MarauderX
Explorer
Created by one of my new players, I am looking for how powerful this PrC might be in comparison to others. Presently I am thinking the special abilities per level combined with the alternating monk/caster bonus level may be a bit much, but let me know what you think. Then again, the prerequisites are rather tough, so it might not come into play until 8th level or more.
I like the special ability of Leap of Logic as stand-alone ability, though it may be a bit much. I think I might ask to take out some of the other 'bonus feats' too.
Thanks in advance for any comments.
~MX
Disciple of Logic (prestige class)
'Two fathers and two sons went fishing together one day. At the end of the day, they were very happy because each person had caught a fish. When they came home, they cooked all three fish. Two fathers, two sons, three fish, and none were lost. How can this be?'
- Question from the Order of Logic entrance exam's written portion
'There is a reason for everything. And that reason can always be found through pure mental reasoning and logic.' - Order of Logic's Creed
A disciple of logic is a student of the Order of Logic. This order teaches one to focus their mind into the pursuit of pure logic and reasoning by eliminating distractions. They are often viewed as cold hearted and without feeling, but this is only because truth is often clouded by emotions, and thus many times the Disciple of Logic must ignore their feelings in order to come to a completely logical conclusion. Despite this aversion from most people, Disciples are often respected for their reasoning abilities, and almost every ruler has a disciple advisor. Although their abilities can assist any arcane spellcaster, wizards are most the most common disciples of logic because their great brainpower allows them to take full advantage of the disciple's features.
Surprisingly, assassins can also make effective Disciples as well.
Hit Dice: d6.
Requirements
To qualify to become a Disciple of Logic, a character must fulfill all the following criteria.
Alignment: Any lawful.
Skills: Concentration: 8 ranks, Knowledge (arcana): 8 ranks, Knowledge (any one): 8 ranks, Sense Motive 4 ranks.
Feats: Logical Skill, Iron Will, Skill Focus (any skill from the Disciple of Logic skill list).
Spells: Ability to cast fox’s cunning and true strike.
Special: Must have the Still Mind class ability.
Also the character must pass the Order of Logic’s entrance exam, a vigorous trial of the mind designed to test the prospective Disciple's reasoning and thinking skills even under pressured situations. The test can be taken only once, and typically 98% or more success on the test is required to pass.
Level Base AttackBonus FortSave RefSave WillSave Special Monk Abilities/Spells per Day
1 +0 +0 +0 +2 Assess Inclinations +1 level monk abilities
2 +1 +0 +0 +3 Analyze Opponents +1 level of existing arcane spellcasting class
3 +2 +1 +1 +3 Mind Over Matter, Insight +1 level monk abilities
4 +3 +1 +1 +4 Leap of Logic 1/day +1 level of existing arcane spellcasting class
5 +3 +1 +1 +4 Slippery Mind +1 level monk abilities
6 +4 +2 +2 +5 Leap of Logic 2/day, Insight +1 level of existing arcane spellcasting class
7 +5 +2 +2 +5 Disciplined Mind +1 level monk abilities
8 +6 +2 +2 +6 Leap of Logic 3/day (no longer fatigued) +1 level of existing arcane spellcasting class
9 +6 +3 +3 +6 Mind Lives On, Insight +1 level monk abilities
10 +7 +3 +3 +7 Trance +1 level of existing arcane spellcasting class
Class Skills
The disciple of logic’s class skills are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge (all) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Wis).
Skill Points per Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiencies: The Disciple of Logic gains no new weapon or armor proficiencies.
Monk Abilities: A Disciple of Logic’s class levels stack with his monk levels for determining his unarmed damage, AC bonus, and unarmored speed bonus as shown in the Disciple of Logic’s Table of Progression. This feature does not apply to the disciple’s number of attacks per round or any other monk class features such as Flurry of Blows or Wholeness of Body.
Spells per Day/Spells Known: When an even number disciple of logic level is gained, the character gains new spells per day (and spells known if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could case before he added the prestige class level. If a character had more than one arcane spellcasting class before become a disciple of logic, he must decide to which class he adds each level of disciple for the purposes of determining spells per day.
Assess Inclinations (Ex): The disciple of logic can figure out one person's likes and dislikes as well as social tendencies by listening to them talk for a number of rounds equal to 11 minus the disciple's level. He then can use this information to better deal with the individual, adding his intelligence modifier to all Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks with that individual.
Analyze Opponents (Ex): At 2nd level, during combat the disciple may now choose a number of opponents equal to his intelligence modifier that he can see. He can analyze their weaknesses, and adds his intelligence modifier to all attack rolls, bluff checks, and AC against them. If he has already assessed an analyzed opponent's inclinations (see above); he then adds an additional +2 competence bonus to his AC and attack rolls against that opponent. Analyzing an opponent takes one full round per two subjects analyzed (one subject counts only as a standard action). While analyzing, the disciple can take no actions other than defend himself. If he takes damage while analyzing, he must make a concentration check (DC 20) or have to start analyzing
all over again.
Mind Over Matter (Ex): At 3rd level, as a result of the disciple of logic’s rigorous training amazing feats of stamina can be achieved through willpower alone. The disciple of logic gains Endurance as a bonus feat.
Insight (Ex): At 3rd level, and every three levels beyond that, the disciple has gained insight (an alternative perspective if you will) in how to solve a dilemma or how to view a situation. As a result, every time he gains this ability, he chooses a class skill and gains a +2 insight bonus on it. These bonuses stack with one another if applied continuously to the same skill.
Leap of Logic (Su): At 4th level, the disciple’s mind has achieved a new state of consciousness; in essence he has acquired powerful sixth sense in relation to himself and the world around him. His consciousness is now focused so much that he can make deductions based on the slightest clue, pattern, or scrap of memory resident in his mind. He can make reasonable statements about a person, place, or object from seemingly very little knowledge. This ability can also apply to combat situations or to avoid certain effects most beings would not be able to react to.
This ability is the result of a rigorous logical process he forces his mind to undertake fast than normally allowed by the conscious mind. A leap of logic replicates certain aspects of the spell moment of prescience, but is different in certain key areas. This ability grants the disciple an insight bonus equal to his disciple of logic level on any single attack roll, saving throw, or any opposed skill check with any skill with intelligence as its modifier, any skill which the disciple has ‘insight’ with, and any skill which the disciple applied the logical skill feat to. Alternately, a leap of logic can apply the insight bonus to the disciple’s AC against a single attack (even if flat-footed). The effects of a leap of logic stack with any bonuses the disciple receives from opponents he’s assessed or analyzed.
Activating the effects of a leap of logic doesn’t take an action; you can activate it on another character’s turn if needed. You must choose to make a leap of logic before you make the roll it is to modify. After making a leap of logic, the disciple is fatigued for the duration of the encounter (-2 strength and dexterity, and can’t charge or run), and after 8th level, a disciple is no longer fatigued after performing such this action. A character cannot make more than one leap of logic per encounter.
Slippery Mind (Ex): This ability represents the disciple’s ability to wriggle free from magical effects that would otherwise control or compel him. If a 5th level disciple of logic is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.
Disciplined Mind (Ex): At 7th level, the disciple's mind is so disciplined that he becomes immune to all emotional effects (including fear), charms, and compulsions.
Mind Lives On (Ex): At 9th level, a disciple of logic’s mind has achieved such resolute strength, that he can remain conscious after suffering attacks that would fell others. The disciple receives Diehard as a bonus feat.
Trance (Su): At 10th level, the disciple has honed his reasoning ability so much that he can make logical deductions faster then normally allowed by the conscious mind. The disciple can enter a trance once per day where he can analyze a situation so quickly that he can predict his foes’ actions and make incredibly astute deductions.
In combat, this trance replicates the spell foresight. Out of combat, the disciple can ‘take 20’ on any skill with intelligence as its modifier, any skill which the disciple has ‘insight’ with, and any skill which the disciple applied the logical skill feat to. Both effects last for a number of rounds equal to 3 + the disciple’s intelligence modifier. When the trance ends, the disciple is exhausted for one hour (-2 strength and dexterity, can’t charge or run). A disciple who is in a trance may also make a leap of logic.
Multi-class Note: A monk who becomes a Disciple of Logic may continue advancing as a monk.
Logical Skill [new feat]
You can use logic and reasoning to better utilize a skill.
Prerequisites: Int 14+, Skill Focus, 6 ranks in the chosen skill.
Benefits: Choose a skill in which you have skill focus that does not have intelligence as the key modifier. You can now use your reasoning power to a better extent with it. Add your intelligence modifier as an insight bonus to the skill.
Special: This feat can be taken multiple times. Its effects do not stack. Each time you take this feat, it applies to a new skill.
I like the special ability of Leap of Logic as stand-alone ability, though it may be a bit much. I think I might ask to take out some of the other 'bonus feats' too.
Thanks in advance for any comments.
~MX
Disciple of Logic (prestige class)
'Two fathers and two sons went fishing together one day. At the end of the day, they were very happy because each person had caught a fish. When they came home, they cooked all three fish. Two fathers, two sons, three fish, and none were lost. How can this be?'
- Question from the Order of Logic entrance exam's written portion
'There is a reason for everything. And that reason can always be found through pure mental reasoning and logic.' - Order of Logic's Creed
A disciple of logic is a student of the Order of Logic. This order teaches one to focus their mind into the pursuit of pure logic and reasoning by eliminating distractions. They are often viewed as cold hearted and without feeling, but this is only because truth is often clouded by emotions, and thus many times the Disciple of Logic must ignore their feelings in order to come to a completely logical conclusion. Despite this aversion from most people, Disciples are often respected for their reasoning abilities, and almost every ruler has a disciple advisor. Although their abilities can assist any arcane spellcaster, wizards are most the most common disciples of logic because their great brainpower allows them to take full advantage of the disciple's features.
Surprisingly, assassins can also make effective Disciples as well.
Hit Dice: d6.
Requirements
To qualify to become a Disciple of Logic, a character must fulfill all the following criteria.
Alignment: Any lawful.
Skills: Concentration: 8 ranks, Knowledge (arcana): 8 ranks, Knowledge (any one): 8 ranks, Sense Motive 4 ranks.
Feats: Logical Skill, Iron Will, Skill Focus (any skill from the Disciple of Logic skill list).
Spells: Ability to cast fox’s cunning and true strike.
Special: Must have the Still Mind class ability.
Also the character must pass the Order of Logic’s entrance exam, a vigorous trial of the mind designed to test the prospective Disciple's reasoning and thinking skills even under pressured situations. The test can be taken only once, and typically 98% or more success on the test is required to pass.
Level Base AttackBonus FortSave RefSave WillSave Special Monk Abilities/Spells per Day
1 +0 +0 +0 +2 Assess Inclinations +1 level monk abilities
2 +1 +0 +0 +3 Analyze Opponents +1 level of existing arcane spellcasting class
3 +2 +1 +1 +3 Mind Over Matter, Insight +1 level monk abilities
4 +3 +1 +1 +4 Leap of Logic 1/day +1 level of existing arcane spellcasting class
5 +3 +1 +1 +4 Slippery Mind +1 level monk abilities
6 +4 +2 +2 +5 Leap of Logic 2/day, Insight +1 level of existing arcane spellcasting class
7 +5 +2 +2 +5 Disciplined Mind +1 level monk abilities
8 +6 +2 +2 +6 Leap of Logic 3/day (no longer fatigued) +1 level of existing arcane spellcasting class
9 +6 +3 +3 +6 Mind Lives On, Insight +1 level monk abilities
10 +7 +3 +3 +7 Trance +1 level of existing arcane spellcasting class
Class Skills
The disciple of logic’s class skills are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge (all) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Wis).
Skill Points per Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiencies: The Disciple of Logic gains no new weapon or armor proficiencies.
Monk Abilities: A Disciple of Logic’s class levels stack with his monk levels for determining his unarmed damage, AC bonus, and unarmored speed bonus as shown in the Disciple of Logic’s Table of Progression. This feature does not apply to the disciple’s number of attacks per round or any other monk class features such as Flurry of Blows or Wholeness of Body.
Spells per Day/Spells Known: When an even number disciple of logic level is gained, the character gains new spells per day (and spells known if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could case before he added the prestige class level. If a character had more than one arcane spellcasting class before become a disciple of logic, he must decide to which class he adds each level of disciple for the purposes of determining spells per day.
Assess Inclinations (Ex): The disciple of logic can figure out one person's likes and dislikes as well as social tendencies by listening to them talk for a number of rounds equal to 11 minus the disciple's level. He then can use this information to better deal with the individual, adding his intelligence modifier to all Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks with that individual.
Analyze Opponents (Ex): At 2nd level, during combat the disciple may now choose a number of opponents equal to his intelligence modifier that he can see. He can analyze their weaknesses, and adds his intelligence modifier to all attack rolls, bluff checks, and AC against them. If he has already assessed an analyzed opponent's inclinations (see above); he then adds an additional +2 competence bonus to his AC and attack rolls against that opponent. Analyzing an opponent takes one full round per two subjects analyzed (one subject counts only as a standard action). While analyzing, the disciple can take no actions other than defend himself. If he takes damage while analyzing, he must make a concentration check (DC 20) or have to start analyzing
all over again.
Mind Over Matter (Ex): At 3rd level, as a result of the disciple of logic’s rigorous training amazing feats of stamina can be achieved through willpower alone. The disciple of logic gains Endurance as a bonus feat.
Insight (Ex): At 3rd level, and every three levels beyond that, the disciple has gained insight (an alternative perspective if you will) in how to solve a dilemma or how to view a situation. As a result, every time he gains this ability, he chooses a class skill and gains a +2 insight bonus on it. These bonuses stack with one another if applied continuously to the same skill.
Leap of Logic (Su): At 4th level, the disciple’s mind has achieved a new state of consciousness; in essence he has acquired powerful sixth sense in relation to himself and the world around him. His consciousness is now focused so much that he can make deductions based on the slightest clue, pattern, or scrap of memory resident in his mind. He can make reasonable statements about a person, place, or object from seemingly very little knowledge. This ability can also apply to combat situations or to avoid certain effects most beings would not be able to react to.
This ability is the result of a rigorous logical process he forces his mind to undertake fast than normally allowed by the conscious mind. A leap of logic replicates certain aspects of the spell moment of prescience, but is different in certain key areas. This ability grants the disciple an insight bonus equal to his disciple of logic level on any single attack roll, saving throw, or any opposed skill check with any skill with intelligence as its modifier, any skill which the disciple has ‘insight’ with, and any skill which the disciple applied the logical skill feat to. Alternately, a leap of logic can apply the insight bonus to the disciple’s AC against a single attack (even if flat-footed). The effects of a leap of logic stack with any bonuses the disciple receives from opponents he’s assessed or analyzed.
Activating the effects of a leap of logic doesn’t take an action; you can activate it on another character’s turn if needed. You must choose to make a leap of logic before you make the roll it is to modify. After making a leap of logic, the disciple is fatigued for the duration of the encounter (-2 strength and dexterity, and can’t charge or run), and after 8th level, a disciple is no longer fatigued after performing such this action. A character cannot make more than one leap of logic per encounter.
Slippery Mind (Ex): This ability represents the disciple’s ability to wriggle free from magical effects that would otherwise control or compel him. If a 5th level disciple of logic is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.
Disciplined Mind (Ex): At 7th level, the disciple's mind is so disciplined that he becomes immune to all emotional effects (including fear), charms, and compulsions.
Mind Lives On (Ex): At 9th level, a disciple of logic’s mind has achieved such resolute strength, that he can remain conscious after suffering attacks that would fell others. The disciple receives Diehard as a bonus feat.
Trance (Su): At 10th level, the disciple has honed his reasoning ability so much that he can make logical deductions faster then normally allowed by the conscious mind. The disciple can enter a trance once per day where he can analyze a situation so quickly that he can predict his foes’ actions and make incredibly astute deductions.
In combat, this trance replicates the spell foresight. Out of combat, the disciple can ‘take 20’ on any skill with intelligence as its modifier, any skill which the disciple has ‘insight’ with, and any skill which the disciple applied the logical skill feat to. Both effects last for a number of rounds equal to 3 + the disciple’s intelligence modifier. When the trance ends, the disciple is exhausted for one hour (-2 strength and dexterity, can’t charge or run). A disciple who is in a trance may also make a leap of logic.
Multi-class Note: A monk who becomes a Disciple of Logic may continue advancing as a monk.
Logical Skill [new feat]
You can use logic and reasoning to better utilize a skill.
Prerequisites: Int 14+, Skill Focus, 6 ranks in the chosen skill.
Benefits: Choose a skill in which you have skill focus that does not have intelligence as the key modifier. You can now use your reasoning power to a better extent with it. Add your intelligence modifier as an insight bonus to the skill.
Special: This feat can be taken multiple times. Its effects do not stack. Each time you take this feat, it applies to a new skill.