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    Barbarian in the Playground
     
    RangerGuy

    Join Date
    Mar 2009

    Default DnD SAGA III: Prestige Classes

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

    Misc. rule changes

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

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

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

    You may use a Plot Point to

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

    Note: SR = Shield Rating
    CT = Condition Track

    The Fighter and the Rogue

    The Magic-User, Cleric and Spells

    Assassin

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

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

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

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

    Talent Trees

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


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

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

    Persistent Poison

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

    Insidious Poison

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

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

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

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

    Poison Use

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



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

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

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

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

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

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

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

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

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


    Bard

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

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

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

    Special Ability

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

    Talent Trees

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


    Jack of All Trades
    Spoiler
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    Bardic Lore
    You may make Knowledge checks untrained.

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

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

    Improved Bardic Lore

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

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

    Improvisational Spellcaster

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

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

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


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

    Inspire Competence

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

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

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

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

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

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

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


    Druid

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

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

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

    Special Ability

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

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


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

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

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

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

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

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

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



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

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

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

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

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

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

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

    Natural Tongue

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


    Monk

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

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

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

    Special Ability

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

    Talent Trees

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


    Ki-Channeling

    Spoiler
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    Poison Immunity
    Req: Poison Immunity
    You are Immune to Poison

    Disease Immunity
    You are immune to Disease

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

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

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

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

    Focused Fist

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

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

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

    Great Throw

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

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

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

    Improved Lock

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

    Stone Fist

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

    Flying Kick

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

    Forceful Blow

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

    Expert Grappler

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


    Paladin


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

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

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

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

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

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

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

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

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

    Disease Immunity
    You are Immune to Disease

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

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

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


    Champion
    Spoiler
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    Fearless
    You are immune to Fear.

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

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

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

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

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

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

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

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


    Ranger

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

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

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

    Special Ability

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

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

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

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

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

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

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

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

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

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

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

    Vigilance
    You cannot be surprised.

    Sentinel

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

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

    Tremorsense

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

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

    Sage

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

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

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

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

    Talent Trees

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


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

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

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

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

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

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

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

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

    Exploit Weakness

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

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

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

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

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

    Signature Spell

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

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

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

    Efficient Ritualist
    Req: Ritual Master
    It takes you 3/4 as much gold and 3/4 as much time as normal for you to perform rituals.
    Last edited by raitalin; 2011-04-20 at 11:10 AM.

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