Log in / create account Page Discussion Edit History Go to the site toolbox

Living ENWorld:Prestige and Paragon Classes

From BluWiki

Main Page | Geography | History | Organizations | Deities and Demigods | Characters | Rules and Mechanics

Contents

Anointed Hunter

Anointed Hunters are often warriors dedicated to Halina, Verdante, or other nature deities, or nature focused mortalists. They are holy hunters and trackers, that hunt the enemies of their deities and churches. Anointed Hunters are comfortable in the wild, as well as in polite company, and are noble knights and warriors
Hit Die: d8

Requirements

To qualify to become an Anointed Hunter, a character must fulfill all the following criteria.

Alignment: Lawful Good
Skills: Knowledge: Nature 10, Knowledge: Religion 10, Survival 10
Feats: Tracking, Dedicated Hunter, Endurance, Skill Focus: Survival
Special: Must still be eligible to advance in Paladin, have the Lay hands, Smite, and Special mount abilities.

Class Skills

The Seeker�s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Handle Animal (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.


Table: Anointed Hunter
Level	BAB	Fort	Wil	Ref	Special
1st	+1	+2	+0	+2	Special Mount, Spellcasting
2nd	+2	+3	+0	+3	Holy Enemy, Lay on Hands
3rd	+3	+3	+1	+3	Bonus Feat
4th	+4	+4	+1	+4	2nd Holy Enemy
5th	+5	+4	+1	+4	Mounted Tracking
6th	+6	+5	+2	+5	3rd Holy Enemy
7th	+7	+5	+2	+5	Swift Tracking
8th	+8	+6	+2	+6	4th Holy Enemy
9th	+9	+6	+3	+6	Bonus Feat
10th	+10	+7	+3	+7	5th Holy Enemy


Table: Anointed Hunter Spellcasting
Level	Caster	1st	2nd	3rd	4th
1st	1st	0	-	-	-
2nd	2nd	1	-	-	-
3rd	3rd	1	0	-	-
4th	4th	1	1	-	-
5th	5th	2	1	0	-
6th	6th	2	1	1	-
7th	7th	2	2	1	0
8th	8th	3	2	1	1
9th	9th	3	2	2	1
10th	10th	3	3	2	2


Class Features

All the following are Class Features of the Anointed Hunter prestige class.

Weapon and Armor Proficiency: An Anointed Hunter gains no Weapon or Armor Proficiency beyond what they already have.

Special Mount (Su): Anointed Hunter Levels stack with the Paladin's for purposes of determining the special mount's abilities

Spell Casting: The Anointed Hunter can cast Divine spells using Wisdom as the stat for casting, bonus spells, and chance to resist. They may cast a number of spells per day as indicated on the chart, and may select spells from either the Ranger or Paladin's spell lists.

Lay Hands (Su): Half (rounded down) of the Anointed Hunter Levels stack with the Paladin's for purposes of determining the Lay Hands ability.

Holy Enemy (Su): At 2nd level, an Anointed Hunter may select a type of creature from among those given on Table: Ranger Favored Enemies. The Anointed Hunter gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against evil creatures of this type. Likewise, he gets a +1 bonus on weapon damage rolls against such creatures, and weapons used agains a Holy Enemy are considered Good Alligned for purposes of overcoming damage resistance.

At every two levels thereafter (4th, 6th, 8th and 10th level), the Anointed Hunter may select an additional holy enemy from those given on the table. In addition, at each such interval, the bonus against any one holy enemy (including the one just selected, if so desired) increases by 1.

If the Anointed Hunter chooses humanoids or outsiders as a holy enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of holy enemy, the Anointed Hunter�s bonuses do not stack; he simply uses whichever bonus is higher.

This bonus stacks with any favored enemy bonuses from the Ranger class, as well as smite damage from the Paladin ability.

Bonus Feat: At 3rd level, and again at 9th level, the Anointed Hunter gains a bonus feat. This feat may be selected from the following feats, and the Anointed Hunter must qualify for the feats normaly.

Animal Affinity, Endurance, Diehard, Exotic Weapon Proficiency, Extra Turning, Great Fortitude, Improved Turning, Iron Will, Lightning Reflexes, Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge, Trample, Point Blank Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Manyshot, Greater Manyshot, Rapid Reload, Self-Sufficient, Two-Weapon Fighting, Two-weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Toughness.

Mounted Tracking (Ex): An Anointed Hunter may track while mounted as if he was on the ground at no penalties. All other normal rules for tracking still apply (regarding movement speed, penalties, etc.)

Swift Tracker (Ex): As Ranger ability of the same name

Special: An Anointed Hunter may return and switch between Paladin and Anointed Hunter levels (as well as any other class allowed). However, if they ever leave and take a level in another (disallowed) class, they may no longer advance as either a Paladin, or an Anointed Hunter. Anointed Hunters face the same problem as Ex-Paladins, and loose all class abilities other than the bonus feats if they become Ex-Paladins (and regain them if the Paladin abilities are regained)

-Created by Bront

Brightstriker

Brightstrikers are the favored of Hyrag, his enforcers among the mortal races of Orussus. They embody his hatred for undead, dispensing his martial will whenever and wherever they are found.
Hit die: d8

Requirements

To qualify to become a Brightstriker, a character must fulfill all the following criteria.

Alignment: Any good
Diety: Hyrag
Base Attack Bonus: +4
Skills: Knowledge (religion) 8 ranks
Feats: Weapon Focus (heavy mace)
Special: Able to turn undead
Special: Death Taint. The character must have lost at least one level or had at least one ability score drained due to an undead attack, even if this loss is later offset by magic.

Class Skills

The Brightstriker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge[religion] (Int), Ride (Dex), Search (Int), Spot (Wis).
Skill Points at Each Level: 2 + Int modifier


Table: Brightstriker
Level  BAB    Fort  Ref  Will    Special
1      +1      +2     0    0     Detect Undead
2      +2      +3     0    0     Lifetouch 1/day
3      +3      +3    +1   +1     Weapon Specialization (heavy mace)
4      +4      +4    +1   +1     Lifetouch 2/day
5      +5      +4    +1   +1     Extra Turning
6      +6/+1   +5    +2   +2     Smite Undead
7      +7/+2   +5    +2   +2     Lifetouch 3/day
8      +8/+3   +6    +2   +2     Lifeflare
9      +9/+4   +6    +3   +3     Lifetouch 4/day
10     +10/+5  +7    +3   +3     Lifeshield


Class Features

Weapon and Armor Proficiency: Brightstrikers gain no additional proficiency with any weapon or armor.

Turn Undead: Brightstriker levels stack with existing Cleric/Paladin levels for the purpose of turning undead.

Detect Undead (Sp): At will, a Brightstriker can utilize detect undead as a spell-like ability.

Lifetouch (Su): Starting at 2nd level, Brightstrikers can, once per day, make a touch attack that channels positive energy into the target, inflicting 3d6 + 1/level damage to undead, or healing 3d6 +1/level points of damage to a living target. This increases to 2/day at 4th level, 3/day at 7th level, and 4/day at 9th level.

Weapon Specialization (Heavy Mace): At 3rd level, Brightstrikers receive Weapon Specialization (heavy mace) as a bonus feat, even if they don't meet the fighter level prerequisite.

Extra Turning: at 5th level, Brightstrikers receive Extra Turning as a bonus feat.

Smite Undead (Su): Once per day, a Brightstriker of 6th level or higher can attempt to smite undead with one normal melee attack. He adds his Wisdom modifier (if possible) to his attack roll and deals 1 extra point of damage per level. For example, and 8th-level Brightstriker armed with a heavy mace would deal 1d8+8 points of damage, plus any additional bonuses for Strength and magical effects that normally apply. If a Brightstriker accidentally smites a creature that is not undead, the smite has no effect but it is still used up for that day. Note: A paladin/Brightstriker can both smite evil and smite undead in the same day, potentially against the same target (if it's an evil undead).

Lifeflare (Su): At the cost of two normal turning attempts, a Brightstriker of at least 8th level can use a standard action to create a positive energy burst that deals 1d6 points of damage per class level to all undead creatures in a 20' radius. Undead are allowed a Reflex save (DC 10 + the striker's class level + the striker's Cha modifier) for half damage.

Lifeshield (Su): at 10th level, Brightstrikers can no longer lose levels due to energy drain effects (although death still results in level loss, as do other level or experience draining effects).

-Created by Dungannon

Brother of the Wyrwood Order

600 years ago, two elves and a human, all blind, entered the Silverwood and honed their bodies and minds. Together the three founded the Wyrwood Monastery. A blind order of monks dedicated to improving their senses and their bodies, brothers of the Wyrwood Order learn to react almost instantaneously to events, sometimes even before they seem to happen. They can hear impossibly quiet sounds and detect movement just by changes in the air. Their dexterous hands are equally adept at combat and music. A brother of the Wyrwood Order has trained his movements and focused his senses to near perfection.

Hit Die: d8


Requirements

To qualify to become a Brother of the Wyrwood Order, a character must fulfill all the following criteria.

  • Skills: 6 ranks in Perform and Listen, and 6 ranks in any 1 of the following: Balance, Escape Artist, Hide, Move Silently, Tumble.
  • Feats: Blind-Fight, Improved Unarmed Strike, and Skill Focus in any 1 of the skills listed above.
  • Special: Must be blind-born or be blinded by some other cause (blindfold, magic, injury, etc.) perpetually for at least 1 year.


Class Skills

The Brother�s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.


Table: Brother of the Wyrwood Order
Level   BAB     Fort    Ref   Will             Special
1       +0       +0     +2     +2              Enhanced Perception, Monk Progression
2       +1       +0     +3     +3              Sonorous Sensation, Woodland Stride
3       +2       +1     +3     +3              Hyper Awareness
4       +3       +1     +4     +4              Music in the Grain
5       +3       +1     +4     +4              Sighted


Class Features

All of the following are features of the Brother of the Wyrwood Order prestige class.

Enhanced Perception (Ex): Using nonvisual senses, such as acute smell and hearing, the brother gains blindsense out to 30�. No Spot or Listen checks are required to pinpoint the location of a creature within range of his blindsense ability, provided that he has line of effect to that creature. Any opponent the brother cannot see still has total concealment against the brother, and he still has the normal miss chance when attacking foes that have concealment. Visibility still affects his movements. He is still denied his Dexterity bonus to Armor Class against attacks from creatures he cannot see.
Special: Blind-born brothers' blindsense range increases by 30'.

Monk Progression (Ex): A brother's class levels stack with his monk levels for the purpose of determining his unarmed damage, flurry of blows, bonuses to Armor Class, and unarmored speed. His class levels do not apply to other monk abilities such as slow fall. If the brother has no monk levels, he gains these abilities as a first level monk does and advances them.

Sonorous Sensation (Su): Denied sight, brothers meditate and focus their inner energy on non-visual senses, especially hearing. The brother's ears, now his primary source of sensation, have been honed with supernatural energy and improved dramatically. Not only can he hear more clearly, he can avoid some types of sonic damage. He gains a +5 bonus to any fortitude save to resist being deafened. If a brother makes a successful saving throw against a sonic attack that normally deals half damage on a successful save, he instead takes no damage. Also, he gains a +2 competency bonus to his Listen and Perform skills.
The benefits of this ability are temporarily lost while the brother is deafened.

Woodland Stride (Ex): Thanks to his constant connection with nature, a brother may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.

Hyper Awareness (Ex): The brother is so aware of his surroundings that he can sometimes predict attacks before they come. He gains a +1 insight bonus to his AC, even when flatfooted. He gains blindsight out to 5'. He maneuvers and fights as well as a sighted creature within his blindsight�s effect. Invisibility, darkness, and most kinds of concealment are irrelevant, though he must have line of effect to a creature or object to discern that creature or object.
Additionally, the brother gains the Deflect Arrows feat with the notable exception that he can deflect the projectile weapon even if he is unaware of the attack or is flatfooted. He makes a Listen or Spot check (whichever has the highest bonus) opposed by the attack roll of the attacker. If he succeeds, he can deflect the ranged attack as if he was aware of it and was not flatfooted (though he is still flatfooted for all other purposes). This ability is usable only once per round, along with the Deflect Arrows feat. Attempting to detect a ranged weapon doesn�t count as an action, not even a free action. The brother must have at least one hand free (holding nothing) to use this Discipline, as per the Deflect Arrows feat.
The benefits of this ability are temporarily lost while the brother is deafened.

Music in the Grain (Su): The brother's ear for music has become truly magical. His +2 competence bonus to Perform increases to +5. He gains a +5 competence bonus to his Craft (Musical Instrument) skill, and any musical instrument he crafts grants its user a +1 bonus to Perform checks made with that instrument. He can use the Bardic Music fascinate ability twice per day.
The benefits of this ability are temporarily lost while the brother is deafened.

Sighted (Ex): By further improving his nonvisual senses, the brother's blindsight range increases by 25' and his insight bonus to AC increases to +2. Also, by sensing vibrations in the ground made by his feet, the brother can now move and even run at his full move speed without penalty. Finally, he can use his improved Deflect Arrows ability an infinite number of times per round.
The Deflect Arrows feature granted by this ability is temporarily lost while the brother is deafened.
The blindsight range granted by this ability is reduced to 5' while the brother is deafened.

Multi-Classing: Monks who take this prestige class may continue in their original class�s progression without penalty. Paladins who take this prestige class can remain faithful to their god and retain all paladin abilities, but can no longer gain any levels in the paladin class.

Brothers with Sight: A brother who is no longer permanently blind cannot gain levels as a Brother of the Wyrwood Order and loses all class features except Monk Progression. This effect is instantaneous. When a brother gains his sight for any reason, he is extremely sensitive to light after being blind for so long: He gains light blindness, as the Drow racial trait, for one week. A seeing ex-brother may voluntarily blind himself (with a blindfold or otherwise) for at least a week to regain his abilities and continue gaining levels as a Brother of the Wyrwood Order.

-Created by Rae ArdGaoth

Dervish of Sairundan

Be as the wind, listen to the storm, and care for the whims of your spirits as well as others. This is the the Path of the Dervish.
Sairundan, a land ruled by a loose federation of tribes, was supposedly founded by several djinn, who passed their knowledge and their blood to the mortals under their care. The legends of these times tell that many Sairundani forged alliances with the very winds, granting them great magical powers, tremendous speed, or enormous strength. However, as the era of the djinn ended, many of its secrets faded from the common knowledge of the tribes.
One of the few bits that still remind of that era is the Path of the Dervish. Taking the nomadic nature of their tribes to the extreme, dervishes strive to attain unity with the winds and the storms in the Dance of the Winds. They no longer are considered part of a single tribe, and they travel far and wide to aid all the tribes in need. Many take this a step further and travel all of the world, seeking new steps for their dances in exchange for their aid. The dervishes of Sairundan learn to follow their whims without harming their surroundings, and shape the winds as the winds shape the dervish, expressing their soul in songs. When two dervishes meet, they are as likely to start a training fight/dance as to start singing together to share their stories.
Most tribes send the young people who seem to be promising dervishes to meet several other tribes, but a few actually send them into distant lands, where they are supposed to pick up new knowledge and as a preparation for their new life as a dervish.
Fighters and rangers are the most common classes to live the path of the dervish. A few ex-monks, bards or rogues might also follow this path, but the martial requirements often discourage them. Other classes usually lack either the martial or the artistic aptitude required for the dervishes.
Hit Dice: d8

Requirements

To qualify to become a dervish of Sairundan, a character must fulfill all the following criteria.
Base Attack Bonus: +6.
Skills: Perform (Dance) 5 ranks, Perfom (Sing) 5 ranks, Tumble 5 ranks.
Feats: Skill Focus (any two of Perform (Dance), Perfom (Sing) or Tumble), Two-Weapon-Fighting, Weapon Finesse, Weapon Focus (scimitar).
Alignment: Neutral good, chaotic good or chaotic neutral.
Special: Must be from Sairundan, or be accepted by a Sairundan tribe as one of their own. Must pass the Test of the Fifteen Winds.
Test of the Fifteen Winds: To be accepted as a dervish, the aspiring character must impress a number of existing dervishes of his talents as a dancer, singer and athlete. Five dervishes gather, and the character must perform seperately his skills Perform (Dance), Perform (Sing) and Tumble. If at least three of the dervishes are impressed, the character can join the ranks of the dervishes, otherwise he must wait a month before he can take the test again. While dervishes normally travel far and wide, the best chance to gather the five dervishes needed for this test is in Sairundan.

Class Skills

The dervish of Sairundan�s class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at each level: 4 + Int modifier.


Table: Dervish of Sairundan
Level	BAB	Fort    Ref	Will	AC    Special
1st	+1	 +0     +2	 +0	+1    Slashing blades, song of the storms united, songs of the blade
2nd	+2	 +0     +3	 +0	+1    Fast movement +5 ft.
3rd	+3	 +1     +3	 +1	+1    Spring Attack, dervish dance 1
4th	+4	 +1     +4	 +1	+1    Djinni�s grace, movement mastery
5th	+5	 +1     +4	 +1	+2    Fast movement +10 ft.
6th	+6	 +2     +5	 +2	+2    Wind�s fury, dervish dance 2
7th	+7	 +2     +5	 +2	+2    Djinni�s boon
8th	+8	 +2     +6	 +2	+2    Fast movement +15 ft.
9th	+9	 +3     +6	 +3	+3    Dervish dance 3
10th	+10	 +3     +7	 +3	+3    Djinni�s gift, storm�s fury


Class Features

All of the following are class features of the dervish of Sairundan prestige class.

Weapon and Armor Proficiency: Dervishes of Sairundan gain no proficiency with any weapon or armor.

AC Bonus (Ex): A dervish of Sairundan gains this bonus to Armor Class as long as he is wearing no armor or light armor and not carrying a shield. This bonus to AC applies even against touch attacks or when the dervish is flat-footed. He loses this bonus when he is immobilized or helpless, when he wears any armor heavier than light, when he carries a shield, or when he carries a medium or heavy load.

Song of the Storms United (Su): When a dervish is affected by a bardic music effect or a similar ability, the dervish may attempt a Perform (Sing) check (DC 15 + required ranks in Perform for that ability). If he succeeds, he picks up the song, duplicating its effects, and can affect other allies just like the bard, but using his dervish levels and bard levels for level-based effects. The dervish can only relay a song if he has enough ranks in Perform to use the ability if he were a bard. For example, a 10th level dervish affected by an inspire greatness effect could inspire greatness in one of his allies with asuccessful Perform check (DC 27). If the dervish also has 2 levels of bard, he can inspire greatness in two allies instead.
For bardic music where the bard's Perform check result affects the effectiveness (such as countersong), the Perform check result of the dervish can be no higher than that of the bard.
The following bardic abilities can be used with this ability: Countersong, Inspire Courage, Inspire Competence, Inspire Greatness, Inspire Heroics. Other, similar abilities might be added to that list by the GM.

Slashing Blades: A dervish treats the scimitar as a light weapon (rather than a one-handed weapon) for all purposes, including fighting with two weapons.

Songs of the Blade (Sp): At 1st level, the dervish gains the ability to dance with any slashing melee weapon and listen to its song once per day. From the song of the blade, the dervish can attempt to find out about any special abilities that the weapon possesses, as per the spell identify cast by a caster of the dervish�s class level. To use this ability, the dervish dances for 1 hour with the blade, and then must succeed at a Perform (Dance) check with a DC of 10 + the weapon�s caster level. If he succeeds, he gains insight into all magic properties of the weapon, including how to activate those functions (if appropriate), and how many charges are left (if any). If he fails by 9 or less, he receives no insight. If he fails by 10 or more, he receives false insight.
Just like identify, songs of the blade does not function when used on an artifact. Songs of the Blade is the equivalent of a 1st level spell.
The dervish cannot take 10 on the Perform check for this ability.

Fast Movement (Ex): At 2nd level and higher, a dervish gains an enhancement bonus to his speed. A dervish in any armor heavier than light or carrying a medium or heavy load loses this bonus.

Spring Attack: At 3rd level, a dervish gains the Spring Attack feat, even if he does not meet the prerequisites.

Dervish Dance (Ex): Beginning at third level, the dervish, may attempt to take an additional 5 foot step during a full attack by succeeding at a Perform (dance) check with a DC of 20. The dervish may not take two 5 ft steps in succession � they must be seperated by at least one attack.
Every three levels thereafter, the number of 5 foot steps the dervish can attempt to take increases by one, but the DC to succeed increases by 10. For example, a 6th level dervish could attempt to take two additional 5 foot steps during a full attack, the first requiring a DC 20 Perform check, the second requiring a DC 30 Perform check.
The dervish can not take 10 on the Perform check for this ability.

Djinni�s Grace: At 4th level, the dervish�s bond with the winds strengthens, granting him a +2 enhancement bonus to Dexterity.

Movement Mastery (Ex): Starting at 4th level, the dervish is so certain of his movements that he is unaffected by adverse conditions. When making a Jump, Perform (dance), or Tumble check, he may take 10 even if stress and distraction would normally prevent him from doing so.

Wind�s Fury (Su): At 6th level, the dervish becomes one with the winds that guide his movements. He may add 1/2 his Dexterity bonus, rounded down, to the damage dealt by his melee attacks.

Djinni�s Boon: At 7th level, the dervish�s bond with the winds strengthens, granting him a +2 enhancement bonus to Charisma.

Djinni�s Gift: At 10th level, the dervish�s bond with the winds strengthens, granting him a +2 enhancement bonus to Strength.

Storm�s Fury (Su): At 10th level, the dervish literally becomes the winds that guide his movements. He may add his Dexterity bonus to the damage dealt by his melee attacks. This ability replaces Wind�s Fury.

Drow Paragon

Separated from the rest of the elven people by a legacy of deceit, betrayal, and evil, the drow are easily one of the most dangerous of the humanoid races. Most drow paragons embody all their race's evil nature and delight in calculated cruelty, but some manage to pull away from this dark path, instead embodying the potential that all elves share for beauty, grace, and martial skill.
Drow society is full of intrigue and fierce competition. Even the most able drow paragons can do little more to advance their race than to strive against the machinations of other powerful drow. When they succeed in breaking away from drow culture and its cruel influence, however, good-aligned drow paragons can be the most able and successful members of their race.
Adventures: Drow paragons adventure for one of two reasons. Those of an evil bent adventure to increase their own personal power, by acquiring wealth and powerful magic items or by improving their combat skills. Those few drow paragons with less selfish motives adventure to remove themselves from the influence of their race's harsh and cruel society. These latter drow paragons are the ones most likely to be seen in the company of other races.
Characteristics: Drow paragons are typically more reserved than other members of their race. Drow paragons consider themselves the elite of drow society, although they are careful about sharing these viewpoints with the powerful priestesses that hold sway over most aspects of drow culture. If anything, drow paragons are even more secretive and devious than average members of their race, and their success in such dangerous society emphasizes their ability to navigate treacherous social environments and manipulate the actions of others. It is said that the day a drow stops scheming is the day of her death.
Alignment: The vast majority of drow, including most drow paragons, are unrelentingly evil. However, the few good-aligned drow who survive their formative years are actually quite likely to gain levels in the drow paragon class. This makes good-aligned drow paragons more frequent than good drow of other classes, but still nowhere near as common as evil-aligned drow paragons.
Religion: Much of drow culture is dominated by religion, and the powerful priestesses who rule drow society see drow paragons as tools�more skilled than other ambitious drow, perhaps, but no more inherently valuable. This outlook chafes against the drow paragons own belief that she is the elite of her race. As a result, drow paragons are unlikely to follow religion of any kind when removed from the direct influence of the drow priestesses.
Background: Drow paragons learn their skills just as other drow do: by succeeding where weaker drow fail. Drow paragons build their skills among the hidden dangers of the subterranean realms and in a society where the powerful freely prey upon the weak. Regardless of alignment or other abilities, drow paragons are all forced at some point to make a decision about their race's cruel and everpresent religion. Those drow paragons who choose to follow the tenets of the evil priestesses often rise to become deadly lieutenants, carrying out the will of the matriarchs. The few who reject the priestesses' teachings must do so quietly and covertly, biding their time until they can escape the influence of other drow.
Races: Most drow paragons have little use for members of the other races, viewing them only as potential prey or slaves. Good-aligned drow paragons, however, see the merits of interracial cooperation. These paragons seek out adventurers of other races, often coming to relate more to the societies of their adventuring companions than to their own culture.
Other Classes: Drow paragons see members of other classes as tools. They value a broad skill set in those with whom they associate, provided they can control the actions of these associates when the need arises. Drow paragons are willing to work with anyone they can manipulate to their own ends.

That said, drow paragons often see fighters as ideal companions because they combine great martial proficiency with physical prowess, while at the same time they are typically incapable of matching the drow's stealth and subtlety�ensuring that the drow paragon can gain the upper hand whenever desired.


Game Rule Information

Table: The Drow Paragon
Level	Attack	Fort	Ref	Will	Special							Spells per Day
1st	+0	+0	+2	+0	Improved spell-like abilities				+1 level of cleric or wizard
2nd	+1	+0	+3	+0	Improved darkvision (+30 ft.), light sensitivity	�
3rd	+2	+1	+3	+1	Ability boost (Dex +2)					+1 level of cleric or wizard


Drow paragons have the following game statistics.
Abilities: Drow paragons favor fighting from ambush, making Dexterity important for its role in sneaking and striking with ranged weapons. Wisdom helps in detecting a potential foe before the foe detects the drow in turn. Strength is also important due to its obvious role in melee combat.
Alignment: Any.
Hit Die: d6.
Class Skills: The drow paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.

Class Features All of the following are class features of the drow paragon class.
Weapon and Armor Proficiency: Drow paragons are proficient with all simple weapons, rapiers, longswords, and hand crossbows, and with light armor.
Spells per Day: At 1st and 3rd level, a female drow paragon gains new spells per day as if she had also gained a level in cleric. A male drow paragon instead gains new spells per day as if he had gained a level of wizard. The paragon does not, however, gain any other benefit a character of that class would have gained (bonus metamagic feats, and so on). This essentially means that the character adds the level of drow paragon to her level in cleric or wizard, then determines spells per day and caster level accordingly.
If the drow paragon is female and has no levels in cleric, or is male and has no levels in wizard, this class feature has no effect.
Improved Spell-Like Abilities: At 1st level, a drow paragon gains one additional daily use of each of her innate spell-like abilities.
Improved Darkvision (Ex): At 2nd level, a drow paragon's darkvision range increases by 30 feet.
Light Sensitivity (Ex): A 2nd-level drow paragon's light blindness is lessened to light sensitivity. Instead of being blinded by bright light, she is merely dazzled in bright sunlight or within the radius of a daylight spell.
Ability Boost (Ex): At 3rd level, a drow paragon's Dexterity score increases by 2 points.
-Derived from OGC

Dwarf Paragon

Known for their skill in warfare, their ability to withstand physical and magical punishment, and their great love of stone and stonework, dwarves grow as strong as their mountain homes. Dwarf paragons exemplify this strength, gaining a deeper intuitive understanding of stone and stonework, building upon their already proven toughness, and promoting the crafts and strengths of their people whenever possible.
Dwarf paragons are doughty warriors, and powerful paragons often take the lead in battles as well as diplomatic engagements.
Adventures: Dwarf paragons stand at the forefront of their people, ready to defend or promote the interests of their race through word and deed. Although they are as disparate a group as the members of any character class, most dwarf paragons undertake adventure freely, as along as it does not threaten or endanger a dwarven community.
Characteristics: Dwarf paragons are tough, skilled warriors who are most at home when deep underground. Because of their martial focus, dwarf fighters and paladins are likely to become paragons, although many clerics also find that their race's innate abilities and interests blend well with their divine training, and they frequently take levels in dwarf paragon as well. Because of their race's ability with weaponsmithing and other crafts, dwarf paragons are likely to look down upon weapons and gear made by members of other races.
Alignment: Dwarf paragons can be of any alignment, but their interest in the success of their communities and their ingrained sense of dwarven honor ensures that many act in a lawful and good manner. Neutral dwarf paragons are found more frequently in areas where relations with other good races have become strained, or where the different races focus more on the interests of their people than on morality.
Religion: Religion is an important part of many dwarven communities, and thus dwarf paragons often exemplify this aspect of dwarven life as they exemplify all others. Many dwarf paragons are also clerics of dwarven deities, and the two philosophies support and reinforce each other.
Background: DAlthough many dwarf paragons grow into their power in the hearts of strong and strident dwarven communities, some rise from areas where dwarves have been oppressed or even defeated. Whatever their origins, dwarf paragons are tough, determined folk who seek out specialized training and master complex tasks to further the aims of their people. Dwarf paragons are often descended from heroes of older generations, and these individuals may seek to honor their ancestors' memory through deeds of their own.
Races: Dwarf paragons are all dwarves, of course, and like other racial paragons, their actions and efforts are motivated primarily by the interests of their people. Despite their focus on their own race's innate abilities, they remain surprisingly open to adventuring with members of other races. In most cases, it is practicality that drives a paragon more than anything else once a dwarf paragon has decided on a course of action, he uses whatever and whomever is at hand to accomplish the task.
Dwarf paragons, like other members of their race, consider the building of trust and friendship a long, slow task that cannot be rushed. Although it might take a hundred years or more to earn a dwarf paragon's complete trust, dwarf paragons are by no means a suspicious lot.
Other Classes: In general, the reactions of a dwarf paragon are governed more by how an individual or race interacts with the dwarven community than by class or personal training but some general attitudes are common to most dwarf paragons. Dwarf paragons generally get along well with dwarf fighters, paladins, and clerics, although they appreciate anyone who is willing to work in the best interests of the dwarven people. Dwarf paragons see wizards and sorcerers as important allies in the defense and promotion of the dwarven people, but powerful spellcasters of any kind can pose a threat to an entire community, making dwarf paragons wary of their power.


Game Rule Information

Table: The Dwarf Paragon
Level	Attack	Fort	Ref	Will	Special
1st	+1	+2	+0	+0	Craft expertise, improved stonecunning
2nd	+2	+2	+1	+0	Improved darkvision (+30 ft.), save bonus
3rd	+3	+3	+1	+1	Ability boost (Con +2)


Dwarf paragons have the following game statistics.
Abilities: Strength is important for dwarf paragons because they often serve as defenders of their people and emphasize their own martial training. Constitution is important not only to a dwarf paragon's ability to stay on his feet in battle, but also because physical toughness is a hallmark of the dwarf race.
Alignment: Any.
Hit Die: d10.
Class Skills: The dwarf paragon's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Profession (Wis), Sense Motive (Wis), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.

Class Features
All of the following are class features of the dwarf paragon class.
Weapon and Armor Proficiency: Dwarf paragons are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (but not with tower shields).
Craft Expertise (Ex): A dwarf paragon may add his class level as a racial bonus on all Craft checks related to stone or metal items.
Improved Stonecunning (Ex): At 1st level, a dwarf paragon's racial bonus on Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground.
Improved Darkvision (Ex): At 2nd level, a dwarf paragon's darkvision range increases by 30 feet.
Save Bonus (Ex): A 2nd-level dwarf paragon's racial bonus on saves against poison and against spells and spell-like effects increases by 1.
Ability Boost (Ex): At 3rd level, a dwarf paragon's Constitution score increases by 2 points.
-Derived from OGC

Elf Paragon

Accomplished with both spell and blade, elves move through the world at a pace removed from that of shorter-lived races. Long-standing champions of good, the elf race is storied beyond telling and peopled by heroes beyond counting. As mighty as the elf race can be, it is not often that elves turn to warfare or combat, preferring instead the paths of poetry, dance, song, and lore. With their long life spans and many talents, elves excel in numerous areas and classes, but a few exemplify to an even greater degree the complex and powerful nature of their race.
Adventures: Elf paragons retreat from the world less readily than most elves, seeing much of the nature of the elf race in the form and shape of the world. They enjoy travel and interaction with other races, learning as much about themselves in the process as they do about those they meet. Elf paragons are aware that voluntary isolation from other good-aligned races poses a great danger to the elven race � although such self-absorption lessens the pain and frustration involved in dealing with other races, it leaves an elven community vulnerable to stagnation and decline.
Characteristics: Elf paragons are curious, patient, and, when roused to action, deadly. They are swift and stealthy and have amazingly acute senses, allowing them to react far faster than opponents might expect. Their aptitude in both stealth and weapons makes them excellent at attacking from ambush, and their propensity to take rogue and ranger levels in addition to their paragon levels accentuates these strengths.
Alignment: Elf paragons can be of any alignment, but most are neutral good. They see the world as a place of harmony, a place that can provide bounty to all those willing to live in peace so long as society is not pushed to extremes of law or anarchy.
Religion: Although elves as a whole can be as religious as members of any other race, elf paragons rarely concentrate on religion. Instead, they focus their attention and devotion on the mortal members of their race.
Background: Most elf paragons come into their abilities through a strong love of their people and the work of an influential mentor. Although this mentor may be of any class, it is often the lorekeepers and wizards of the elf race who seek to foster the skills of fledgling elf paragons, knowing that one young elf turning to the path of the paragon can benefit the race for nearly a thousand years.
Races: Elf paragons are, for the most part, open and gracious when dealing with members of other races. Even if she secretly looks down on shorter-lived and less gifted folk, an elf paragon knows that other races can offer her the one thing that most elves lack: a sense of urgency. As an elf paragon grows in power, she becomes more and more apt to look upon members of other races as curiosities to be studied rather than as peers � but she remains gracious and trusting, striving to learn how the virtues of other races might benefit the elf race.
Other Classes: Like most racial paragons, elf paragons tend to think more in terms of relations with other races than they do about interactions with other classes. Elf paragons relate best to characters who revere nature or seek to live in harmony with the world around them. They find common philosophical ground with monks and common cause with many paladins, but they are most comfortable around wizards, rangers, and druids. Although elves are as religious as any other race, elf paragons often mistrust clerics' reliance on divine guidance, and heavily armored warriors have an approach to combat that elf paragons sometimes have a hard time appreciating.


Game Rule Information

Table: The Elf Paragon
Level	Attack	Fort	Ref	Will	Special				Spells per Day
1st	+0	+0	+2	+0	Elfsight, resist enchantments	�
2nd	+1	+0	+3	+0	Weapon Focus			+1 level of wizard
3rd	+2	+1	+3	+1	Ability boost (Dex +2)		+1 level of wizard


Elf paragons have the following game statistics.
Abilities: Agility and physical grace are hallmarks of the elf race, and a high Dexterity score helps an elf paragon avoid blows in combat and make more accurate ranged attacks. Dexterity can even (after the selection of the Weapon Finesse feat) aid in melee combat. A high Intelligence score allows an elf paragon to access a broader selection of skills, and a high Wisdom is important for some of the class's most important class skills.
Alignment: Any.
Hit Die: d8.
Class Skills: The elf paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

Class Features All of the following are class features of the elf paragon class.
Weapon and Armor Proficiency: Elf paragons are proficient with all simple weapons, rapiers, longswords, shortbows, and longbows. Elf paragons are proficient with light armor, but not with shields.
Spells per Day: At 2nd and 3rd level, an elf paragon gains new spells per day as if she had also gained a level in wizard. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic feats, and so on). This essentially means that she adds the level of elf paragon to her level in wizard, then determines spells per day and caster level accordingly.
If an elf paragon has no levels in wizard, this class feature has no effect.
Elfsight (Ex): An elf paragon has exceptional visual acuity. Her racial bonus on Search and Spot checks increases to +4. In addition, an elf paragon's low-light vision increases in range, allowing her to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
Resist Enchantments (Ex): An elf paragon's racial bonus on saves against enchantment spells or effects increases by 2.
Weapon Focus (Ex): At 2nd level, an elf paragon gains Weapon Focus as a bonus feat. This feat must apply to the rapier, longsword, shortsword, shortbow, longbow, composite shortbow, or composite longbow.
Ability Boost (Ex): At 3rd level, an elf paragon's Dexterity score increases by 2 points.
-Derived from OGC

Learner

The Learner is so extensive, it has its own page.

Little Sneak

Hit Die: d6.

Requirements

To qualify to become a little sneak, a character must fulfill all the following criteria.
Race: Any Small or smaller race.
Feats: Alertness, Stealthy.
Skills: Hide 8 ranks, Listen 4 ranks, Move Silently 8 ranks, Search 4 ranks, Spot 4 ranks.

Class Skills

The little sneak�s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.


Table: Little Sneak
Level   BAB  Fort  Ref   Will  Special
1st     +0    +0    +2    +0   Stealth Mastery, Blind Sense 10 ft.
2nd     +1    +0    +3    +0   Fast Movement +10 ft. 
3rd     +2    +1    +3    +1   Sneak Attack +1d6, Blind Sight 5 ft. 
4th     +3    +1    +4    +1   Traceless
5th     +3    +1    +4    +1   Blind Sense 20 ft. 
6th     +4    +2    +5    +2   Sneak Attack +2d6
7th     +5    +2    +5    +2   Hide in Plain Sight, Blind Sight 10 ft.
8th     +6    +2    +6    +2   Fast Movement +20 ft.
9th     +6    +3    +6    +3   Sneak Attack +3d6, Blind Sense 30 ft. 
10th    +7    +3    +7    +3   Obscure Presence 


Class Features

All of the following are Class Features of the little sneak prestige class.

Weapon and Armor Proficiency: Little sneaks gain no proficiency with any weapon or armor.

Stealth Mastery: The arts of stealth are so ingrained in his way of life, that a little sneak constantly and consistently moves stealthily without having to think about it. A little sneak may take 10 on hide and Move Silently checks even if stress and distractions would normally prevent him from doing so.

Blindsense (Su): In order to avoid detection, a little sneak must often get along without light sources. He develops keen senses to find his way even in the dark. At 1st level little sneaks gain blindsense with a range of 10 feet. At 5th level the range increases to 20 feet and at 9th level to 30 feet.

Fast Movement (Ex): When things go wrong, a little sneak must be able to escape as quickly and silently as possible. At 2nd level a sneak�s base land speed increases by +10 feet. At 8th level this bonus increases to +20 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the little sneak�s speed because of any load carried or armor worn.

Blindsight (Su): A little sneak's heightened senses become so sharp as to develop almost into a sixth sense, allowing him to pinpoint nearby objects and creatures, even if he cannot see them. At 3rd level little sneaks gain blindsight with a range of 5 feet. At 7th level the range increases to 10 feet.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 3rd level and every third level thereafter (3rd, 6th, and 9th). If a little sneak gets a sneak attack bonus from another source the bonuses on damage stack.

Traceless (Ex): Little sneaks that can be easily tracked down rarely survive for long. Starting at 4th level a little sneak leaves no trail when moving at his base movement rate or less and cannot be tracked. He may choose to leave a trail if so desired.

Hide in Plain Sight (Ex): For an expert little sneak, a blink of an eye is the only opportunity he needs to find a hiding place. A little sneak of 8th level or higher can use the Hide skill even while being observed, as long as he is within 10' of any cover or concealment.

Obscure Presence (Su): Masterful little sneaks are so inconspicuous, that they have a knack of blending into any setting. A 10th level little sneak can use the Hide skill, even if the terrain doesn�t grant cover or concealment, as long as he is not being directly observed.
-Created by Pbartender

Outrider

The Outriders are renowned warriors, masters of mounted combat. Originally a Halfling tradition, other races have learned the skills of the outrider and have formed their own ranks. Outriders are valued as cavalry, as well as lone scouts who can ride quickly to and from enemy lines. Many villages value an outrider as a necessary part of the town guard.

Hit Die: d10.

Requirements

To qualify to become an Outrider, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Skills: Handle Animal 8 ranks, Ride 8 Ranks
Feats: Mounted Combat, Ride by Attack

Class Skills
The Outrider�s class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.


Table: The Outrider
Level	BAB	Fort	Wil	Ref	Special
1st	+1	+2	+0	+0	Mount Bonding
2nd	+2	+3	+0	+0	Ride Proficiency
3rd	+3	+3	+1	+1	Sturdy in the Saddle
4th	+4	+4	+1	+1	Mounted Full Attack
5th	+5	+4	+1	+1	Improved Mount Control


Class Features
All the following are Class Features of the Outrider prestige class.

Weapon and Armor Proficiency: An Outrider is proficient with all simple and martial weapons, light armor, medium armor, and heavy armor, and all shields(Except Tower).

Mount Bonding (Su): An Outrider forms a tight bond with their mounts that becomes almost supernatural or spiritual. If the Outrider has the Special Mount class feature, or uses an Animal Companion as a mount, their outrider levels add to their effective level for any special bonuses that these animals may get. (So, an 8th level Ranger/ 3rd level Outrider is considered 7th level for their animal companion if it is their mount) Otherwise, the mount can be any mount the Outrider can use. This special bond takes one month to form, and lasts until the mount dies, or the Outrider is without the mount for 6 months, though the bond with an ex-mount can be recovered in only a week instead of the usual month.

Table: The Outrider's Mount
 	Bonus 	NA 	Str 	Int 	
Level	HD	Adj.	Adj.	Adj.	Special
1st 	+1 	+1 	+1 	+1	Empathic link, Share Spells
2nd 	+2 	+2 	+1 	+1 	Evasion
3rd 	+3 	+3 	+2 	+2 	Iron Will
4th 	+4 	+4 	+2 	+2 	Improved Speed
5th	+5	+5	+3	+3	Improved Evasion


Empathic Link (Ex): A Outrider can handle her mount as a free action, or push it as a move action, even if she doesn�t have any ranks in the Handle Animal skill. The Outrider gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding a mount.

Share Spells (Ex): At the Outrider�s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if the mount moves farther than 5 feet away and will not affect the mount again, even if it returns to the Outrider before the duration expires.

Additionally, the Outrider may cast a spell with a target of �You� on her mount (as a touch range spell) instead of on herself. An Outrider and her mount can share spells even if the spells normally do not affect creatures of the companion�s type (animal).

Evasion (Ex): If a mount is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Iron Will: A mount gains the feat Iron Will. If the mount already has Iron Will, the mount then gains a feat of his or her choice

Improved Speed (Ex): A mount gains a +10 bonus to it�s base speed.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Ride Proficiency (Ex): An outrider may add his outrider level as a competence bonus to any ride checks.

Sturdy in the Saddle (Ex): The outrider learns to maintain his balance and composure while in the saddle. Any penalties for being in the saddle are cut in half. This is cumulative with any feats that reduce the effect as well (IE, cuts penalties by half after other feats, resulting in 1/4 for the Mounted Archery penalties for example). Also, the Outrider gains a +5 competence bonus to Balance while mounted, and can take a 10 when mounting or dismounting.

Mounted Full Attack (Ex): An outrider may make a full attack from the back of their mount even if their mount moved up to one full move. This may not be done when charging or making a double move.

Improved Mount Control (Ex): An Outrider may make a single turn of up to 90 degrees while charging, though the mount must move at least 10 feet after the turn for it to be considered a charge. To do this, the rider must make a ride check with a DC of 30. If the check fails, the mount continues on for 10 feet beyond where it tried to turn and stops, loosing the rest of its actions.

- Created by Bront

Seeker of the Elemental Song

The Seekers of the Elemental Song see and hear the music of the world a bit differently, and seek to learn the song that unlocks them. They believe that song mastered the chaos that helped to form and command the elements to work together. They hope to master the elements and the chaos surrounding them by learning the full Song of the Elements.
Hit Die: d6

Requirements

To qualify to become a Seeker, a character must fulfill all the following criteria.
Skills: Perform: (Strings, Woodwinds, or Singing) 13 ranks, KN: Arcane 13 Ranks, Listen 13 Ranks, and KN: Nature 10 Ranks
Feats: Skill Focus: Perform: (Strings, Woodwinds, or Singing)
Special: Bardic Music, Must Speak Terran, Ignan, Auran, and Aquan
Special: Must have visited or at least been near one of the six towers. Close enough to hear the song eminating from it. (Line of sight)

Class Skills

The Seeker�s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Survival (Wis), Swim (Str).
Skill Points at Each Level: 4 + Int modifier.


Table: Seeker of the Elemental Song
Level	BAB	Fort	Wil	Ref	Special
1st	+0	+0	+2	+2	Bardic Music, Song of the Elements part I, Inspire Music, Spell Casting
2nd	+1	+0	+3	+3	Blend Music
3rd	+1	+1	+3	+3	Song of the Elements part II
4th	+2	+1	+4	+4	Splice Music
5th	+2	+1	+4	+4	Song of the Elements part III
6th	+3	+2	+5	+5	Greater Inspire Music
7th	+3	+2	+5	+5	Song of the Elements part IV
8th	+4	+2	+6	+6	Meld Music
9th	+4	+3	+6	+6	Song of the Elements part V
10th	+5	+3	+7	+7	Song of the Elements Mastery


Class Features
All the following are Class Features of the Outrider prestige class.

Weapon and Armor Proficiency: A Seeker gains no Weapon or Armor Proficiency beyond what they already have.

Bardic Music: A Seeker gains Bardic Music as if he had gained a bard level, including any new uses of Bardic Music if he has the appropriate ranks in Perform to perform them. However, this only applies for Instrumental or Singing performances. The Seeker can not use Seeker levels or abilities with any other Perform type (such as oratory or dancing).

Spell Casting: A Seeker cast spells and advances on the bard spell casting table, but they instead use the Seeker spell list. All new spells learned by taking Seeker levels (or subsequent bard levels) are drawn from the Seeker's spell list. All spells learned prior to being a Seeker are kept.

Song of the Elements Parts: There are 5 parts to the Song of the Elements, Each part having a melody and a finale. At each odd level, the Seeker learns one part, and can use the melody and the finale of that part. The melody can be used and sustained as per normal bardic music rules. The finally effects work like bardic music as well, except the finales end after their effects happen, and may not be maintained.

Song of the Earth:

- Lasting Melody - This song allows the Seeker to temporarily alleviate conditions. Sufferers of Poison, Disease, Curses, Addictions, and most other malicious conditions receive a new saving through, and can opt to use the Seeker's perform bonus instead of rolling the save normally. If the save is successful, the effects of the condition are alleviated for the duration of the song, and if the song is sustained for more than a minute, this continues for one hour per seeker level. When the duration expires, the effects resume as if continuing from when they last affected the character and no time has passed. Permanent conditions, such as death, amputation, damage, and such are not subject to this power, and the DM has the final say of what is and isn't affected.

- Strength of the Stone - This song can be used to heal allies within 50 feet. The Seeker takes a full round action, and makes a perform check, and the result is the amount of HP healed, with a maximum of 5 HP per Seeker level, after which the song ends.

Song of the Wind:

- Gusting Melody - This song creates a swirling wind around the Seeker and his allies, giving all allies who are listening a 5% miss chance per Seeker level to all ranged attacks against them. This effect ends immediately upon the end of the song.

- Whisper of the Wind - This song allows the Seeker to Teleport, much like the spell, with a range equal to 100 miles per rank in Perform, and the Seeker can take one additional person per Seeker level. In the event of a mishap, the Seeker simply does not teleport. Once the Seeker arrives at his destination, the song ends.

Song of the Sea

- Misty Melody - This song protects the seeker and his allies from energy attacks. The song absorbs a number of points of energy damage equal to the perform ranks of the seeker per round. All energy damage counts against the total. This effect end 5 rounds after the song ends.

- Babbling of the River - This song allows you to Control Weather, as per the spell, except that the song must be sung each time the Seeker wishes to change the weather again. The song takes one full round to perform, and ends the round after it begins.

Song of the Sun

- Radiant Melody - This Song allows the Seeker to turn (but not destroy) undead at a level equal to the number of perform ranks of the Seeker. The song requires concentration, and the effects wear off 1 round after the song ends.

- Essence of the Morning - This Song calls forth a ray of searing sunlight, scorching one opponent. The effect is a Ray that does 2d6 per Seeker level (4d6 vs. Undead and creatures vulnerable to sunlight/fire), and is a ranged touch attack using the Seeker's perform check to hit. After the strike, the song ends.

Song of Chaos

- Jarring Melody - This song clouds the minds of those who hear the song. Up to 3 opponents per level of the Seeker within that can hear the Seeker must make a Will save DC 10 + the number of ranks in Perform of the type used to enact the song or act as if under the Confusion spell. This effect requires concentration to maintain, and ends immediately upon the song ending.

- Absence of Order - This Song calls down the destructive power of Chaos. When a Seeker spends a full round action to call this song, chaotic energy rises up to strike his enemies, striking one opponent at random per seeker level within 50' of the Seeker for 1d8 points of damage per seeker level, Reflex save for Half. Save DC is 10 + the number of ranks in Perform of the type used to enact the song, and the damage energy is determined at random (Roll a D10, 1-2: Fire, 3-4: Cold, 5-6: Acid, 7-8: Sonic, 9-10: Electricity)

Inspire Music: The Seeker is so musically inspiring, that he brings out the innate musical talent in those who listen to his song. When performing without bardic music, one ally per Seeker class level can use the perform skill as if they had a number of ranks equal to 1 + Seeker's class level. These ranks to not count for others using their own bardic music. This effect lasts for one hour, and does not cost a bardic music use.

Blend Music: The Seeker can combine two bardic music effects (Including Song of the Elements parts). Each effect is considered a separate use of the bardic music ability as if they had been used separately. If either or both effects require concentration, the seeker can use a standard action to maintain both of them. Normal stacking rules for benefits and bonuses still apply, and if the song ends (either from loosing concentration, or other stipulations), it ends for both effects, and rules for what happens are handled normally. Concentration checks made while blending music are made at a -5.

Splice Music: The Seeker can work in the beginning and ends of bardic music effects into the current performance. This means that the Seeker can begin a second bardic music effect while maintaining a current one (and only one). This is a swift action, and once done, the seeker is considered to be using the blend music effect. Also, a Seeker can end one effect without ending both when using the blend music special ability. To end one and only one effect requires a DC 15 concentration check (Without the blending penalty). Failure indicates that both effects were ended.

Greater Inspire Music: As Inspire Music, except it now grants use of the perform skill as if they had a number of ranks equal to twice the Seeker's class level. All other aspects of the power remain unchanged.

Meld Music: If the Seeker is only using one Bardic Music effect, a Seeker can cast a bard spell by making a concentration check vs. a DC of 15 + Spell Level of the spell trying to be cast. Failure means that the spell is expended, but does not break the bardic music effect. Ending a song using Splice Music no longer requires a concentration check, and is automatically successful.

Song of the Elements Mastery: The Seeker can sing the Song of the Elements in it's entirety. The Seeker must start from scratch (No songs started), and beings the first part of the Song of the Elements, and the effects of melody and the finally (if desired) happen. Next Round, the Seeker starts a second part, again with melody and finally (if desired) happening, while previous melody effects remain. This continues until all 5 parts have been sung, at which point the Seeker can maintain all 5 parts at the same time. This costs two daily bardic music uses, and may not be used with Blend, or Splice Music, though Meld Music can be used once the Song of the Elements is complete. Failure of any concentration checks result in the ending of the entire song. The songs can be sung in any particular order.


Seeker Spell List

-Created by Bront

Trader

Hit Die: d6

Requirements

To qualify to become a trader, a character must fulfill all the following criteria.
Feats: Negotiator
Skills: Appraise 4, Diplomacy 6, Gather Information 4, Listen 4, Profession(Merchant) 8, Sense Motive 6, Spot 4

Class Skills

The trader�s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (All) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language(-), Spot (Wis), Use Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier.


Table: Trader
Level	BAB	Fort	Wil	Ref	Special
1st     +0       +0     +0      +2      Extra Language, Haggle (75%/110%)
2nd     +1       +0     +0      +3      Bargain (95%), Extra Language, Vigilant +2
3rd     +2       +1     +1      +3      Haggle (90%/120%), Extra Language, Haggle
4th     +3       +1     +1      +4      Bargain (90%), Extra Language, Vigilant +4
5th     +3       +1     +1      +4      Connected, Extra Language, Slippery Mind


Class Features

All of the following are Class Features of the trader prestige class.

Weapon and Armor Proficiency: Traders gain no new proficiencies in weapons or armor.

Extra Language: Traders must constantly adapt to new markets, and so they must learn new languages with every new market. The Trader gains one new language at every level. This language can be chosen from any language that the character can gain access to.

Haggle: Bartering for the best prices when selling an item is the primary skill of a merchant. At 1st level the Trader becomes more skilled at finding prices within a Market. When selling items to a friendly buyer, the Trader can often gain an edge on the standard price, earning 110% of the item's market price instead of 100%. When trading with an indifferent buyer, the Trader sells items for 75% of the item's market price. These benefits increase to 120% and 90% at 4th level.
Normal: Normally when trading with an indifferent market, items are sold for half their market price. When selling to a friendly market (such as when selling specific items on request) items are sold for 100% of their market price.

Bargain: Wise merchant's buy items at the lowest possible cost. At 2nd level the trader can buy any item from an indifferent merchant for 95% of the item's market price. At level 4, this ability improves to 90%.
Normal: Normally items are purchased for 100% of their market price.

Vigilant: A Trader who understands his foes is more likely to succeed. Whether these foes are selling faulty goods, stealing and pilfering items, or keeping secrets, a vigilant Trader is more likely to succeed in his profession. At 2nd level, the trader receives +2 competence bonus to Listen, Spot and Sense Motive checks. This bonus raises to +4 at 4th level.

Connected: The Trader has the ability to acquire minor aid from anyone he or she meets. By making a favor check, a Trader can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure.
A Trader spends some Craft Point (10 times the DC) to activate this talent. To make a favor check, roll a d20 and add the Charisma bonus. The GM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Trader can't take 10 or 20 on this check, nor can he retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check.
The GM should carefully monitor a Trader's use of favors to ensure that this ability isn't abused. The success or failure of a mission shouldn't hinge on the use of a favor, and getting a favor shouldn't replace good roleplaying or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game.
Upon gaining this class ability, the Trader gain an extra 500 craft points.

Slippery Mind: As the Rogue ability.
-Created by Velmont

Ventrid Swordsman

"To live and die by the sword, in a world where slighted honour is best settled at the tip of my rapier. En guarde."

The Ventrid Swordsman�s life is filled with wonder and adventure. The dashing rogue, a Ventrid Swordsman carries himself light and quick, favouring little armor and a slim blade. Atop high walkways between soaring towers, to dimly lit back alleys, the Ventrid Swordsman is always alert and ready for a duel. He is an expert at agility and daring, especially with a rapier in hand. To many he is brave and charming, but to his enemies as deadly as a snake.

The Ventrid Swordsman concentrates on not only defensive maneuvers, but on skilled attacks professionally delivered to counter any style in combat. Through out a duel, lighting quick movements allow the Ventrid Swordsman to avoid damage while studying his opponent, watching for weaknesses. At just the right moment the Ventrid Swordsman attacks with a well placed thrust driving home that might doesn't always make right. But a Ventrid Swordsman doesn't just fight anyone, they always seek those with more skill, for to beat someone better than one's self will bring fame and glory.

Adventurers: The call of an adventurer is very fitting for the Ventrid Swordsman for a life of daring and danger is what they yearn. Most adventuring Ventrid Swordsmen find themselves in just the right amount of danger to satisfy their needs. Sticking to the code as loosely or as strictly as they see fit an individual Ventrid Swordsman can be a welcome companion to anyone.

Characteristics: The Ventrid Swordsman is an agile fighter, preferring light armor and light weapons. Daring and charismatic, the Ventrid Swordsman is a cross between a fighter and a rogue. As they gain levels, Ventrid Swordsmen become better able to avoid damage all together.

Alignment: Ventrid Swordsmen can come from all walks of life and indeed from any alignment. Lawful Ventrid Swordsmen stick to a code, taking great pride in their honour. Chaotic Ventrid Swordsmen often find themselves at odds with the Law, taking the role of liberator and protector of the people to heart. Both evil and good Ventrid Swordsmen abound on all sides of the spectrum.

Religion: Both Delanor and Grendath find many Ventrid Swordsmen among their worshipers. As the god of sailors and seagoing merchants, Delenor is particularly suited to those Ventrid Swordsmen who love the open sea, but have a respect for the law. Grendath appeals more widely to the danger loving heroes of freedom and exploration among the Ventrid Swordsmen. Phyrah and Taka also appeal many Ventrid Swordsmen, as they are more urban styled deities. The nature based gods such as Verdante as well as those who represent a tougher, more solid approach such as Sela and Chennet' do not have many Ventrid Swordsmen who call upon them. But among Ventrid Swordsmen, there is nothing preventing them from worshiping any one god over another.

Background: Many Ventrid Swordsmen get their start in local militias or on board merchant vessels. As they are trained well in the use of all weapons, but particularly light ones, a Ventrid Swordsman is well learned in affairs of battle. Ventrid Swordsmen generally do not belong to any formal association or guild, though many search on the water as either merchants or pirates.

Races: Human adaptability lends itself well to the Ventrid Swordsman, as does the lithe agility of elves, half-elves and halflings. Gnomes and dwarves don�t often fit the archetype, but some do still wander the world protecting their honour. The more savage humanoids such as Half-Orcs and Goblins rarely ever find the calling as a Ventrid Swordsman.

Other Classes: Ventrid Swordsmen tend to get along with most everyone, though their more urban outlook sometimes precludes meeting the more outdoor types like the ranger, barbarian and druid. They like the support offered by spellcasters and particularly like bards who sing their fame to the masses.

Role: Generally taking the role of the frontline defense in a party, the Ventrid Swordsman is at home as the charismatic diplomat too. Their dexterous skill set lends itself to the roles of information gathering and spying, though often a rogue is better at that type of skill.

Game Rule Information

Abilities: Dexterity is the most important ability for Ventrid Swordsmen, allowing them to dodge the most well-placed strikes. Intelligence also plays a big part in their abilities allowing Ventrid Swordsmen to take better advantage of combat situations by reading their opponents. Charisma play a large part in defining the archetype as well, supplementing the more diplomatic skills.

Requirements

  • Base Attack Bonus: +4
  • Feats: Combat Expertise, Dodge
  • Skills: Balance 2 ranks, Knowledge (nobility and royalty) 2 ranks, Tumble 5 ranks.
  • Alignment: Ventrid Swordsmen can be any alignment.

Hit Die: d8

Class Skills

Class Skills: The Ventrid Swordsman�s class skills (and the key ability
for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at Higher Levels: 4 + Intelligence bonus

Table: The Ventrid Swordsman
Level	BAB	Fort	Wil	Ref	Special
1st	+1	+0	+2	+0	Parry
2nd	+2	+0	+3	+0	Size Up Opponent +1
3rd	+3	+1	+3	+1	Precision Strike, Acrobatic +1
4th	+4	+1	+4	+1	Riposte
5th	+5	+1	+4	+1	Size up Opponent +2
6th	+6	+2	+5	+2	Acrobatic +2
7th	+7	+2	+5	+2	Elaborate Parry
8th	+8	+2	+6	+2	Size up Opponent +3
9th	+9	+3	+6	+3	Acrobatic +3
10th	+10	+3	+7	+3	Crippling Strike


Class Features

Weapon and Armor Proficiency: The Ventrid Swordsman is proficient with all simple and martial weapons as well as light armor. Many of his abilities prohibit the use of heavier armor.

Parry (Ex): Starting at 1st level, during her action, a Ventrid Swordsman can designate an opponent and receive a dodge bonus to Armor Class against attacks from that opponent. She can select a new opponent on any action. When not wearing armor heavier than light armor or using a shield, a Ventrid Swordsman adds 1 point of Intelligence bonus (if any) per class level as a dodge bonus to Armor Class. This ability only funtions while wielding a melee weapon and only versus that one opponent. If a Ventrid Swordsman is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Size Up Opponent (Ex): At 2nd level, if the Ventrid Swordsman spends a full round in melee with an opponent, then makes a Spot check (DC = 5 + the opponent�s melee attack bonus). If the character succeeds, she spots a weakness in the foe�s combat style and modifies her own style to take advantage of it. The character gains a +1 competence bonus to attack rolls and damage against that foe for the rest of that combat session. The bonus increases to +2 at 5th level and finally +3 at 8th level.

Precision Strike (Ex): At 3rd level, the Ventrid Swordsman is able to devote more effort into striking critical locations. On their action, before making an attack roll for the round, the Ventrid Swordsman may subtract a number from all melee attack rolls. This number may not exceed 6. Until the Ventrid Swordsman's next turn her critical threat range is increased by one half of the amount subtracted from her base attack bonus. This ability may only be used with light or one-handed weapons. For example if the Ventrid Swordsman is wielding a rapier and chooses to sacrifice 4 points from her melee attack rolls than until her next action her critical threat range is 16-20.

Acrobatic (Ex): Begining at 3rd level the Ventrid Swordsman gains a bonus to Balance, Climb, Jump, and Tumble. This is a competence bonus and begins at +1 at 3rd level. It increases to +2 at 6th level and +3 at 9th level.

Riposte (Ex): By 4th level, in melee combat, when an opponent designated by her Parry ability misses a Ventrid Swordsman by an amount no greater the dodge bonus she received from the Parry ability, the Ventrid Swordsman gains an immediate attack of opportunity against that opponent. The Ventrid Swordsman must follow all of the normal rules for making an attack of opportunity.

Elaborate Parry (Ex): At 7th level and higher, if a Ventrid Swordsman chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for every 2 levels of Ventrid Swordsman she has (maximum +5 at 10th level).

Crippling Strike (Ex): At 10th level, as a full attack action, the Ventrid Swordsman can make a single melee attack against an opponent which inflicts normal damage. If she damages her opponent, he must make a Fortitude save (DC 10 + half her level + Intelligence Bonus) or take 2 points of Strength Damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

-Created by Erekose13

Site Toolbox:

GNU Free Documentation License 1.2
This page was last modified on 5 May 2008, at 05:30. - This page has been accessed 1,627 times.
Disclaimers - About BluWiki