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Prestige Paths

Mar 8th, 2020
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  1. Upon reaching ECL: 7, many classes offer prestige paths, ways to diversify or enhance their abilities. I've only enumerated a few here, with a focus on classes the PCs have taken.
  2. Only one prestige path can be taken for any class. A multiclass character, upon reaching ECL: 7, can choose a prestige path for each class they have(that offers prestige paths at all).
  3. OOCly, these are tiering corrections. T3 classes don't offer prestige paths. Another system will be needed to nerf T1 and T2 classes, possibly glitch spells, but they don't offer prestige paths either.
  4.  
  5.  
  6.  
  7. Barbarian
  8. Unless stated otherwise, any Barbarian prestige path will grant literacy.
  9.  
  10. Beastcaller
  11. While a berserker becomes things by internalizing nature magic, a beastcaller borrows nature's help, always returning it when done.
  12. • You cast spontaneous divine spells, based on WIS. Your Spells/Day are as a druid. You don't have a Spells Known limit, instead you know every spell on your meager spell list. Your spell list is as follows:
  13. Cantrip: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food And Drink, Read Magic, Resistance, Virtue
  14. 1st: Summon Nature's Ally I
  15. 2nd: Summon Nature's Ally II
  16. 3rd: Summon Nature's Ally III
  17. 4th: Summon Nature's Ally IV
  18. 5th: Summon Nature's Ally V
  19. 6th: Summon Nature's Ally VI
  20. 7th: Summon Nature's Ally VII
  21. 8th: Summon Nature's Ally VIII
  22. 9th: Summon Nature's Ally IX
  23.  
  24. Berserker
  25. A deeper connection with nature enables you to transform, as well as rage. A true berserker, you are nature, red in tooth and claw.
  26. • Berserker doesn't grant literacy.
  27. • Improve base Will save to High.
  28. • Add Knowledge: Nature as a class skill. Any Barbarian SP you've put into it become a full rank each.
  29. • Gain Wild Shape like a druid.
  30. • Gain Wild Empathy like a druid.
  31. • Gain an animal companion like a druid.
  32.  
  33. Champion Of Chaos
  34. Few would see in a barbarian the potential for stealth… but, for those who have such potential, that means a barbarian's furs are the best place to hide it! This diversity of style appeals to the chaotic in themselves, and to chaotic deities in their champions. Get in quiet, get out loud.
  35. • You must have a Chaotic alignment to take this path.
  36. Losing the Chaotic alignment component doesn't cost you abilities you've gained, but if you level up as Barbarian while non-Chaotic, then that many levels aren't upgraded to Champion Of Chaos.
  37. • Improve base Ref save to High.
  38. • Gain proficiency in the hand crossbow.
  39. • Improve SP/Lev to 8, gaining 6 SP per existing Barbarian level.
  40. • Add these class skills: Appraise, Balance, Bluff, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Knowledge: Local, Move Silently, Open Lock, all Perform skills, all Profession skills, Search, Sense Motive, Sleight Of Hand, Spot, Tumble, Use Magic Device, Use Rope. Any Barbarian SP you've put into them become a full rank each.
  41. • Gain Trapfinding like a rogue.
  42. • Gain a Sneak Attack die for every 2 Barbarian levels or fraction.
  43. • Gain a Rogue special ability at 10th, 13th, 16th, 19th, etc.
  44. Barbarian levels.
  45. • Raging doesn't block you from using Sneak Attack and Rogue special abilities.
  46. • If you enter a rage while hidden from or unheard by someone, then you burst forth with such suddenness they don't sense you until the end of your turn. (Note: As a result, they're flat-footed to you.)
  47. • When you end your rage, you can immediately take a 5' step, start moving silently, and start hiding. Observers gain no bonus for having just seen you.
  48.  
  49. Physical Adept
  50. While you remain a physical powerhouse, branching out into divine magic diversifies your abilities.
  51. • Improve base Will save to High.
  52. • Add these class skills: Concentration, Heal, all Knowledge skills, all Profession skills, Spellcraft. Any Barbarian SP you've put into them become a full rank each.
  53. • Gain Summon Familiar, like a sorceror.
  54. • You cast prepared divine spells, based on WIS. Use the Adept spell list and Spells/Day.
  55. • Choose a divine focus. Even without Craft skills, you can craft a wooden focus with a bit of wood, 1gp in ritual materials, and 8 hours's work.
  56. • Choose a time of day you can meditate for your spells.
  57.  
  58.  
  59.  
  60. Fighter
  61. I've generally done prestige paths that maintain the DPS role. Other magical paths — spellthief, red magic, energist, etc. — exist and can be done up.
  62.  
  63. Berserker
  64. The name "berserker" comes from bears being a favorite form of many, and a mistaken belief that it's the shirt. It's not. It's the warrior, having gotten in touch with their primal ancestors and cousins. Nature, red in tooth and claw, has her own magic. With this magic inside, the flesh becomes mutable, and each skin more a transient state than a part of the body. By shifting into bestial shapes, you adapt to the task at hand. In touch with this primal nature, you can also relate to and befriend animals. You may call yourself "beastmaster", "skinwalker", or the like. You maintain more control than a berserk rage allows.
  65. But still, when someone sees you turn into a bear and wreck face, they may call you "berserker".
  66. • Improve base Will save to High.
  67. • Add these class skills: Knowledge: Nature, Survival. Any Fighter SP you've put into them become a full rank each.
  68. • Gain Wild Shape like a druid.
  69. • Gain Wild Empathy like a druid.
  70. • Gain an animal companion like a druid.
  71.  
  72. Lancer
  73. All nobility is born in bloodshed, but sometimes an individual follows that arc personally.
  74. • Improve base Ref save to High.
  75. • Gain proficiency in the hand crossbow.
  76. • Improve SP/Lev to 8, gaining 6 SP per existing Fighter level.
  77. • Add these class skills: Appraise, Balance, Bluff, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Knowledge: Local, Listen, Move Silently, Open Lock, all Perform skills, all Profession skills, Search, Sense Motive, Sleight Of Hand, Spot, Tumble, Use Magic Device, Use Rope. Any Fighter SP you've put into them become a full rank each.
  78. • Gain Trapfinding like a rogue.
  79. • Gain a Sneak Attack die for every 2 Fighter levels or fraction.
  80. • Gain Trap Sense, with boni of +[Fighter Level / 3].
  81. • Gain these defenses at the indicated Fighter levels:
  82. 2nd Evasion
  83. 4th Uncanny Dodge
  84. 8th Improved Uncanny Dodge
  85. • Gain a Rogue special ability at 10th, 13th, 16th, 19th, etc. Fighter levels.
  86.  
  87. Nightmare Soldier
  88. Touched by powerful denizens of the Nightmare Realms, you've integrated their magic into your fighting style.
  89. • Improve base Will save to High.
  90. • Add these class skills: Concentration, Decipher Script, all Knowledge skills, Sense Motive, Spellcraft. Any Fighter SP you've put into them become a full rank each.
  91. • You cast spontaneous arcane spells, based on INT. Use the Duskblade spell list, Spells/Day, and Spells Known.
  92. • You can use these spell-like abilities a total of [3 + INT Mod] times per day: Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic. (This is separate from your spellcasting.)
  93. • Your Fighter spells ignore the ASF from light armor and light shields.
  94. • At 2nd Fighter level, gain Combat Casting as a bonus feat.
  95. • Starting at 4th Fighter level, your Fighter spells ignore the ASF of heavy shields.
  96. • Starting at 7th Fighter level, your Fighter spells ignore the ASF of medium armor.
  97. • [Fighter Level / 5] times per day, you can quicken one spell for free, so long as its casting time is 1 standard action or less.
  98. • At 3rd Fighter level, gain Arcane Channeling like a duskblade. It improves at 13th Fighter level.
  99. • At 6th Fighter level, gain Spell Power like a duskblade. It improves at 11th, 16th, and 18th Fighter levels.
  100.  
  101. Warrior Poet
  102. When a fighter finds religion, it can be a paladinic thing… or it can be a quiet purpose suffusing a life of bloodshed. This personal faith can nevertheless become a source of divine magic.
  103. • Improve base Will save to High.
  104. • Add these class skills: Concentration, Heal, all Knowledge skills, all Profession skills, Spellcraft, Survival. Any Fighter SP you've put into them become a full rank each.
  105. • Gain Summon Familiar, like a sorceror.
  106. • You cast prepared divine spells, based on WIS. Use the Adept spell list and Spells/Day.
  107. • Choose a divine focus. Even without Craft skills, you can craft a wooden focus with a bit of wood, 1gp in ritual materials, and 8 hours's work.
  108. • Choose a time of day you can meditate for your spells.
  109.  
  110.  
  111.  
  112. Monk
  113. Mistweaver
  114. The mystic nature of a monk's abilities shades into the magical… It doesn't take a lot to take that extra step into the realm of spellcasting.
  115. • Add these class skills: Handle Animal, Heal, the rest of the Knowledge skills, Spellcraft, Survival. Any Monk SP you've put into them become a full rank each.
  116. • Gain Summon Familiar, like a sorceror.
  117. • You cast prepared divine spells, based on WIS. Use the Adept spell list and Spells/Day.
  118. • Choose a divine focus. Even without Craft skills, you can craft a wooden focus with a bit of wood, 1gp in ritual materials, and 8 hours's work.
  119. • Choose a time of day you can meditate for your spells.
  120.  
  121. Ninja
  122. `
  123. • Gain proficiency in simple weapons and light armor, plus the hand crossbow, rapier, sap, shortbow, and short sword.
  124. • Improve SP/Lev to 8, gaining 4 SP per existing Monk level.
  125. • Add these class skills: Appraise, Bluff, Decipher Script, Disable Device, Disguise, Forgery, Gather Information, Intimidate, Knowledge: Local, Open Lock, Search, Sleight Of Hand, Use Magic Device, Use Rope. Any Monk SP you've put into them become a full rank each.
  126. • Gain Trapfinding like a rogue.
  127. • Gain a Sneak Attack die for every 2 Monk levels or fraction.
  128. • Gain Trap Sense, with boni of +[Monk Level / 3].
  129. • Gain these defenses at the indicated Monk levels:
  130. 2nd Evasion
  131. 4th Uncanny Dodge
  132. 8th Improved Uncanny Dodge
  133. • Gain a Rogue special ability at 10th, 13th, 16th, 19th, etc. Monk levels.
  134.  
  135. Spellweaver
  136. `
  137. • You cast spontaneous arcane spells, based on CHA. Your Spells/Day and Spells Known are the same, as given below. Your spell list is as follows:
  138. Cantrip: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray Of Frost, Ghost Sound, Disrupt Undead, Touch Of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
  139. 1st: Alarm, Endure Elements, Hold Portal, Protection From Chaos/Evil/Good/Law, Shield, Grease, Mage Armor, Mount, Obscuring Mist, Summon Monster I, Unseen Servant, Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, True Strike, Charm Person, Hypnotism, Sleep, Burning Hands, Floating Disk, Magic Missile, Shocking Grasp, Color Spray, Disguise Self, Nystul's Magic Aura, Silent Image, Ventriloquism, Cause Fear, Chill Touch, Ray Of Enfeeblement, Animate Rope, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, Reduce Person
  140. 2nd: Arcane Lock, Obscure Object, Protection From Arrows, Resist Energy, Acid Arrow, Fog Cloud, Glitterdust, Summon Monster II, Summon Swarm, Web, Detect Thoughts, Locate Object, See Invisibility, Daze Monster, Tasha's Hideous Laughter, Touch Of Idiocy, Continual Flame, Darkness, Flaming Sphere, Gust Of Wind, Scorching Ray, Shatter, Blur, Hypnotic Pattern, Invisibility, Magic Mouth, Minor Image, Mirror Image, Misdirection, Phantom Trap, Blindness/Deafness, Command Undead, False Life, Ghoul Touch, Scare, Spectral Hand, Alter Self, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Darkvision, Eagle’s Splendor, Fox’s Cunning, Knock, Levitate, Owl’s Wisdom, Pyrotechnics, Rope Trick, Spider Climb, Whispering Wind
  141. 3rd: Dispel Magic, Explosive Runes, Magic Circle Against Chaos/Evil/Good/Law, Nondetection, Protection From Energy, Phantom Steed, Sepia Snake Sigil, Sleet Storm, Stinking Cloud, Summon Monster III, Arcane Sight, Clairaudience/Clairvoyance, Tongues, Deep Slumber, Heroism, Hold Person, Rage, Suggestion, Daylight, Fireball, Lightning Bolt, Tiny Hut, Wind Wall, Displacement, Illusory Script, Invisibility Sphere, Major Image, Gentle Repose, Halt Undead, Ray Of Exhaustion, Vampiric Touch, Blink, Flame Arrow, Fly, Gaseous Form, Haste, Keen Edge, Greater Magic Weapon, Secret Page, Shrink Item, Slow, Water Breathing
  142.  
  143. Mistweaver Spells/Day and Spells Known
  144. Cantrip 1st 2nd 3rd
  145. 1st 1 —— —— ——
  146. 2nd 2 —— —— ——
  147. 3rd 3 1 —— ——
  148. 4th 4 1 —— ——
  149. 5th 5 2 —— ——
  150. 6th 6 2 —— ——
  151. 7th 6 3 —— ——
  152. 8th 6 3 —— ——
  153. 9th 6 4 1 ——
  154. 10th 6 4 1 ——
  155. 11th 6 5 2 ——
  156. 12th 6 5 2 ——
  157. 13th 6 6 3 ——
  158. 14th 6 6 3 ——
  159. 15th 6 6 4 1
  160. 16th 6 6 4 2
  161. 17th 6 6 5 3
  162. 18th 6 6 5 4
  163. 19th 6 6 6 5
  164. 20th 6 6 6 6
  165.  
  166.  
  167.  
  168. Rogue
  169. Grey Magic
  170. When a rogue finds religion, it's often not one of the headline deities, but merely a quiet spirituality. This personal faith can nevertheless become a source of divine magic.
  171. • Improve base Will save to High.
  172. • Add these class skills: Concentration, Handle Animal, Heal, the rest of the Knowledge skills, Spellcraft, Survival. Any Rogue SP you've put into them become a full rank each.
  173. • Gain Summon Familiar, like a sorceror.
  174. • You cast prepared divine spells, based on WIS. Use the Adept spell list and Spells/Day.
  175. • Choose a divine focus. Even without Craft skills, you can craft a wooden focus with a bit of wood, 1gp in ritual materials, and 8 hours's work.
  176. • Choose a time of day you can meditate for your spells.
  177.  
  178. Ninja
  179. As a dedicated agent working in the shadows, you've transcended the need for a weapon, and tapped into the mystic potential of a path of purity. But whether that path is pure darkness, pure light, or something in between… that's up to you.
  180. • You must have a Lawful alignment to take this path. Where a samurai might allow glory to cover gaps in their honor, a ninja's worth to their employer relies on true honor. Straying from the Lawful path doesn't cost you abilities you've gained, but if you level up as Rogue while non-Lawful, then that many levels aren't upgraded to Ninja.
  181. • Improve base Fort save to High.
  182. • Improve base Will save to High.
  183. • Gain 1 HP per existing Rogue level, and change future Rogue HD to D8s.
  184. • Gain proficiency in handaxe, kama, nunchaku, sai, shuriken, and siangham.
  185. • Add these class skills: Concentration, Knowledge: Arcana, Knowledge: Religion. Any Rogue SP you've put into them become a full rank each.
  186. • Gain Unarmed Strike, like a monk, including improving your unarmed damage based on your Rogue level.
  187. • AC Bonus (Ex): Gain an untyped bonus to AC, except when wearing any armor, carrying any shield, bearing a Medium or heavier load, immobilized, or helpless. If you have a WIS mod of +1 or better, then add it to this bonus. For every 5 full Rogue levels, add +1 to this bonus.
  188. • Gain Flurry Of Blows at -2, like a monk. It improves to -1 at 5th Rogue level, and to -0 at 9th Rogue level. Gain Greater Flurry at 11th Rogue level.
  189. • Choose either Improved Grapple or Stunning Fist as a class bonus feat. At 2nd Rogue level, choose either Combat Reflexes or Deflect Arrows as a class bonus feat. At 6th Rogue level, choose either Improved Disarm or Improved Trip as a class bonus feat. As bonus feats, these ignore prereqs.
  190. • Fast Movement (Ex): Gain an enhancement bonus to your best speed, +10' per 3 full Rogue levels, except while wearing armor or bearing a Medium or heavier load.
  191. • At 3rd Rogue level, gain Still Mind like a monk.
  192. • Ki Strike (Su): Starting at 4th Rogue level, your unarmed attacks count as magic. Starting at 10th Rogue level, your unarmed attacks count as Lawful. Starting at 16th Rogue level, your unarmed attacks count as adamantine, both vs DR and vs hardness.
  193. • At 4th Rogue level, gain Slow Fall like a monk. It improves by 10' every even Rogue level thereafter, until at 20th Rogue level there is no distance restriction.
  194. • Purity Of Body (Ex): Starting at 5th Rogue level, you're immune to mundane diseases.
  195. • Wholeness Of Body (Su): Starting at 7th Rogue level, you can heal your own wounds as a free action. You have a daily pool of [Rogue Level × 2] HP, and each use of this draws from that pool.
  196. • At 9th Rogue level, gain the Improved Evasion special ability.
  197. • Diamond Body (Su): Starting at 11th Rogue level, you're immune to all poisons, mundane and magical alike.
  198. • Abundant Step (Su): Starting at 12th Rogue level, you can slip magically between spaces once per day, as the spell Dimension Door with a caster level of half your Rogue level.
  199. • Diamond Soul (Ex): Starting at 13th Rogue level, you have SR: [10 + Rogue Level].
  200. • At 15th Rogue level, gain Quivering Palm like a monk, with a DC of [10 + ½ Rogue Level + WIS Mod].
  201. • At 17th Rogue level, gain Timeless Body like a monk.
  202. • Tongue Of The Sun And Moon (Ex): Starting at 17th Rogue level, you can speak with any living creature.
  203. • Empty Body (Su): Starting at 19th Rogue level, you can assume an ethereal state for [Rogue Level] rounds per day, as the spell Etherealness. You can go ethereal on a number of different occasions during any single day, within your budget of rounds spent ethereal.
  204. • Perfect Self: At 20th Rogue level, change your creature type to Outsider (Native). Compatible subtypes remain. Also, gain DR: 20/magic.
  205.  
  206. Tiger
  207. To some rogues, Sneak Attack is the epitome of their art. A tiger rogue has mastered its use — with the accuracy to strike from hiding, the durability to flank in battle, and tricks to create new opportunities.
  208. • Improve BAB factor to 1.
  209. • Improve base Fort save to High.
  210. • Gain 2 HP per existing Rogue level, and change future Rogue HD to D10s.
  211. • Gain proficiency in all martial weapons, medium armor, heavy armor, shields, and tower shields.
  212. • Gain a class feat slot, which can hold any Fighter bonus feat(subject to prereqs as normal). Gain another for every 2 full Rogue levels, now and in the future.
  213.  
  214.  
  215.  
  216. Warlock
  217. I've mostly done Warlock prestige paths that enable more spellcasting; if you're interested in non-casting prestige paths then I can do them up.
  218.  
  219. Eldritch Skulker
  220. If a warlock becomes notorious, then it behooves them to move on; one who doesn't walks a dangerous way. They must learn to manipulate a crowd, or to remain unseen, or to hide in plain sight. And with trusts to betray, they must master the art of backstabbing…
  221. • Gain proficiency in hand crossbow, rapier, sap, shortbow, and short sword.
  222. • Improve base Ref save to High.
  223. • Improve SP/Lev to 8, gaining 6 SP per existing Warlock level.
  224. • Add these class skills: Appraise, Balance, Climb, Decipher Script, Diplomacy, Disable Device, Escape Artist, Forgery, Gather Information, Hide, Knowledge: Local, Listen, Move Silently, Open Lock, all Perform skills, Search, Sleight Of Hand, Spot, Swim, Tumble, Use Rope. Any Warlock SP you've put into them become a full rank each.
  225. • Gain Trapfinding like a rogue.
  226. • Gain a Sneak Attack die for every 2 Warlock levels or fraction.
  227. • Gain Trap Sense, with boni of +[Warlock Level / 3].
  228. • Gain these defenses at the indicated Warlock levels:
  229. 2nd Evasion
  230. 4th Uncanny Dodge
  231. 8th Improved Uncanny Dodge
  232. • Gain a Rogue special ability at 10th, 13th, 16th, 19th, etc. Warlock levels.
  233.  
  234. Fel Patron
  235. You've made a pact with a fiend; in exchange for services rendered, you gain a limited divine magic. But your patron rarely calls upon you, and you're starting to suspect this has another cost…
  236. • Add these class skills: Handle Animal, Heal, the rest of the Knowledge skills, Survival. Any Warlock SP you've put into them become a full rank each.
  237. • Gain Summon Familiar, like a sorceror. Your familiar gains the Fiendish Creature template free, if eligible.
  238. • You cast prepared divine spells, based on WIS. Use the Adept spell list and Spells/Day.
  239. • Take the unholy symbol of your patron as a divine focus.
  240. • Choose a time of day you can meditate for your spells.
  241. • Your patron may contact you with missions, likely via an imp, mephit, quasit, or similar messenger. These missions may be at odds with those of your companions, needing secrecy.
  242.  
  243. Fey Patron
  244. You've made a pact with a fey noble; perhaps the unseelie(or seelie) queen, the goblin king, or any of the dukes and duchesses who'd want a warlock in their back pocket because they might make a play for a fey throne one of these centuries.
  245. • Improve base Ref save to High.
  246. • Improve SP/Lev to 4, gaining 2 SP per existing Warlock level.
  247. • Add these class skills: Gather Information, Hide, Knowledge: Nature, Move Silently, all Perform skills, Search. Any Warlock SP you've put into them become a full rank each.
  248. • You cast spontaneous arcane spells, based on CHA. Use the Bard spell list, Spells/Day, and Spells Known.
  249. • Your patron may contact you with missions, likely via a sprite messenger. These missions may be at odds with those of your companions, needing secrecy.
  250.  
  251. Red Magic
  252. A warlock's black magic can be lacking in the raw power of other casters… But your invocations and Eldritch Blast aren't so far apart, after all. So long as you're breaking the fundamental laws of magic, why not combine them in unholy union?
  253. • Gain proficiency in shields. Your Warlock spells ignore the ASF from light shields.
  254. • Your Warlock spells ignore the ASF from light armor.
  255. • At 8th Warlock level, gain proficiency in medium armor, and your Warlock spells ignore the ASF of medium armor.
  256. • You cast spontaneous arcane spells, based on CHA. Use the Warmage spell list and Spells/Day. You have no Spells Known limit; you know all spells on your list of a level you can cast.
  257. • If your INT mod is positive, then each time you deal HP damage with a Warlock spell, increase it by +[INT Mod]. This doesn't apply to Warlock spells from a magic item, nor do magic items you create deal this bonus damage, except that a staff you use does deal this bonus damage.
  258. • At 3rd, 6th, 11th, and 16th Warlock levels, choose a Sorceror evocation spell of a level you can cast, and add it to your spell list.
  259. • Gain Sudden Empower at 7th Warlock level, Sudden Enlarge at 10th Warlock level, Sudden Widen at 15th Warlock level, Sudden Maximize at 20th Warlock level, all as class bonus feats. If you already have one of these feats, then instead gain a class feat slot that can hold any metamagic feat(subject to prereqs as normal).
  260.  
  261.  
  262.  
  263. Warmage
  264. Diverse Learning
  265. Some warmages drift away from their razor focus. Their personal study and experimentation blossom into new vistas of magic, complementing their mastery of battle magic.
  266. • Add these class skills: Handle Animal, Heal, the rest of the Knowledge skills, Survival. Any Warmage SP you've put into them become a full rank each.
  267. • At 2nd Warmage level, gain Summon Familiar like a sorceror.
  268. • Your Spells/Day increase, up to 5th level. For 4th and lower spell levels, increase your spell slots by ×1½, round down. For 5th-level spells, increase your spell slots by ×1⅓, round down.
  269. • Add these spells to your Warmage spell list:
  270. Cantrip: Create Water, Cure Minor Wounds, Detect Magic, Ghost Sound, Guidance, Mending, Purify Food And Drink, Read Magic, Touch Of Fatigue
  271. 1st: Bless, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Endure Elements, Obscuring Mist, Protection From Chaos, Protection From Evil, Protection From Good, Protection From Law, Sleep
  272. 2nd: Aid, Animal Trance, Bear's Endurance, Bull's Strength, Cat's Grace, Cure Moderate Wounds, Darkness, Delay Poison, Invisibility, Mirror Image, Resist Energy, See Invisibility, Web
  273. 3rd: Animate Dead, Bestow Curse, Contagion, Continual Flame, Cure Serious Wounds, Daylight, Deeper Darkness, Neutralize Poison, Remove Curse, Remove Disease, Tongues
  274. 4th: Cure Critical Wounds, Minor Creation, Polymorph, Restoration, Stoneskin
  275. 5th: Baleful Polymorph, Break Enchantment, Commune, Heal, Major Creation, Raise Dead, True Seeing, Wall Of Stone
  276.  
  277. Slayer
  278. The focus on battle need not be limited to battle magic. A slayer is a master of rays and orbs, a skilled hand with weapons, and definitely more durable. Their spells can still run out, but at a lower tempo they can fight all day.
  279. • Improve BAB factor to 1.
  280. • Improve base Fort save to High.
  281. • Gain 2 HP per existing Warmage level, and change future Warmage HD to D10s.
  282. • Add these class skills: Climb, Handle Animal, Jump, Ride, Swim. Any Warmage SP you've put into them become a full rank each.
  283. • Gain proficiency in all martial weapons, medium armor, heavy armor, all shields, and tower shields. You gain medium armor proficiency immediately, even before 8th Warmage level, even though arcane spell failure chances from medium armor still apply until Armored Mage upgrades at 8th Warmage level.
  284. • Gain a class feat slot, which can hold any Fighter bonus feat(subject to prereqs as normal). Gain another for every 2 full Warmage levels, now and in the future.
  285. • Your Warmage Edge now applies separately to each die, on spells that deal HP damage. For example, a 7th-level slayer with INT: 14 deals 1D4+3 damage each with all four missiles in a casting of Magic Missile(because each missile has its own damage die), or deals 7D6+14 damage to each target with a casting of Fireball(because the single casting has 7 damage dice per target). Warmage Edge is doubled on dice that are maximized; apply Warmage Edge before increasing damage for empowering and the like.
  286.  
  287. Shadowcaster
  288. Lies can be as destructive as truths. The stuff of the Plane Of Shadows can be sharp enough to kill, then vanish afterwards, even more ephemeral than smoke. You bring to bear this weapon as well as the outright evocations you've already learned.
  289. • Add Knowledge: The Planes as a class skill. Any Warmage SP you've put into it become a full rank each.
  290. • Gain Heighten Spell as a class bonus feat.
  291. • You can cast a shadow illusion of any Sor/Wiz evocation spell, but at one spell level higher. (This does heighten the spell for purposes like save DCs.) The quasireality is 20%, plus 4% per Warmage level; boni can't increase this quasireality higher than 90%, but the base quasireality can rise above that. The illusory nature of the spell offers a Will save to disbelieve and an SR check, separate from any save and/or SR of the underlying spell.
  292. • You can cast a shadow illusion of any other Sor/Wiz spell, but at double the spell level, minimum one spell level higher. This otherwise functions like the shadow illusions of evocation spells.
  293. • At 8th Warmage level, gain Shadow Walk (Sp) 1/day. This increases to 2/day at 12th Warmage level, 3/day at 16th, 4/day at 20th, etc.
  294. • Each Advanced Learning grants a shadow illusion spell in addition to an evocation spell. This also applies to past Advanced Learnings; gain a shadow illusion spell from each one, in addition to the evocation spell you already gained.
  295.  
  296. Sniper
  297. Combat doesn't have to be out in the open. Some warmages study the skills to gain an advantageous position outside the supposed battleground… and to strike decisively from a concealed position.
  298. • Improve BAB factor to ¾.
  299. • Improve base Ref save to High.
  300. • Gain proficiency in rapier, sap, shortbow, short sword.
  301. • Improve SP/Lev to 8, gaining 6 SP per existing Warmage level.
  302. • Add these class skills: Appraise, Balance, Bluff, Climb, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge: Local, Listen, Move Silently, Open Lock, all Perform skills, Search, Sense Motive, Sleight Of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope. Any Warmage SP you've put into them become a full rank each.
  303. • Gain Trapfinding like a rogue.
  304. • Gain a Sneak Attack die for every 2 Warmage levels or fraction.
  305. • Gain Trap Sense, with boni of +[Warmage Level / 3].
  306. • Gain these defenses at the indicated Warmage levels:
  307. 2nd Evasion
  308. 4th Uncanny Dodge
  309. 8th Improved Uncanny Dodge
  310. • Gain a Rogue special ability at 10th, 13th, 16th, 19th, etc. Warmage levels. Note that you can use this to take a feat, and choose a metamagic feat.
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