or higher to fire an arrow against any known target within range. This arrow passes through any obstacle on its direct path to the target. Make a touch attack roll. The arrow deals damage as normal.

Arcane Trickster


Requirements:
Alignment
Any nonlawful.
Skills
Decipher Script 7 ranks, Disable Device 7 ranks, Escape Artist 7 ranks, Knowledge (arcana) 4 ranks.
Spells
Ability to cast mage hand and at least one arcane spell of 3rd level or higher.
Special
Sneak attack +2d6.

Gain
Tier 1: 10% xp Penalty
Ranged Legerdemain
By Sacrificing a spell slot of 1st level or greater as a Swift Action an Arcane Trickster can perform one of the following class skills at a range of 30 feet per spell level sacrificed: 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.

Tier 2: Additional 10% xp Penalty
Sneak Attack
By Sacrificing a Spell Slot of 1st level or higher as a Swift Action an Arcane Trickster can increase their Sneak Attack damage by 1d6 per Spell Level. Also, the minimum damage that can be rolled on any of their sneak attack dice cannot be lower than the spell level sacrificed. If a die roll is lower, it counts as the Spell Level Sacrificed. This effect effects the next Sneak Attack the Arcane Trickster makes.

Tier 3: Additional 10% xp Penalty
Impromptu Sneak Attack
By Sacrificing a Spell Slot of 3rd level or higher as a Swift 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).


Archmage


Requirements
Skills
Knowledge Arcana 10 Ranks, Spellcraft 10 Ranks
Feats
Skill Focus Spellcraft, Spell Focus in two schools
Special
Ability to cast 4th level Arcane Spells.

Gain
Tier 1: 10% xp Penalty
High Arcana: Arcane Fire
By Sacrificing a Spell Slot the archmage gains the ability to change arcane spell energy into arcane fire as a Standard Action, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/tier of archmage) that deals 1d12 points of damage per level of the spell sacrificed to create the effect plus 1d12 points of damage for each Archmage Tier.

Tier 2: Additional 10% xp Penalty
High Arcana: Arcane Reach
The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack.

High Arcana: Spell Power
This ability increases the archmage’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only).

Tier 3: Additional 10% xp Penalty
High Arcana: Mastery of Counterspelling
When the archmage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled.

High Arcana: Mastery of Elements
The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting.

High Arcana: Mastery of Shaping
The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.


Assassin

Requirements
Alignment
Any evil.
Skills
Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks.
Special
The character must kill someone for no other reason than to join the assassins.

Gain
Tier 1: 10% xp Penalty
Poison Use
Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Paralyze Attack
After spending a Move Action to study a threatened target, the Assassin may spend a Standard action on a Paralyze Attack. Paralyze Attack requires a Touch Attack to paralyze the target for a number of rounds equal to the amount they failed their save by. The Save for Paralyze attack is equal to 10+ Assassin's Tier+ Int Mod. A successful fortitude save ignores the effects. Targets immune to a Rogue's sneak attack are immune to an Assassins Paralyze Attack.

Spellcasting
May cast one spell per day spontaneously from the Assassin's spell list. Requires 11 Intelligence and receives bonus Spells for a high Intelligence. Save DCs are equal to 10+Spell Level+Int Mod.
Assassins choose their spells from the following list:
1st Level
disguise self, detect poison, feather fall, ghost sound, jump, obscuring mist, sleep, true strike.

Tier 2: Additional 10% xp Penalty
Hide in Plain Sight (Su)
An assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

Spellcasting
May cast one spell per day spontaneously from the Assassin's spell list. Requires 12 Intelligence and receives bonus Spells for a high Intelligence. Save DCs are equal to 10+Spell Level+Int Mod.
Assassins choose their spells from the following list:
2nd Level
alter self, cat’s grace, darkness, fox’s cunning, illusory script, invisibility, pass without trace, spider climb, undetectable alignment.

Tier 3: Additional 10% xp Penalty
Death Attack
After spending a Move Action to study a threatened target, the Assassin may spend a Standard action on a Death Attack. Death Attack requires a Touch Attack to Slay the target. The Save DC for Paralyze attack is equal to 10+ Assassin's Tier+ Int Mod. A successful Fortitude save ignores the effect. Targets immune to a Rogue's sneak attack are immune to an Assassins Paralyze Attack.


Spellcasting
May cast one spell per day spontaneously from the Assassin's spell list. Requires 13 Intelligence and receives bonus Spells for a high Intelligence. Save DCs are equal to 10+Spell Level+Int Mod.
Assassins choose their spells from the following list:
3rd Level
deep slumber, deeper darkness, false life, magic circle against good, misdirection, nondetection.




Blackguard

Requirements
Alignment
Any evil.
Skills
Hide 5 ranks, Knowledge (religion) 2 ranks.
Feats
Cleave, Improved Sunder, Power Attack.
Special
The character must have made peaceful contact with an evil outsider who was summoned by him or someone else.

Gain
Tier 1: 10% xp Penalty
Aura of Evil (Ex)
The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his Hit Dice.

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

Smite Good (Su)
As Paladin's Smite Evil ability once/encounter.

Spellcasting
May cast one spell per day spontaneously from the Blackguard's spell list. Requires 11 Charisma and receives bonus Spells for a high Charisma. Save DCs are equal to 10+Spell Level+Cha Mod.
Blackguards choose their spells from the following list:
1st Level
cause fear, corrupt weapon, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*.

Tier 2: Additional 10% xp Penalty
Dark Blessing (Su)
A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.

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.

Sneak Attack
A Blackguard gains a +1d6 Sneak attack as the Rogue ability of the same name.

Spellcasting
May cast one spell per day spontaneously from the Blackguard's spell list. Requires 12 Charisma and receives bonus Spells for a high Charisma. Save DCs are equal to 10+Spell Level+Cha Mod.
Blackguards choose their spells from the following list:
2nd Level
bull’s strength, cure moderate wounds, darkness, death knell, eagle’s splendor, inflict moderate wounds, shatter, summon monster II*.

Tier 3: Additional 10% xp Penalty
Fiendish Mount
A Blackguard gains a Fiendish Mount as the Paladin ability of the same name. The mount has the Fiendish Template in lieu of the Celestial Template. The Mounts abilities are based off of the Blackguard's Hit Dice.

Sneak Attack
A Blackguards Sneak Attack in creases to 2d6.

Spellcasting
May cast one spell per day spontaneously from the Blackguard's spell list. Requires 13 Charisma and receives bonus Spells for a high Charisma. Save DCs are equal to 10+Spell Level+Cha Mod.
Blackguards choose their spells from the following list:
3rd Level
contagion, cure serious wounds, deeper darkness, inflict serious wounds, protection from energy, summon monster III*.




Dragon Disciple

Requirements:
Race
Any NonDragon
Skills
Knowledge Arcana 8 Ranks
Languages
Draconic
Spellcasting
Ability to cast arcane spells without preparation.

Gain
Tier 1: 10% xp Penalty
Draconic Awakening
Choose a type of dragon.

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

A Dragon Disciple gains +1 Natural Armor, +4 Strength, two claws(d4) and bite(d6), and a Breath Weapon dealing 2d8 Damage. The claws and bite damage is for a medium creature.

Breath Weapon (Su)
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.

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.

Tier 2: Additional 10% xp Penalty
A Dragon Disciple gains +1 Natural Armor, +2 Constitution, +2 Intelligence, Blindsense 30ft, Breath Weapon increases to 4d8.

Blindsense (Ex)
A 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.

Tier 3: Additional 10% xp Penalty
Dragon Apotheosis
A Dragon Disciple takes on the half-dragon template. His breath weapon reaches full strength (6d6), and he gains +4 to Strength and +2 to Charisma. His natural armor bonus increases to +4, and he acquires low-light vision, Blindesight 60ft, Darkvision 60ft, wings, immunity to sleep and paralysis effects, and immunity to the energy type used by his breath weapon.

Wings (Ex)
A Dragon Disciple grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability.



Duelist

Requirements:
Base Attack Bonus +6.
Skills
Perform 3 ranks, Tumble 5 ranks.
Feats
Dodge, Mobility, Weapon Finesse.

Gain
Tier 1: 10% xp Penalty
Canny Defense (Ex)
When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist tier 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)
A Duelist gains a +2 bonus on initiative checks.

Enhanced Mobility (Ex)
When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.

Tier 2: Additional 10% xp Penalty
Grace (Ex)
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)
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.

Improved Reaction (Ex)
A Duelist gains an additional+2 bonus on initiative checks.

Tier 3: Additional 10% xp Penalty
Acrobatic Charge (Ex)
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.

Elaborate Parry (Ex)
A Duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each tier level of duelist she has.

Deflect Arrows
A Duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.

Precise Strike (Ex)
A Duelist's Precise Strike increases to 2d6

Improved Reaction (Ex)
A Duelist gains an additional+2 bonus on initiative checks.



Dwarven Defender

Requirements:
Race
Dwarf.
Alignment
Any lawful.
Base Attack Bonus +7.
Feats
Dodge, Endurance, Toughness.

Gain
Tier 1: 10% xp Penalty
AC Bonus (Ex)
The Dwarven Defender receives a dodge bonus to Armor Class equal to their Dwarven Defender Tier.

Damage Reduction (Ex)
A Dwarven Defender gains damage reduction equal to their Dwarven Defender Teir. This DR/- stacks will all other forms of Damage Reduction. Damage reduction can reduce damage to 0 but not below 0.

Uncanny Dodge (Ex)
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.

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 except for a single 5foot step. 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 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. Using the defensive stance takes no time itself, but a defender can only do so during his action. A Dwarven Defender can enter a Defensive Stance once per encounter.

Tier 2: Additional 10% xp Penalty
Mobile Defense (Ex)
A Dwarven Defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one additional 5-foot step each round without losing the benefit of the stance.

Improved Uncanny Dodge (Ex)
A Dwarven Defender can no longer be flanked.

This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has Hit Dice.

Tier 3: Additional 10% xp Penalty
Improved Mobile Defense (Ex)
A Dwarven Defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take move action each round without losing the benefit of the stance.

Bastion(Ex)
A Dwarven Defender gains the benefit of Evasion while in a Defensive Stance.



Hierophant


Requirements
Skills
Knowledge Religion 10 Ranks
Feats
Any Metamagic Feat
Special
Ability to cast 4th level Divine Spells.

Gain
Tier 1: 10% xp Penalty
Blast Infidel (Su)
A hierophant can use negative energy spells to their maximum effect on creatures with an alignment opposed to the hierophant. (See the table below for a list of which alignments are opposed to each alignment.) Any spell with a description that involves inflicting or channeling negative energy cast on a creature of the opposed alignment works as if under the effect of a Maximize Spell feat (without using a higher-level spell slot). Undead affected by this ability heal the maximized amount of damage. Neutral Hierophants count Chaotic Good, Lawful Good, Chaotic evil, and Lawful evil as opposite alignments.

Faith Healing (Su)
A hierophant can use healing spells to their maximum effect on creatures of the same alignment as the hierophant (including the hierophant himself). Any spell with the healing descriptor cast on such creatures works as if under the effects of a Maximize Spell feat (without using a higher-level spell slot). Any spell with the healing descriptor can cast on a creature one level of alignment different then the castor instead works as if under the effects of an Empower Spell feat(without using a higher-level spell slot).

Tier 2: Additional 10% xp Penalty
Divine Reach (Su)
A hierophant with this ability can use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the hierophant must make a ranged touch attack instead. Divine reach can be selected a second time as a special ability, in which case the range increases to 60 feet.

Spell Power
This special ability increases a hierophant’s effective caster level by 1 for purposes of determining level-dependent spell variables and for caster level checks. This ability can be selected more than once, and changes to effective caster level are cumulative.

Tier 3: Additional 10% xp Penalty
Gift of the Divine (Su)
Available only to hierophants with cleric levels, this ability allows a hierophant to transfer one or more uses of his turn undead ability to a willing creature. (Hierophants who rebuke undead transfer uses of rebuke undead instead.) The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the number of turning attempts per day allowed to the hierophant is reduced by the number transferred. The recipient turns undead as a cleric of the hierophant’s cleric level but uses her own Charisma modifier.

Mastery of Energy (Su)
Available only to hierophants with cleric levels, this ability allows a hierophant to channel positive or negative energy much more effectively, increasing his ability to affect undead. Add a +4 bonus to the hierophant’s turning checks and turning damage rolls. This ability only affects undead, even if the hierophant can turn other creatures, such as with a granted power of a domain.

Power of Nature (Su)
Available only to hierophants with druid levels, this ability allows a hierophant to temporarily transfer one or more of his druid Class Features to a willing creature. The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the hierophant cannot use the transferred power. He can transfer any of his druid powers except spellcasting and the ability to have an animal companion.

The druid’s wild shape ability can be partially or completely transferred. If the hierophant can assume the form of Tiny or Huge animals, the recipient can as well.

As with the imbue with spell ability spell, the hierophant remains responsible to his deity for any use to which the recipient puts the transferred abilities.



Horizon Walker


Requirements
Skills
Knowledge Geography 8 Ranks
Feats
Endurance

Gain
Tier 1: 10% xp Penalty
Fast Movement
Gains Fast movement(As Barbarian)

Terrain Mastery
Gain choice of possible Terrains

Tier 2: Additional 10% xp Penalty
Terrain Mastery
Gain choice of possible Terrains

Terrain Mastery
Gain choice of possible Terrains

Tier 3: Additional 10% xp Penalty
Planar Terrain Mastery
Gain choice of possible Planar Terrains, may instead choose two non Poanar Terrain Masteries in its place.

Planar Terrain Mastery
Gain choice of possible Planar Terrains, may instead choose two non Poanar Terrain Masteries in its place.

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.

Other (Planar)
If other planes are in use additional Planar Terrains can be created.



Loremaster


Requirements
Skills
Knowledge Any Two 10 Ranks Each
Feats
Any three Metamagic or Item Creation feats
Spellcasting
Able to cast seven different divination spells, one of which must be 3rd level or higher.

Gain
Tier 1: 10% xp Penalty
Lore
A Loremaster gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The loremaster adds her Hit Dice and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.

Secret
The Loremaster knows all Secrets equal to her Loremaster Tier plus her Intelligence modifier.

Loremaster Secrets
Level +
Int Modifier Secret Effect
1 Instant mastery 4 ranks of a skill in which the character has no ranks
2 Secret health +3 hit points
3 Secrets of inner strength +2 bonus on Will saves
4 The lore of true stamina +2 bonus on Fortitude saves
5 Secret knowledge of avoidance +2 bonus on Reflex saves
6 Weapon trick +1 bonus on attack rolls
7 Dodge trick +1 dodge bonus to AC
8 Applicable knowledge Any one feat
9 Newfound arcana 1 bonus 1st-level spell1
10 More newfound arcana 1 bonus 2nd-level spell1
As if gained through having a high ability score.

Bonus Language
A Lore Master can choose a new Language


Tier 2: Additional 10% xp Penalty
Greater Lore(Ex)
A Loremaster gains the ability to understand magic items, as with the identify spell.

Bonus Language
A Lore Master can choose a new Language

Tier 3: Additional 10% xp Penalty
True Lore (Ex)
Once per day a Loremaster can use her knowledge to gain the effect of a legend lore spell or an analyze dweomer spell.

Bonus Language
A Lore Master can choose a new Language



Red Wizard


Requirements
Skills
Spellcraft 8 Ranks
Feats
Tattoo Focus, Any three Metamagic or Item Creation feats
Spellcasting
Must be able to cast 3rd level Arcane Spells.

Feat: Tattoo Focus
Prerequisite: Specialized in a school of magic
Benefits: Add +1 to the DC for all Saving Throws against spells from your specialized school. You get a +1 bonus on Caster Level checks to overcome a creature's Spell Resistencia when casting a spell from that school.

Gain
Tier 1: 10% xp Penalty
Enhanced Specialization
Upon becoming a Red Wizard the Red Wizard must select an additional prohibited school. The Red Wizard maintains his ability to cast spells previously learned, but cannot lean new spells in a prohibited school nor can he ever cast 4th level spells in that school.

Specialist Defense
The Red Wizard gains a bonus to saves versus his specialized school equal to his Red Wizard Tier.

Spellpower
A Red Wizard gains a bonus to Caster Level checks equal to his red Wizard Tier for determining level dependent variables and for caster level checks.

Tier 2: Additional 10% xp Penalty
Circle Leader
A Red Wizard is capable of leading a Circle of two to five participants.

Scribe Tattoo
A Red Wizard is capable of imbuing a willing target with the Tattoo Focus feat. This takes up one of the characters available feats.

Tier 3: Additional 10% xp Penalty
Great Circle Leader
A Red Wizard is capable of leading a circle of up to ten participants.

Circle Magic



Shadowdancer


Requirements:
Skills
Move Silently 8 ranks, Hide 10 ranks, Perform Dance 5 Ranks.
Feats
Combat Reflexes, Dodge, Mobility

Gain
Tier 1: 10% xp Penalty
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.

Darkvision (Su)
A Shadowdancer can see in the dark as though she were permanently under the effect of a darkvision spell.

Shadow Illusion (Sp)
A Shadow dancer 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.

Shadow Jump (Su)
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 40 feet per Shadowdancer Tier each day in this way. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Evasion (Ex)
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.

Uncanny Dodge (Ex)
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.)

Tier 2: Additional 10% xp Penalty
Summon Shadow (Su)
A Shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow 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. The Shadow's Hit Dice is equal to the Shadowdancers and results in the requisite base attack and base save bonus increases to her shadow companion.

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 prestige class level. The shadowdancer’s XP total can never lose a level as result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

Tier 3: Additional 10% xp Penalty
Defensive Roll (Ex)
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)
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).

If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Slippery Mind (Ex)
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.

Improved Evasion (Ex)
A shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, she takes only half damage even if she fails her saving throw.



Thaumaturgist


Requirements:
Feats
Spell Focus Conjuration
Spellcasting
Able to cast Lesser Planar Ally

Gain
Tier 1: 10% xp Penalty
Improved Ally
When a thaumaturgist casts a planar ally spell (including the lesser and greater versions), he makes a Diplomacy check to convince the creature to aid him for a reduced payment. If the thaumaturgist’s Diplomacy check adjusts the creature’s attitude to helpful the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature.

The thaumaturgist’s improved ally class feature only works when the planar ally shares at least one aspect of alignment with the thaumaturgist.

A thaumaturgist can have only one such ally at a time, but he may bargain for tasks from other planar allies normally.

Extended Summoning
All spells from the summoning subschool that the thaumaturgist casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don’t change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell’s level.

Lessor Augment Summoning
Each creature you conjure with any summon spell gains a +2 enhancement bonus to Strength, Dexterity, and Constitution for the duration of the spell that summoned it.

Tier 2: Additional 10% xp Penalty
Augment Summoning
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength, Dexterity, and Constitution for the duration of the spell that summoned it.

Contingent Conjuration
A Thaumaturgist can prepare a summoning or calling spell ahead of time to be triggered by some other event. This functions as described for the contingency spell, including having the thaumaturgist cast the summoning or calling spell beforehand. The spell is cast instantly when the trigger event occurs.

The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted condition as are prescribed, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether the thaumaturgist wants it to, although most conjurations can be dismissed normally. A thaumaturgist can have only one contingent conjuration active at a time.

Tier 3: Additional 10% xp Penalty
Planar Cohort
A Thaumaturgist can use any of the planar ally spells to call a creature to act as his cohort. The called creature serves loyally and well as long as the thaumaturgist continues to advance a cause important to the creature.

To call a planar cohort, the thaumaturgist must cast the relevant spell, paying the XP costs normally. It takes an offering of 1,000 gp × the HD of the creature to convince it to serve as a planar cohort, and the improved ally class feature can’t be used to reduce or eliminate this cost. The planar cohort can’t have more Hit Dice than the thaumaturgist has, and must have an ECL no higher than the thaumaturgist’s character level -2.

A thaumaturgist can have only one planar cohort at a time, but he can continue to make agreements with other called creatures normally. A planar cohort replaces a thaumaturgist’s existing cohort, if he has one by virtue of the Leadership feat.

Greater Augment Summoning
Each creature you conjure with any summon spell gains a +6 enhancement bonus to Strength, Dexterity, and Constitution for the duration of the spell that summoned it.







Not Doing

Eldritch Knight: No unique class features, covered by simple Gestalt.
Mystic Thuerge: No unique class features, covered by simple Gestalt.

Zman
2014-01-05, 10:43 PM
NonCore

Complete Adventurer
Probable: Daggerspell Mage, Daggerspell Shaper, Dread Pirate, Highland Stalker, Maester, Master of Many Forms, Ollam, Shadowbane Inquisitor, Shadowbane Stalker, Spymaster, Thief Acrobat, Wild Okains Outstrider

Possibly: Beastmaster, Bloodhound, Dungeon Delver, Exemplar, Ghost-Faced Killer, Nightsong Infiltrator, Streetfighter, Tempest, Vigilante, The Virtuoso

Unlikely: Animal Lord, Fochlucan Lyrist, Nightsong Enforcer, Shadowmind, Tempest

Complete Arcane
Probable: Argent Savant, Elemental Savant, Enlightened Fist, Fatesinner, Initiate of the Seven Fold Veil, Master Transmogrifist,

Possible: Blood Magus, Geometer, Mindbender, Seeker of the Song, Sublime Chord, Suel Archanamach, Wayfarer Guide, Wild Mage

Unlikely: Acolyte of the Skin, Alienest, Effigy Master, a Green Star Adept, Mage of the Arcane Order

Complete Champion
Probable: Ordained Champion, Paragnostic Apostle

Possible: Fist of the Forest, Forest Reeve, Holt Warden, Shadowspy, Shadowstriker

Unlikely: Mythic Exemplar, Paragnostic Initiate, Sanctified One, Squire of Legend

Complete Divine
Probable: Blighter, Church Inquisitor, Contemplative, Divine Oracle, Entromancer, Radiant Servant of Pelor, Rainbow Servant, Sacred Fist, Shining Blade of Heronious, Stormlord, Ur Priest, Warpriest

Possible: Consecrated Harrier, Geomancer, Holy Liberator, Pious Templar, Sacred Exorcist, Seeker of the Misty Isle

Unlikely: Black Flame Zealot, Divine Crusader, Evangelist, Hospitaler, Temple Raider of Ominadalla, Void Disciple

Complete Mage
Probable: Abjurant Champion, Enlightoned Spirit, Holy Scourge, Master Specialist, Unseen Seer

Possible: Nightmare Spinner, Wild Soul

Unlikely: Eldritch Disciple, Eldritch Theurge, Lyric Thaumaturge, Ultimate magus

Complete Scoundrel
Probable: Combat Trapsmith, Fortunes Friend, Malconvoker, Spellearp Sniper

Possible: Avenging Executioner, Cloaked Dancer, Master of Masks, Mountebank

Unlikely: Battle Trickster, Grey Guard, Magical Trickster, Psibond Agent, Uncanny Trickster


Complete Warrior
Probable: Bladesinger, Cavalier, Dervish, Eye of Gruumsh, Frenzied Berserker, Hunter of the Dead, Kensai, Knight of the Chalice, Master Thrower, Master of the Unseen Hand, Nature's Warrior, Occult Slayer, Order of the Bow Initiate, Pirple Dragon Knight, Rage Mage, Spellsword

Possible: Darkwood Stalker, Drunken Master, Exotic Weapon Master, Gnome Giant Slayer, Halfling Outrider, Knight Protector, Stonelord, Thayan Knight, Warshaper

Unlikely: Bear Warrior, Darkhunter, Hulking Hurler, Invisible Blade, Justicar, Mind Spy, Ravager, Reaping Mauler, Ronin, Tattooed Monk, War Chanter

Zman
2014-01-05, 11:24 PM
Reserved for Future Use

Zman
2014-01-05, 11:26 PM
Reserved for Future Use 2

Zman
2014-01-05, 11:27 PM
Reserved for Future Use 3

Zman
2014-01-05, 11:29 PM
Reserved for Future Use 4

Zman
2014-01-05, 11:30 PM
Reserved for Future Use 5

Zman
2014-01-05, 11:32 PM
Change Log
1-5-14
Arcane Archer Added
Arcane Trickster Added
Archmage Added
Assassin Added

1-6-14
Blackguard Added
Dragon Disciple Added
Duelist Added

1-7-14
Dwarven Defender Added
Hierophant Added
Horizon Walker Added
Loremaster Added
Shadowdancer Added
Thaumaturgist Added

1-9-14
Red Wizard Added

Sardonik
2014-01-06, 09:21 AM
Well, you have to consider the implications. I understand that you take one level in one class then take a gestalt class in another, yeah?

So, if a Wizard//Fighter decided to take four levels of arcane archer, he'd end up with cutting 30% of his total xp.

As I understand your system, this means that, when his party member's were 20ieth level with 420000, cutting 30% of that nets him 294000xp, which lands him in 17th level.

In exchange for his prestige class abilities, he goes from a 10//10 character, to a 9//8 character.

Is this shooting himself in the foot?(get it?:smallamused:) That depends on how good the arcane archer abilities are.

He gains +2 to hit and damage.

He can shoot touch attacks, and area of effect spells. he can sacrifice a second level spell to make an arrow to gain improved precise shot+ with a single shot that can't be combined with a fullround action.

They can make splitting arrows with a swift action, and make a phasing arrow with a full-round and a third level spell.

This is good. Worth it? I think it might be. The imbue arrow and splitting arrow wording could stand to be a little more speciffic. As I read it, it allows for you imbuing and splitting arrows in the morning, and stocking up on imbued arrows on your downtime days. A bunch on fireball arrows which divide into three on impact that, with a few days of preparation, can be full-attacked with is over-powered. There's no more to it. Without that aspect, it is merely good, although he runs out of spells quickly.

I'm not sure that I agree that you should be losing class levels for it. It feels like level adjustment, which I abhor. How does advancement work after you've achieved lvl 20?

Zman
2014-01-06, 09:47 AM
Well, you have to consider the implications. I understand that you take one level in one class then take a gestalt class in another, yeah?

So, if a Wizard//Fighter decided to take four levels of arcane archer, he'd end up with cutting 30% of his total xp.

As I understand your system, this means that, when his party member's were 20ieth level with 420000, cutting 30% of that nets him 294000xp, which lands him in 17th level.

In exchange for his prestige class abilities, he goes from a 10//10 character, to a 9//8 character.

Is this shooting himself in the foot?(get it?:smallamused:) That depends on how good the arcane archer abilities are.

He gains +2 to hit and damage.

He can shoot touch attacks, and area of effect spells. he can sacrifice a second level spell to make an arrow to gain improved precise shot+ with a single shot that can't be combined with a fullround action.

They can make splitting arrows with a swift action, and make a phasing arrow with a full-round and a third level spell.

This is good. Worth it? I think it might be. The imbue arrow and splitting arrow wording could stand to be a little more speciffic. As I read it, it allows for you imbuing and splitting arrows in the morning, and stocking up on imbued arrows on your downtime days. A bunch on fireball arrows which divide into three on impact that, with a few days of preparation, can be full-attacked with is over-powered. There's no more to it. Without that aspect, it is merely good, although he runs out of spells quickly.

I'm not sure that I agree that you should be losing class levels for it. It feels like level adjustment, which I abhor. How does advancement work after you've achieved lvl 20?

Thank you for posting, I appreciate it. And I get it.

You roughly understand how the xp penalty is supposed to work. It isn't LA, in the sense the Arcane archer can continue gaining experience until he again reaches the 20th level cap even with an experience penalty. At the least it offers advancement beyond 20th level through the use of Prestige classes.

I agree the abilities have to be worth the potential loss of Hit dice. It will end up averaging ~1/2 level per tier of Prestige Class or about 1.5 levels behind and usually never more than a Hit Dice behind.

The Arcane Archer gains +3 as he still has 9 Hit dice, is only marginally behind in HP, BAB, and Saves, and trades the lost class abilities for the Arcane Archer abilities which he ultimately will be able to achieve.

Split arrow allows the Archer on the turn he is shooting the arrow to split it into multiple arrows to deal additional damage. Imbue Arrow as well is as he is shooting it. Shooting a preprepared Split Fireball arrow is not what the ability is designed to do and doesn't work that way. I'll have to rework the working.

Thanks again, I'd appreciate any more input, especially to abilities or Prestige classes you feel aren't worth it.

Sardonik
2014-01-06, 11:22 AM
All right, I'll bite. It seems to me that they are reasonable. Although I got thinking: If someone is taking a prestige class, and everyone else is level 20, what are the other guys doing in the meantime?

Also, the Archmage is a lot stronger than the assassin, although this is a function of magic>not magic. I could see giving up a few spells per day on a beguiler//wizard in return for being an arcmage. I'm not so sure about taking assassin on my rogue//ranger (or whatever)

Also, A duskblade arcane archer can cast two spells with one attack, either by empowering the arrow while shooting, or by splitting the arrow. This will actually let him shoot four spells with two spell slots if he does it right.

I'd probably advertise against letting the duskblade have ranged channeling; it is trivially easy to get a lot of attacks, and to spread them around, which melee duskblade has trouble doing.

Zman
2014-01-06, 12:30 PM
All right, I'll bite. It seems to me that they are reasonable. Although I got thinking: If someone is taking a prestige class, and everyone else is level 20, what are the other guys doing in the meantime?

Also, the Archmage is a lot stronger than the assassin, although this is a function of magic>not magic. I could see giving up a few spells per day on a beguiler//wizard in return for being an arcmage. I'm not so sure about taking assassin on my rogue//ranger (or whatever)

Also, A duskblade arcane archer can cast two spells with one attack, either by empowering the arrow while shooting, or by splitting the arrow. This will actually let him shoot four spells with two spell slots if he does it right.

I'd probably advertise against letting the duskblade have ranged channeling; it is trivially easy to get a lot of attacks, and to spread them around, which melee duskblade has trouble doing.

Thanks again.

I do see where the Duskblade could be very formidable with the Arcane Archer ability, possibly too powerful. Now, is that more a critique and potential problem of the Duskblade E10 class itself, or of the Arcane Archer abilities. Could add a clause that would limit some of those interactions.

Though, he could never get four channeling without two swift Actions, one to channel and one to split. I need to explicitly specify that the Imbue Arrow dissipates after that round so you can't imbue an arrow for later use.

I agree the Archmage is likely more powerful than the Assassin. The Archmage is much more difficult to get into to requiring 4th level casting, minimum of 15th level, three feats, and some skill investment whereas the assassin does bring some arcane casting, offering invisibility, with some other features. What I need to do is make a clause that includes the other Assassin spells added to the list from spell compendium, etc. That should help.

Balancing the Prestige class powers will be the most difficult thing, not only against themselves but against the base classes, but IMO should be easier to accomplish than attempting to balance full 5 or 10 level Prestige classes.

I'm going to work on getting more up, then working on balance. My biggest concern right now as that this is an effective method for dealing with Prestige Classes.


For the 20th level question, the answer would be that at 20th level all classes would look to Prestige, and I'm also considering some other use for XP after 20th level, may be bonus feast as E6 or some method for effectively unlimited advancement between Prestige Classes, and/or additional feats. Also, a character would be limited to the upper amounts of Prestige Classes as the Cumulative XP Penalties would slow XP progress down to a crawl. I like the idea of no hard XP cap and allowing further advancement. No need to end a campaign at 20th level. Level and xp becomes a softer concept.

Sardonik
2014-01-06, 12:57 PM
I must admit that I dislike the xp reduction thing. I'd much rather slap a flat xp cost (maybe it increases with prc level?) onto prestige classes, but then, I'm very much enamored with the way feats after the cap work in E6, so I'm probably biased.

Zman
2014-01-06, 01:13 PM
I must admit that I dislike the xp reduction thing. I'd much rather slap a flat xp cost (maybe it increases with prc level?) onto prestige classes, but then, I'm very much enamored with the way feats after the cap work in E6, so I'm probably biased.

I really don't like LA and have really grown to like my XP penalty. So by extension I like the idea of Prestige classes as an XP penalty. Feats after level 20 would work as well, and characters would have the option, of prestigious or earning extra feats, either way there is continual advancement. I could do a flat XP cost, but it isn't organic enough for me and would end up being almost free at later levels.

Zman
2014-01-11, 07:39 PM
Ok, got a rough Draft of all of the Core PRCs. I haven't don't a lot of balanced, but worked to get the main concept of the PRC down.

Thoughts? Glaring issues? Hugely a usable PRCs?

I also listed all of the PRCs from the Complete series and ranked them of likely hood of one I'd make into PRCs, ranked by their unique abilities, rough fluff, and core ideas.