Author Topic: Prestige Classes [Mechanics]  (Read 9272 times)

Prestige Classes [Mechanics]
« on: January 30, 2011, 12:39:25 AM »
Prestige Classes Rulings


  • Maximum of one Prestige Class per character
  • The following prestige classes have been removed are not available for selection: Arcane Scholar, Harper Agent, Blackguard, Storm Lord. This is due either to balance reasons or thematic purposes. Some have been replaced by new versions.


A note on custom PrCs: As with custom base classes, never use the "Recommended" button when selecting bonus attribute points, skills, or feats. Packages don't seem to work as expected, and you'll probably end up with a fairly random assortment of abilities!








Archer
« Reply #1 on: January 30, 2011, 12:41:49 AM »
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Archer (Prestige Class)

The Archer is one who has taken the art of marksmanship with a bow to its peak. Unlike the elven crafts, the Archer hones their skill solely through mundane means, relying on sheer accuracy and precision of their shots to devastate their target.

Requirements:

Attack Bonus: +5

Skills: Craft Weapon 5 ranks, Lore 2 ranks.

Feats: Weapon Focus in Shortbow or Longbow, Point Blank Shot.

Class Features:

- Hit Die: d8

- Base Attack Bonus: High.

- High Save: Reflex and Will.

- Weapon and Armor Proficiencies: No new proficiencies gained.

- Skill Points: 2 + Int modifier per level, x4 at first level.

- Class Skills: Craft Armor, Craft Trap, Craft Weapon, Lore, Spot, and Survival.

- Ranged Precision: The Archer can perform a single attack on a creature no farther than 30 feet away. The attack has a damage bonus of 1d8. The bonus increase by 1d8 for every two Archer levels (2d8 at level 3, 3d8 at level 5, and so on). This does not work on creatures immune to critical hits.

- Greater Weapon Focus: An archer's ranged Weapon Focus feat is improved to a Greater Weapon Focus automatically at level 4. If the Archer has weapon focuses in both Shortbow and Longbow, she may choose which to receive a Greater Weapon Focus in.

- Sharp Shooting: The Archer gains the Blind Fighting feat automatically at level 6.

- Extended Precision: At level 10, the range of the Archer's Ranged Precision ability is doubled to 60 feet.

Dirgesinger
« Reply #2 on: January 30, 2011, 12:42:09 AM »
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Dirgesinger

Dirgesingers voice melodies not of celebration and joy, but of sorrow and grief. They seek to spread this melancholy outlook far and wide, beleiving that only those who give in to their sadness can truly understand the world.

Requirements

    * Alignment: Any non-good
    * Skills: Lore 4 ranks, Perform 12 ranks
    * Feats: Curse Song
    * Special: must have bard music

Stats

    * Dirgesingers gain a dirgesong at every level. Dirgesongs function much like normal bard music and each use counts as a use of bard music. The DC for a target to resist a dirgesong is 10 + the dirgesinger's ranks in Perform. Duration of all dirgesong effects is 10 rounds. Lingering Song and other feats may apply.
    * Level 1: Song of Sorrow. All enemies within 30ft must make a will save or receive a penalty of -2 to will saves and -2 to attack rolls.
    * Level 2: Song of Bolstering. All undead allies within earshot gain a bonus to their turn resistance equal to the dirgesinger's class level + the dirgesinger's bard class level.
    * Level 3: Song of Grief. Target enemy makes a will save or is confused.
    * Level 4: Song of Horror. All enemies within 60ft (!) must make a will save or suffer 1d6 damage to strength and dexterity.
    * Level 5: Song of Awakening. The dirgesinger animates an undead creature equal to their bard level + dirgesinger level if they make a perform check.

Frostreaver
« Reply #3 on: January 30, 2011, 12:43:04 AM »
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Frostreaver

There are some who are willing to do whatever is necessary to grow stronger, and when other methods have failed there exist other darker, forbidden techniques and rituals. These men and women are the Frostreavers, those who hunt the creatures of the Cold in order to complete dark rituals of binding to manipulate forces man has come to fear and hate.

When an initiate Frostreaver completes his Hunt, the soul of the fallen creature is taken and bound to the strange and intricate Czerdic tattoos drawn on their bodies. While where the tattoo is placed is up to the particular Frostreaver, most choose to have it affixed to their swordarms. From that point onwards, an experienced Frostreaver can call upon similar powers of that of his fallen prey to imbue his weapon or armor with the energies of cold and undeath. Those who have walked this path long have developed resistance to cold enough to even walk the surface world for short periods of time, giving them tolerance among the colonies due to their unique abilities and talents none other can claim to possess.

Frostreavers must keep both of their hands on their weapon to channel their power, and so they have become masters of large, two-handed weapons of all kinds. While being strong warriors who benefit greatly from their Strength and Constitution scores, Frostreavers also gain benefits from their Wisdom score, which increases the effect of most of their class abilities.

Requirements:

- Racial Size: Any medium sized race. Small races cannot become Frostreavers.

- Alignment: Any Non-Good

- Deity: No Deity. Those who were devout before find they can no longer channel divine power after becoming a Frostreaver.

- Base attack bonus: +6

- Feats: Cleave, Power Attack, Weapon Focus in any large sized melee weapon

Class Features:

- Hit Die: d10

- Base Attack Bonus: High.

- High Save: Fortitude.

- Weapon Proficiencies: Simple, Martial.

- Armor Proficiencies: Light, Medium, Heavy.

- Skill Points: 2 + Int modifier.

- Class Skills: Craft (All), Intimidate, Lore, Parry, Taunt, Survival.

- Bind The Soul: At 1st level, the character chooses his or her prey from a list of creature types to bind to themselves. Each soul type grants a different bonus to the Frostreaver's powers. The Frostreaver adopts personality traits similar to their prey as they progress. For example, a Frostreaver who binds a winter wolf will become more feral and aggressive.

- Frostbite: At 1st level, the character gains the Frostreaver's signature ability to channel their power into their weapon. Upon activating this ability, their next successful attack within the next round releases a nova of frost, striking all nearby creatures and doing 1d4 cold damage per Frostreaver level. A Reflex save halves the damage. This ability is on a 5 round (30 second) cooldown.

- Unnatural Adaptation: At 2nd level, the Frostreaver's skin begins to show signs of resistance against the cold. He gains 1/- resistance to cold damage. This increases by 1 every other level, becoming 2/- at level 4, 3/- at level 6, and so on.

- Frozen Edge: At 3rd level, the Frostreaver can imbue his weapon with additional frost damage. When activated, Frozen Edge increases the damage of his weapon by 1 + Wisdom modifier cold damage. This increases to 2 + Wisdom modifier at level 5 and 3 + Wisdom modifier at level 10. Additionally, the Frostreaver gains an attack bonus of 1. This lasts until the ability is turned off. This ability cannot be used in conjunction with Frozen Armor or Frozen Aura and deactivates either of those abilities when used. While this ability is active, the Frostreaver's Frostbite attack reduces targets' AC by 1 (Fort save negates).

- Frozen Armor: At 5th level, the Frostreaver can coat his body in an impermeable frost. Any creature attacking the Frostreaver while Frozen Armor is active takes 1d4 plus his Wisdom modifier damage. Additionally, the Frostreaver's AC is increased by 2. At level 10, this ability increases AC by 3. This ability lasts until turned off and cannot be used while a shield is equipped. This ability cannot be used in conjunction with Frozen Edge or Frozen Aura and will deactivate either of those abilities when used. While this ability is active, the Frostreaver's Frostbite attack reduces targets' attack bonus by 1 (Fort save negates).

- Frozen Aura: The Frostreaver can emit an aura that damages and slows opponents. While active, enemies near the Frostreaver take 1d4 + Wisdom modifier cold damage each round and are slowed by 20%. This increases to a 30% slow at level 10. This ability cannot be used in conjunction with Frozen Edge or Frozen Armor and will deactivate either of those abilities when used. While this ability is active, the Frostreaver's Frostbite attack reduces targets' saving throws by 1 (Fort save negates).

- Flash Freeze: At 9th level, the Frostreaver can muster their power to drain the heat from a wide area around them. All creatures within the radius must make a Fortitude save or be frozen solid for one round. Additionally, creatures struck become more vulnerable to cold damage by 25% for one turn (no save). This ability is on a 1 turn (60 second) cooldown.

- One With The Soul: At 10th level, the Frostreaver's binding is complete and he gains 15/- resistance against cold damage. This stacks with other forms of damage resistance.

There are three different soul types a Frostreaver can choose as their victim at level 1:

- Beast: The Frostreaver has slain and bound the soul of a beast of the surface, such as a winter wolf or bear. Such Frostreavers tend to become more aggressive, even feral. Your Frostbite attack deals 25% more damage. While Frozen Edge is activated, your attack bonus is further increased by 1.

- Wyrmling:  The Frostreaver has slain and bound the soul of one of the Great Wyrm's own brood. Such Frostreavers tend to become patient and cunning. Your Frostbite gives you 5/adamantine damage reduction that absorbs 5 damage for each target struck. While Frozen Armor is active, your AC bonus is further increased by 1.

- Undead: The Frostreaver has bound the soul of one of the surface undead in a vile ritual. Such Frostreavers tend to become grim and joyless. Your Frostbite attack drains an additional 1 point of health from each (living) target struck, returning it to you as +1 regeneration for 5 rounds. The amount creatures are slowed by Frozen Aura increases by 20%.

Witchhunter
« Reply #4 on: January 30, 2011, 12:44:02 AM »
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Witchhunter

The meddling of the mages of Soros has often been blamed for, at least in part, the difficulties being faced by the denizens of Norhaven and the rise of the Great Wyrm. One branch of the Hunters have devoted their lives to the zealous elimination of arcane threats where they find them, often summarily executing those they deem dangerous. Those called the Witchhunters have carried the traditions forward to the present colonies, sacrificing physical and martial prowess to learn a potent form of glyph magic created specifically to disrupt arcane powers.

Their often violent methods have made many distrust the Hunters, and their welcome in most of the colonies is tenuous. Despite the Hunters' frequent clashes with colonial law, the leaders of the colonies shrewdly understand the Hunters' value, and few are turned away altogether in times of need.

Requirements:

Alignment:Any non-Good.

Base Attack Bonus : 5

Skills: Spellcraft 4, Survival 4.

Feats: Iron Will.

Class Features:

- Hit Die: d8

- Base Attack Bonus: Medium.

- High Save: Reflex, Will.

- Weapon Proficiencies: None.

- Armor Proficiencies:  None.

- Skill Points: 6 + Int modifier per level.

- Class Skills: Craft (All except Artificing), Concentration, Disable Device, Foraging, Hide, Intimidate, Listen, Lore, Move Silently, Parry, Set Trap, Spot, Survival, Taunt, Tumble, and Use Magic Device.

- Hunter's Oath: Witchhunters gain the Track feat automatically at level 1.

- Enscribe Crossbow: The Witchhunter gains the ability to enscribe his crossbow with glyphs at level 1. A crossbow in the Witchhunter's hands has unlimited ammunition. This ability improves every other level, providing +1 bolts at level 3, +2 bolts at level 5, +3 bolts at level 7, and +4 bolts at level 9.

- Lesser Glyph: At level 2, the Witchhunter gains the Lesser Glyph ability. The primary ability of the Witchhunter is to use glyphs to harass and disable their foes or to augment their resistance to arcane damage. The Witchhunter traces an intricate design with his finger in the air, on the ground, or in some cases on an item. This is considered a spell-like ability, though it is not effected by armor encumbrance. Glyphs can be used an unlimited number of times per day. Lesser Glyph have an 18 second cooldown period between uses. Where applicable, the DC to resist any glyph is 10 + Witchhunter level + Intelligence bonus. Lesser Glyph can be used to do any of the following:

*    Glyph of Sealing: The next spell successfully cast by the target automatically fails.
*    Glyph of Earthbind: Creates a zone in which creatures are immobilized.
*    Glyph of Sensing: The Witchhunter's senses are heightened, gaining bonuses to Spot and Listen.
*    Glyph of Revealing: Removes invisibility effect from all nearby creatures as the Invisibility Purge spell.
*    Glyph of Impact: Knocks the target down.

- Sneak Attack: At levels 3, 6, and 9, the Witchhunter gains +1d6 sneak attack damage as per the rogue ability. This stacks with other sneak attack damage.

- Hunter's Precision: At level 4, The Witchhunter has trained to assail the weak points of arcane constructs and can perform critical hits and sneak attacks against them.

- Greater Glyph: These function as lesser glyphs but are more potent. Greater Glyph is gained at level 6 and has a cooldown of 30 seconds. Greater Glyph can do any of the following:

*    Glyph of Mageskin: Grants spell resistance as the spell Spell Resistance.
*    Glyph of Reprisal: Every spell successfully cast by the target incurs damage.
*    Glyph of Purging: Removes spell protections on the target, as the Lesser Spell Breach spell.
*    Glyph of Holding: Paralyzes the target, as the Hold Monster spell.
*    Glyph of Invisibility: The Witchhunter becomes invisible, as the Greater Invisibility spell.

- Superior Glyph: These function as the other glyph abilities but are extremely powerful. Superior Glyph is gained at level 10 and has a 60 second cooldown. Superior Glyph can do any of the following:

*    Glyph of Spellflux: The next spell cast by the target fails, deals damage to all nearby enemies, and knocks them down.
*    Glyph of Chaos: Creates a zone of chaos full of swirling arcane energy. All creatures inside the zone have -20 Concentration and take 3d6 damage per round they remain inside.
*    Glyph of Banishment: Unsummons summoned creatures as the Banishment spell.
*    Glyph of Malison: Blinds and deafens enemies.
*    Glyph of Spellturning: The Witchhunter gains spell absorption as the Spell Mantle spell.

Wyrmhunter
« Reply #5 on: January 30, 2011, 12:44:31 AM »
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Wyrmhunter

The arrival of Wyrmbane and the infiltration of Wyrmbloods into the colonies has seen a response from the Hunters in the form of the Wyrmhunters. The Wyrmhunters have devoted their lives to seeking out and destroying the influence of the Great Wyrm and her servants where they find them. Using a unique form of glyph magic, they cripple and burn their foes with great ferocity.

Their often violent methods have made many distrust the Hunters, and their welcome in most of the colonies is tenuous. Despite the Hunters' frequent clashes with colonial law, the leaders of the colonies shrewdly understand the Hunters' value, and few are turned away altogether in times of need.

Requirements:

Alignment: Any non-Good.

Skills: Spellcraft 4, Survival 4.

Feats: Iron Will.

Class Features:

- Hit Die: d8

- Base Attack Bonus: Medium.

- High Save: Fortitude, Reflex.

- Weapon Proficiencies: None.

- Armor Proficiencies:  None.

- Skill Points: 6 + Int modifier per level.

- Class Skills: Craft (All except Artificing), Concentration, Disable Device, Foraging, Hide, Intimidate, Listen, Lore, Move Silently, Parry, Set Trap, Spot, Survival, Taunt, Tumble, and Use Magic Device.

- Hunter's Oath: Wyrmhunters gain the Track feat automatically at level 1.

- Enscribe Crossbow: The Wyrmhunter gains the ability to enscribe his crossbow with glyphs at level 1. A crossbow in the Wyrmhunter's hands has unlimited ammunition. This ability improves every other level, providing +1 bolts at level 3, +2 bolts at level 5, +3 bolts at level 7, and +4 bolts at level 9.

- Lesser Glyph: At level 2, the Wyrmhunter gains the Lesser Glyph ability. The primary ability of the Wyrmhunter is to use glyphs to disable and burn their foes or to augment their own physical prowess. The Wyrmhunter traces an intricate design with his finger in the air, on the ground, or in some cases on an item. This is considered a spell-like ability, though it is not effected by armor encumbrance. Glyphs can be used an unlimited number of times per day. Lesser Glyph have an 18 second cooldown period between uses. Where applicable, the DC to resist any glyph is 10 + Wyrmhunter level + Intelligence bonus. Lesser Glyph can be used to do any of the following:

*    Glyph of Immolation: The Wyrmhunter deals irresistable fire damage to the target over time.
*    Glyph of Earthbind: Creates a zone in which creatures are immobilized.
*    Glyph of Sensing: The Wyrmhunter's senses are heightened, gaining bonuses to Spot and Listen.
*    Glyph of Enervation: The target's strength is reduced.
*    Glyph of Impact: Knocks the target down.

- Sneak Attack: At levels 3, 6, and 9, the Wyrmhunter gains +1d6 sneak attack damage as per the rogue ability. This stacks with other sneak attack damage.

- Hunter's Resolve: At level 4, the Wyrmhunter is immune to fear.

- Greater Glyph: These function as lesser glyphs but are more potent. Greater Glyph is gained at level 6 and has a cooldown of 30 seconds. Greater Glyph can do any of the following:

*    Glyph of Wyrmskin: Grants the Wyrmhunter +3 AC.
*    Glyph of Searing: All targets in the area take irresistable fire damage.
*    Glyph of Fear: Enemies in the area are afflicted with fear as the Fear spell.
*    Glyph of Holding: Paralyzes the target, as the Hold Monster spell.
*    Glyph of Withering: Afflicted target is slowed and receives penalties to saves, skills, attack rolls, and damage.

- Superior Glyph: These function as the other glyph abilities but are extremely powerful. Superior Glyph is gained at level 10 and has a 60 second cooldown. Superior Glyph can do any of the following:

*    Glyph of Immunity: Damage to the Wyrmhunter from elemental sources is halved for the duration.
*    Glyph of Pandemonium: Creates a conflagration, dealing irresistable fire damage each round to all creatures inside.
*    Glyph of Draining: Target receives negative levels on failed fortitude save.
*    Glyph of Malediction: All targets in the designated area receive penalties to strength, dexterity, and constitution on failed will save.
*    Glyph of Bladeturning: The Wyrmhunter gains damage reduction as the Greater Stoneskin spell.

Artificer
« Reply #6 on: January 30, 2011, 01:11:36 PM »
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Artificer

With the destruction of the arcane forges on the surface, the ability to enchant items with magical qualities has become rare. Most commoners lack the wherewithal to perform item enchantment and alchemy. There are, however, those who have apprenticed under an enchanter and have learned to manipulate glass as well as any other. They are the Artificers, and their skills are in high demand.

Requirements:

Class: Only Commoners can become Artificers.

Skills: Lore 8, Vitrifying 4.

Class Features:

- Hit die d2.

- Base Attack Bonus: Low.

- High Save: None.

- Weapon proficiencies: None.

- Armour proficiencies: None.

- Skill points: 4 + Int modifier per level.

- Class Skills: Appraise, Bluff, Craft (All), Diplomacy, Foraging, Intimidate, Lore, Mining, Open Lock, Perform, Survival, Taunt, Vitrifying.

- Item Enchanting: At level 2, the Artificer gains Glassworking 1 automatically. Every other after this, the Artificer gains the next Glassworking feat automatically.

- Work Experience: The Artificer gains experience like the Commoner, through the use of crafting skills.

- Salary: An Artificer's levels are added to their Commoner levels to determine their salary.

Palemaster
« Reply #7 on: February 01, 2011, 05:24:42 PM »
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Palemaster

Requirements

Alignment: Any non-good.

Skills: Lore 8 ranks

Feats: Skill focus (Lore)

Arcane casting: must be able to cast 3rd tier arcane spells as wizard or sorcerer.

Class Features:

Hit Die: d4 (was d6)

Spell progression: the DC pale master gains 2 caster levels for every 3 levels of PM and an additional caster level at Pale Master level 10. This is opposed to 1 for every 2 as it was before.

Level 1: Bone Skin. Unchanged. +2 AC at level 1, an additional +2 AC at level 4, and a final +2 AC at level 8.

Level 2: Animate Dead. Unchanged. As per the spell. If the spell is improved in an upcoming round of spell reviews, this will be improved too.

Level 3: Darkvision. Unchanged.

Level 4: Control Undead. New! Control Undead as per the spell, once/day.

Level 5: Deathless Vigor. +4 Fort saves. As opposed to additional HP in vanilla NWN.

Level 6:
Undead Graft. PM gains +4 Strength and can use a paralyzing touch attack once per day. This goes up to 2/day at level 8 and 3/day at level 10. The PM gains additional graft attacks as he gains levels. DC to resist graft attacks is 10 + Pale Master class level + Charisma bonus
    * -------- Paralyzing Touch: Living, non-elf target makes a fort save or is paralyzed for 1d4 + 1 rounds.
    * Level 7: Tough As Bone. Pale Master becomes immune to disease and poison.
    * -------- Weakening Touch: Target takes 1d6 strength damage, no save. A target reduced to 0 strength is killed.
    * Level 8: Degenerative Touch: Target receives one negative level, no save.
    * Level 9: Create Greater Undead. Unchanged.
    * -------- Destructive Touch: Target makes a fort save or takes 1d6 constitution damage.
    * Level 10: Deathless Mastery. PM is immune to critical hits.
    * -------- Deathless Master's Touch: Target makes a fort save or dies. If the target is slain, a zombie is raised one round later under the control of the pale master. This zombie does not count against the PM's control limit.

Red Dragon Disciple
« Reply #8 on: February 01, 2011, 05:28:25 PM »
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Red Dragon Disciple

This class has been renamed to Wyrmblood. It is no longer restricted to Bard or Sorcerer, and instead has the following requirements:

  • No class/arcane requirement.
  • 8 Lore required.
  • Great Fortitude feat required.

It remains otherwise unchanged.

Warning: A Wyrmblood is subject to the almost certain eventuality of perma-death. Only play a Wyrmblood if you are comfortable with that inevitability.

Wyrmbloods are humanoid men and women seemingly born as any other and most live normal childhoods, until the power begins to change them. A time eventually comes when icey power begin to awaken within them, granting them strength and power beyond normal men. These gifts could only come from one place: the Ice queen, and many Wymbloods have embraced their heritage, actively working to disrupt the colonies. The colonies' response to this was to form the Wyrmhunters, who tirelessly seek and destroy the Wyrm Queen's brood.

The origins of wyrmbloods are shrouded in mystery however, when the Ice Age was at its most bitter cold, the Ice Queen is rumoured to have produced a clutch of drakes. Little is known about these lesser dragons, though some are believed to have insinuated themselves into the society of the Depths in humanoid form as a means to sabotage the workings of the surviving colonies from the inside. It's often thought that wyrmbloods originally emerged from unions between the Ice Queen's children and humanoid lovers, though none are certain.

For some Hunters, suspicion is more than enough to begin the hunt. Others seek proof in the form of circumstantial evidence or even confirmation from the one man who claims to be able to tell the truth for certain: the legendary Wyrmbane. Regardless, all wyrmbloods know from the moment their powers awaken that their lives are constantly at risk.

Neverwinter Nine
« Reply #9 on: February 01, 2011, 05:29:11 PM »
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Neverwinter Nine.

This class has been renamed to Oathsworn. It remains otherwise unchanged.

When Thoran Proudshield agreed to lead a contingent of warriors to aid in the defence of Norhaven, he asked for volunteers from amongst all the races living in Gauth. Those that came forward agreed to swear an oath in defence of Gauth that would commit them to arms until their deaths. These were the first Oathsworn. Very few returned from Norhaven with Proudshield; those that did kept their word.

Since then, the Oathsworn have become infamous for the zeal in which they pursue their duty. They are Gauth's sword, as the Wards are its shield, seeking out potential threats and eliminating them before they manifest. Their numbers are always few, as each Oathsworn commits himself to a lifetime of danger and combat, but they are extremely proud, and rightfully so, for they are an elite. Potential Oathsworn come from a wide array of backgrounds, both martial and magical. Their first impulse is always to do their duty to Gauth, their second is to uphold their oath, and their third to see both is done.