Video Game Conversions-Currently: 18 PrCs, 45 Spells, and 3 Races-Taking Requests

Master List of Material:
Post 1:
The SOLDIER (PrC based off of Cloud of FF7)
The Guardian of the Ancients (PrC based off of Aeris of FF7)
The Cursed One (PrC based off of Vincent of FF7)
The Dark Knight (PrC based off of Gafgarion of FFT)
The Divine Knight (PrC based off of Meliadul of FFT)
The Heaven Knight (PrC based off of Rafa of FFT)
The Hell Knight (PrC based off of Malak of FFT)
The Holy Knight (PrC based off of Agrias of FFT)
The Biskmatar (PrC based off of Llednar Twem of FFTA)
Post 2:
The Prince of Persia (PrC based off of the Prince of Persia game)
Race: Moogle (Race based off of FF3)
Race: Half-Esper (Race based off of FF3)
Race: True Esper (Race based off of FF3)
The Black Knight (PrC based off of Ogre Battle 64)
The Dragoon (PrC based off of Ogre Battle 64)
The Ninja Master (PrC based off of Ogre Battle 64)
The Knight-Paladin (PrC based off of Ogre Battle 64)
The Blood Mage (PrC based off of Warcraft III)
The Magic Card Duelist (PrC based off of Yu-Gi-Oh!)
Post 3:
The Saga Magician (PrC and spells made to emulate the magic of Saga Frontier)

I've done quite a bit of video game conversions of my favorite characters to DnD, so I decided to create one thread where I can put everything in it. As the title says, I'm taking requests-so if anyone has a video game character they really like and want something to be converted so they can recreate them, then by all means, ask. Please note however that I'm only familiar with a handful of video games, so please include all the relevent information you want me to incorporate into the PrC-as well as some background and flavor information to get my brain working. I won't promise to do all of the requests, nor will the requests be completed quickly-my gaming muse only works only so fast :)

As with any of my work, I appreciate all comments given, and by no means do I think all of my PrCs are balanced-so please, if you have something to add, just post it and i'll respond to the best of my ability. Without further ado:


Final Fantasy 7 PrCs:


The SOLDIER

HD-d8

Requisites:
BAB: 7+
Skills: Profession (Soldier) 10 ranks
Feats: Dodge, Expertise, Power Attack, Weapon Focus (Any sword), Weapon Specialization (Any sword).

Class Skills:
The Soldier’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Jump (Str), Listen (Wis), Profession (Wis), and Spellcraft (Int), Spot (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Points Per Level: 4+Int Modifier

Code:
Lvl BAB Fort Ref Will  Special 
1   +1  +2   +0   +0  Limit Break: Braver
2   +2  +3   +0   +0  Limit Break: Cross Slash
3   +3  +3   +1   +1  Limit Break: Blade Beam
4   +4  +4   +1   +1  Limit Break: Climb Hazard
5   +5  +4   +1   +1  Limit Break: Meteorian   
6   +6  +5   +2   +2  Limit Break: Finishing Touch
7   +7  +5   +2   +2  Limit Break: Omnislash

Class Features:
Weapon and Armor Proficiency: The Soldier gains no new weapon or armor proficiency.
Limit Break (Su): At every level, the Soldier gains access to a new Limit Break as shown on the chart. Each one is a supernatural effect, focused through the Soldier’s sword, limiting his choice of weapons to use his Limit Breaks with. Using a Limit Break inflicts an amount of temporary ability point damage to the Soldier’s constitution equal to the amount specified in the ability, immediately after the ability used. Hit point loss from constitution damage taken in this fashion may not reduce the Soldier to less than 1 hit point (Note that this does not prevent him dying if his constitution reaches 0). Unlike normal ability damage, constitution damage suffered from using a Limit Break may only be healed naturally.

Limit Breaks:
Braver: (1 point of temporary constitution damage)
Make a single melee attack with your highest base attack bonus against an adjacent target. If the attack hits, it automatically deals critical damage. This ability requires a standard action to use.
Cross Slash (1 point of temporary constitution damage)
Make a single melee attack with your highest base attack bonus against an adjacent target. If the attack hits, it automatically deals critical damage. Furthermore, an opponent who takes damage must make a Fortitude save (DC 10 + Soldier level + Soldier’s Strength modifier) or be paralyzed for 1d4 rounds. This ability requires a full round action to use.
Blade Beam (2 points of temporary constitution damage)
On a successful ranged touch attack, this ability deals 1d10 points of damage/Soldier level to a single opponent (No Save). This attack has a range of 30’ per Soldier level and requires line of effect. This ability requires a standard action to use.
Climb Hazard (2 points of temporary constitution damage)
Make a single melee attack with your highest base attack bonus against an adjacent target. If the attack hits, it automatically deals critical damage. The Soldier may then make a Jump check to deal an additional amount of damage to the target equal to the result of the check. This ability requires a full round action to use.
Meteorian (3 points of temporary constitution damage)
The soldier makes a number of ranged touch attacks at his highest base attack bonus equal to his class level split between one or more targets within 20’ per class level. Each attack that hits deals 3d6 points of damage, half of which is fire and the other bludgeoning. This ability requires a full round action to use.
Finishing Touch (3 points of temporary constitution damage)
All targets within a 15’ radius spread must make a Fortitude save (DC 10 + Soldier level + Soldier’s charisma modifier) or die. Those who make their saves still take 3d6 points of damage. This attack is a death effect and the area can be centered anywhere within a range of 10’ per Soldier level. This ability requires a full round action to use.
Omnislash (4 points of temporary constitution damage)
The Soldier makes a number of melee attacks at his highest base attack bonus equal to his class level split between one or more targets adjacent to him. Every attack that hits deals normal damage, plus 3 additional points of damage for every previous attack from Omnislash that hit the target. This ability requires a full round action to use.


Guardian of the Ancients

HD-d8

Requisites:
Skills: Knowledge (History) 5 ranks, Knowledge (Nature) 5 ranks, Knowledge (Religion) 5 ranks.
Feats: Iron Will, Skill Focus: Knowledge (Nature), Weapon Focus (Quarterstaff).
Spells: Must have access to 3rd level divine spells.

Class Skills:
The Guardian’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points Per Level: 4+Int Modifier

Code:
Lvl BAB Fort Ref Will  Special                        Spellcasting
1   +0  +0   +0   +2  Limit Break: Healing Wind      +1 caster level
2   +1  +0   +0   +3  Limit Break: Seal Evil
3   +1  +1   +1   +3  Limit Break: Breath of Earth   +1 caster level
4   +2  +1   +1   +4  Limit Break: Fury Brand
5   +2  +1   +1   +4  Limit Break: Planet Protector  +1 caster level
6   +3  +2   +2   +5  Limit Break: Pulse of Life
7   +3  +2   +2   +5  Limit Break: Great Gospel      +1 caster level

Class Features:
Weapon and Armor Proficiency: The Guardian gains no new weapon or armor proficiency.
Limit Break (Su): At every level, the Guardian gains access to a new Limit Break as shown on the chart. Each one is a supernatural effect, focused through the Guardian’s quarterstaff, limiting his choice of weapons to use his Limit Breaks with. Using a Limit Break inflicts an amount of temporary ability point damage to the Guardian’s constitution equal to the amount specified in the ability, immediately after the ability used. Hit point loss from constitution damage taken in this fashion may not reduce the Guardian to less than 1 hit point (Note that this does not prevent him dying if his constitution reaches 0). Unlike normal ability damage, constitution damage suffered from using a Limit Break may only be healed naturally.

Limit Breaks:
Healing Wind: (1 point of temporary constitution damage)
All living allies within a 30' radius burst centered around the Guardian are cured of 3d8 + 3 per class level points of damage. This ability requires a full round action to use.
Seal Evil: (1 point of temporary constitution damage)
The Guardian targets a creature up to 15' per class level away from him. The target must make a Will save (DC 10 + Guardian level + the Guardian's wisdom modifier) or become paralyzed for 1d4+1 rounds. If the target is evil, the DC to resist this ability is increased by +4. This ability requires a standard action to use.
Breath of the Earth: (2 points of temporary constitution damage)
All allies within a 30' radius burst centered around the Guardian are cured of all temporary ability damage, negative levels (although not levels that have already been drained), and also any fatigue or exhaustion they may be suffering from. This ability requires a full round action to use.
Fury Brand: (2 points of constitution damage)
All allies within a 15' radius burst centered around the Guardian may move either up or down their initiatives to just one below the Guardian's initiative. This allows them to take a second round's worth of actions if they've already went during the round. This ability requires a full round action to use.
Planet Protector: (3 points of constitution damage)
All allies within a 15' radius burst centered around the Guardian gain Damage Reduction 5/- (Which does not stack with any other type of Damage Reduction) and SR equal to 10 + 2x the Guardian's class level for 1 round per Guardian level. This ability requires a standard round action to use.
Pulse of Life: (3 points of constitution damage)
All allies within a 15' radius burst centered around the Guardian are cured of 1d12 points of damage per Guardian level. Furthermore, spellcasters affected gain a +2 bonus to their caster level (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only) for one round per Guardian level. This ability requires a full round action to use.
Great Gospel: (4 points of constitution damage)
All allies within a 10' radius burst centered around the Guardian are cured of 1d12 + 1d12 points of damage per Guardian level, gain Damage Reduction 7/- (Which does not stack with any other type of Damage Reduction) and SR equal to 15 + 2x the Guardian's class level for 1 round per Guardian level. This ability requires a full round action to use.


The Cursed One

HD-d8

Requisites:
BAB: 5+
Skills: Concentration 6 ranks.
Feats: Endurance, Great Fortitude, Iron Will.
Special: Must have been subjected the spell baleful polymorph

Class Skills:
The Cursed One’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).
Skill Points Per Level: 4+Int Modifier

Code:
[b]The Cursed One:[/b]
Lvl BAB Fort Ref  Will  Special 
 1  +0   +2   +2   +2  Limit Break: Galian Beast 
 2  +1   +3   +3   +3  Galian Beast Special: Beast Flair
 3  +2   +3   +3   +3  Limit Break: Death Gigas
 4  +2   +4   +4   +4  Death Gigas Special: Livewire
 5  +3   +4   +4   +4  Limit Break: Hell Masker
 6  +4   +5   +5   +5  Hell Masker Special: Nightmare
 7  +5   +5   +5   +5  Limit Break: Chaos

Class Features:
Weapon and Armor Proficiency: The Cursed One gains no new weapon or armor proficiency.
Limit Break (Su): At every odd level, the Cursed One gains access to a new Limit Break as shown on the chart. Each one is a supernatural effect, which causes the Cursed One to transform into a monstrous form for 1 round/class level + the Cursed One’s constitution modifier. All of these take a full round action to use, and the save DC, where applicable, is 10 + Cursed One level + Cursed One’s Constitution Modifier. While transformed, the Cursed One’s equipment melds into his form, and any magical effects are temporarily suppressed. Furthermore, in any of his forms he becomes immune to all spells that would change his form in any fashion (such as the Polymorph line of spells, but also spells like Flesh to Stone). Using a Limit Break inflicts an amount of temporary ability point damage to the Cursed One’s constitution equal to the amount specified in the ability, immediately after the transformation has ended. Hit point loss from constitution damage taken in this fashion may not reduce the Cursed One to less than 1 hit point. Unlike normal ability damage, constitution damage suffered from using a Limit Break may only be healed naturally.

Limit Breaks:
Galian Beast: (1 point of temporary constitution damage)
The Cursed One’s type temporarily changes to Magical Beast with the (Shapechanger) subtype and he gains a +10 bonus to movement speed, +4 natural armor, +2 to Strength, +6 to Dexterity, and 10 temporary hit points (which are lost first before normal hit points) when assuming this form. He gains two natural claw attacks and a primary, natural bite attack that deals a base 1d6 and 1d10 points of slashing damage, respectively. He temporarily gains the use of the feats Improved Initiative, Multiattack, and Weapon Finesse as well. As a special ability, he has the ability to make an additional attack with his claw whenever he would normally attack at his highest base attack bonus, although if he does this, all attacks suffer a -2 penalty to hit for the round (as per the Monk’s flurry of blows).
At 2nd level, the Cursed One gains access to the special ability ‘Beast Flair’ while in Galian Beast form. He may use this ability once per transformation as a full round action, affecting those around him in an emanation with a radius equal to 5 ft. per class level. All those caught within the area of effect suffer 3d8 + 1d8/class level points of fire damage, with a Reflex save for half damage.
Death Gigas: (2 points of temporary constitution damage)
The Cursed One’s type temporarily changes to Construct (gaining all the Construct traits but retaining his constitution score) and he gains a -10 ft. penalty to movement speed, +6 natural armor, +12 to Strength, -2 to Dexterity, and 30 temporary hit points (which are lost first before normal hit points) when assuming this form. He gains a natural slam attack that deals 1d12 + 1 and ½ times his Strength modifier points of bludgeoning damage.
At 4th level, the Cursed One gains access to the special ability ‘Livewire’ while in Death Gigas form. He may use this ability once per transformation as a full round action, affecting those around him in an emanation with a radius equal to 10 ft. per class level. All those caught within the area of effect suffer 3d6 + 1d6/class level points of electricity damage, with a Reflex save for half.
Hell Masker: (3 points of temporary constitution damage)
The Cursed One’s type temporarily changes to Undead (gaining all the Undead traits but retaining his constitution score) and he gains a +5 bonus to natural armor, +8 to Strength, +4 to Dexterity, Damage Reduction 3/-, and 15 temporary hit points (which are lost first before normal hit points) when assuming this form. He gains a natural attack that deals a base of 1d10 points of piercing damage that threatens for x3 critical damage on a natural roll of 18-20. He temporarily gains the use of the feats Cleave and Power Attack as well.
At 6th level, the Cursed One gains access to the special ability ‘Nightmare’ while in Hell Masker form. He may use this ability once per transformation as a full round action, affecting those around him in an emanation with a radius equal to 10 ft. per class level. All those caught within the area of effect must make a Fortitude save or suffer 2d6 points of constitution damage. Creatures immune to poison are immune to this ability.
Chaos: (4 points of temporary constitution damage)
The Cursed One’s type temporarily changes to Outsider with the (Chaos) subtype and he gains a flight speed equal to twice his base movement with good maneuverability, +7 bonus to natural armor, +8 to Strength, +8 to Dexterity, Damage Reduction 5/Law, and 20 temporary hit points (which are lost first before normal hit points) when assuming this form. He gains 2 primary, natural claw attacks that deals 2d8 slashing damage that threatens for critical damage on a natural roll of 19-20 and 2 wing attacks that deal 2d6 points of bludgeoning. He temporarily gains the use of the feats Flyby Attack and Multiattack as well.
Furthermore, once per transformation as a full round action, the Cursed One may use ‘Chaos Impact’, affecting those around him in an emanation with a radius equal to 5 ft. per class level. All those caught within the area of effect must make a Fortitude save or die. Creatures immune to death effects are immune to this ability.



Final Fantasy: Tactics (Advance) PrCs, Part 1:


New Item-
Knight Sword (Exotic Melee Weapon), Cost 600 Gold, Size-M, Damage 2d6, Critical x2, Range Increment -, Weight: 8 lbs.
Knight Swords are always created as Masterwork items, this has already been reflected in its price.


The Dark Knight

HD-d8

Requisites:
BAB: 7+
Skills: Knowledge (Religion) 10 Ranks
Feats: Exotic Weapon Proficiency (Knight Sword), Extra Turning, Weapon Focus (Knight Sword)
Special: Must be able to turn or rebuke at least one type of creature.

Class Skills:
The Dark Knight’s class skills (and the key ability for each skill) are Concentration (Con), Disguise (Cha), Intimidate (Cha), Knowledge (Religion) (Int), Profession (Wis), and Ride (Dex).
Skill Points Per Level: 2+Int Modifier

Code:
Lvl BAB Fort Ref Will   Special
1   +1  +0   +0   +2   Sword Skill-Night Sword
2   +2  +0   +0   +3   Sword Skill-Dark Sword
3   +3  +1   +1   +3   Sword Skill-Sleep Sword
4   +4  +1   +1   +4   Sword Skill-Dark Wave    
5   +5  +1   +1   +4   Sword Skill-Shadow Flare

Class Features:
Weapon and Armor Proficiency: The Dark Knight gains no new weapon or armor proficiency.
Sword Skills (Su): At every level, the Dark Knight gains access to a new Sword Skill as shown on the chart. All of these take a standard action to use, and the save DC, where applicable, is 10 + Dark Knight level + Dark Knight‘s Charisma Modifier + Enhancement Bonus of the Knight Sword used (Example, a 3rd level Dark Knight with a Charisma of 16 and a +3 Knight Sword would have a DC of 19). Level dependant effects refer to the character‘s Dark Knight level. Each one is a supernatural effect, focused through the Knight Sword, so while it is not a melee attack in any way, it requires the Knight to have a sword in hand. Using a Sword Skill takes a number of turning or rebuke attempts equal to the amount specified in the ability.
The Knight may attempt to use a Sword Skill without spending any turning or rebuke attempts, but each time he does so he must make a Fortitude save (DC 10 + 1 per Turning/Rebuking attempt it would normally use + 2 for each time he’s executed a Sword Skill in this fashion without 8 hours of rest), if he fails, the ability fails, and the Knight becomes fatigued. If he is fatigued already he becomes exhausted instead. He may not use a Sword Skill if exhausted. The Knight may otherwise use these abilities at will, but must wait 1d4 rounds after using one before using the same Skill (although he may use others during this time frame).
Sword Skills never affect the Knight who uses them, even if he is caught in its area of affect or the ability is some how rebounded upon him. The following feats the Knight may have may be applied to his Sword Skills that either require a ranged attack or deal damage (as appropriate): Improved Critical (Knight Sword), Weapon Focus (Knight Sword), Weapon Specialization (Knight Sword)

Sword Skills:
Night Sword: (1 Turning/Rebuking Attempt)
Does 1d8 per level + Charisma modifier damage (Fortitude half) to a single target upon a successful ranged touch attack. The Dark Knight heals the same amount as the damage taken by the target, up to his maximum number of hit points. Range is 15' per level.
Dark Sword: (1 Turning/Rebuking Attempts)
Causes a single target capable of casting spells to lose 1d4 random memorized spells or spell slots of their highest spell level currently available upon a successful ranged touch attack (Will negates). Furthermore, if the attack is successful, the Dark Knight gains an number of temporary Turning or Rebuking attempts (his choice), which he can use normally, equal to the number of spells lost. These extra Turning/Rebuking attempts last for up to 10 minutes, or until used. Note that this does not grant the Dark Knight the ability to Turn or Rebuke if he could not normally do so. This is a mind-affecting effect. Range is 15' per level.
Sleep Sword: (2 Turning/Rebuking Attempts)
Causes a single target to fall into a magical slumber upon a successful ranged touch attack (Will negates). Furthermore, if the target is put to sleep and the Dark Knight is currently fatigued, he is relieved of the effect (Note that this ability does not prevent him from becoming fatigued again). Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). This ability is a mind-affecting effect, and does not function on unconscious creatures, constructs, or undead creatures. Range is 15' per level.
Dark Wave: (2 Turning/Rebuking Attempts)
Does 1d10 per level + Charisma modifier of unholy damage (Reflex half) to all creatures within a cone shaped area, up to 10' per Knight level starting from the Dark Knight. Furthermore, those who take damage must make a Fortitude save to avoid being blinded for 1d4 hours. Using this ability deals 1d10 points of subdual damage to the Dark Knight for each target affected.
Shadow Flare (3 Turning/Rebuking Attempts)
All targets within a 15’ radius burst gain 1d4 negative levels. Unlike other Sword Skills, this ability takes a full-round action to use. Range is 10’ per level.


The Divine Knight

HD-d8


Requisites:
BAB: 7+
Skills: Knowledge (Religion) 10 Ranks
Feats: Exotic Weapon Proficiency (Knight Sword), Extra Turning, Weapon Focus (Knight Sword)
Special: Must be able to turn or rebuke at least one type of creature.

Class Skills:
The Divine Knight’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex),and Sense Motive (Wis).
Skill Points Per Level: 2+Int Modifier

Code:
Lvl BAB Fort Ref Will   Special
1   +1  +0   +0   +2   Sword Skill-Blastar Punch
2   +2  +0   +0   +3   Sword Skill-Icewolf Bite
3   +3  +1   +1   +3   Sword Skill-Shellburst Stab
4   +4  +1   +1   +4   Sword Skill-Hellcry Punch
5   +5  +1   +1   +4   Sword Skill-Resonating Sunder

Class Features:
Weapon and Armor Proficiency: The Divine Knight gains no new weapon or armor proficiency.
Sword Skills (Su): At every level, the Divine Knight gains access to a new Sword Skill as shown on the chart. All of these take a standard action to use, and the save DC, where applicable, is 10 + Divine Knight level + Divine Knight‘s Charisma Modifier + Enhancement Bonus of the Knight Sword used (Example, a 3rd level Divine Knight with a Charisma of 16 and a +3 Knight Sword would have a DC of 19). Level dependant effects refer to the character‘s Divine Knight level. Each one is a supernatural effect, focused through the Knight Sword, so while it is not a melee attack in any way, it requires the Knight to have a sword in hand. Using a Sword Skill takes a number of turning or rebuke attempts equal to the amount specified in the ability.
The Knight may attempt to use a Sword Skill without spending any turning or rebuke attempts, but each time he does so he must make a Fortitude save (DC 10 + 1 per Turning/Rebuking attempt it would normally use + 2 for each time he’s executed a Sword Skill in this fashion without 8 hours of rest), if he fails, the ability fails, and the Knight becomes fatigued. If he is fatigued already he becomes exhausted instead. He may not use a Sword Skill if exhausted. The Knight may otherwise use these abilities at will, but must wait 1d4 rounds after using one before using the same Skill (although he may use others during this time frame).
Sword Skills never affect the Knight who uses them, even if he is caught in its area of affect or the ability is some how rebounded upon him. The following feats the Knight may have may be applied to his Sword Skills that either require a ranged attack or deal damage (as appropriate): Improved Critical (Knight Sword), Weapon Focus (Knight Sword), Weapon Specialization (Knight Sword)

Sword Skills:
Blastar Punch: (1 Turning/Rebuking Attempt)
Does 1d8 per level + Charisma modifier (Reflex half) of acid damage. Furthermore, if the target takes any damage, he must succeed at a Will save or a randomly selected shield worn by him is destroyed. If the shield is magical, he gains a bonus to his save equal to the item’s total enhancement bonus. The attack also does no damage if the selected shield cannot be destroyed or the target is not wielding any shields. Range is 10' per level.
Icewolf Bite: (1 Turning/Rebuking Attempt)
Does 1d8 per level + Charisma modifier (Reflex half) of cold damage. Furthermore, if the target takes any damage, he must succeed at a Will save or one random magical item worn is destroyed as shown on the chart below. The attack deals no damage if the target is not wearing any valid magical items or if the selected item cannot be destroyed. Range is 10' per level.

Roll 1d10 (Re-roll until an item the target has is selected, unless the target has none of the possible items to be destroyed, in which case this attack fails)
1-headband, hat, helmet, or phylactery on the head
2-pair of eye lenses or goggles on or over the eyes
3-amulet, brooch, medallion, necklace, periapt, or scarab around the neck
4-vest, vestment, or shirt on the torso
5-belt around the waist (over a robe or suit of armor)
6-cloak, cape, or mantle around the shoulders (over a robe or suit of armor)
7-pair of bracers or bracelets on the arms or wrists
8-glove, pair of gloves, or pair of gauntlets on the hands
9-ring on each hand (or two rings on one hand)
10-pair of boots or shoes on the feet

Shellburst Stab: (2 Turning/Rebuking Attempts)
Does 1d8 per level + Charisma modifier (Reflex half) of electricity damage. Furthermore, if the target takes any damage, he must succeed at a Will save or any armor worn by him is destroyed. If the armor is magical, he gains a bonus to his save equal to the item’s total enhancement bonus. The attack also does no damage if the armor cannot be destroyed or the target is wearing no armor. Range is 10' per level.
Hellcry Punch: (2 Turning/Rebuking Attempts)
Does 1d8 per level + Charisma modifier (Reflex half) of fire damage. Furthermore, if the target takes any damage, he must succeed at a Will save or a randomly selected weapon worn by him is destroyed. If the weapon is magical, he gains a bonus to his save equal to the item’s total enhancement bonus. The attack also does no damage if the selected weapon cannot be destroyed or the target is not wielding any weapons (natural weapons cannot be destroyed). Range is 10' per level.
Resonating Sunder: (3 Turning/Rebuking Attempts)
Does 1d4 per level + Charisma modifier (Reflex half) of sonic damage to all targets within a 15 ft. radius burst. Furthermore, all targets that take damage must succeed at a Will save or have a random item worn by him destroyed as shown on the chart below. The attack deals no damage if the selected item cannot be destroyed or the target is not wielding any items (natural weapons cannot be destroyed). Range is 15 ft. per level.

Roll 1d4 (No re-rolls)
1-Shield
2-Accessory (Roll on Icewolf Bite table)
3-Armor
4-Weapon



The Heaven Knight

HD-
d6

Requisites:
Alignment: Any good
Skills: Knowledge (The Planes) 4 Ranks, Knowledge (Religion) 8 Ranks.
Feats: Iron Will, Skill Focus: Knowledge (Religion)
Special: Ability to cast 2nd level divine spells.

Class Skills:
The Heaven Knight’s class skills (and the key ability for each skill) are Concentration (Con), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Sense Motive (Wis), and Spellcraft (Int).
Skill Points Per Level: 4+Int Modifier

Code:
Lvl BAB Fort Ref Will   Special                      Spellcasting
1   +0  +0   +0   +2   Truth Skill-Heaven’s Thunder
2   +1  +0   +0   +3   Truth Skill-Asura            +1 caster level
3   +2  +1   +1   +3   Truth Skill-Diamond Sword    +1 caster level
4   +3  +1   +1   +4   Truth Skill-Hydrogen Pit    
5   +3  +1   +1   +4   Truth Skill-Space Storage    +1 caster level
6   +4  +2   +2   +5   Truth Skill-Sky Angel        +1 caster level

Class Features:
Weapon and Armor Proficiency: The Heaven Knight gains no new weapon or armor proficiency.
Truth Skill (Su): At every level, the Heaven Knight gains access to a new Truth Skill as shown on the chart. All Truth Skills are area attacks that strikes every individual within them a number of times equal to 1d6-2 (rolled separately for each individual, treating negative ones as zeroes), dealing an amount of damage indicated under each separate ability. All of these take a standard action to use, and the save DC, where applicable, is 10 + Heaven Knight level + Heaven Knight’s Wisdom Modifier + 2 for every time the target is struck by the ability beyond the first time by the current attack. Level dependant effects refer to the character’s Heaven Knight level. Using a Truth Skill inflicts an amount of temporary ability point damage to the Heaven Knight’s charisma equal to the amount specified in the ability. Unlike normal ability damage, charisma damage suffered from using a Truth Skill may only be healed naturally.
Truth Skills never affect the Knight who uses them, even if he is caught in its area of affect or the ability is some how rebounded upon him.

Truth Skills:
Heaven’s Thunder: (1 point of temporary charisma damage)
Does 1d8 points of electricity damage per strike to all individuals within a 30’ radius of its origin (Fortitude Half). Range is 20' per level.
Asura: (1 point of temporary charisma damage)
Does 1d10 points of fire damage per strike to all individuals within a 30’ radius of its origin (Fortitude Half). Range is 10’ per level.
Diamond Sword: (2 points of temporary charisma damage)
Does 2d10 points of slashing damage per strike to all individuals within a 20’ radius of its origin (Fortitude Half). Range is 20' per level.
Hydrogen Pit: (2 points of temporary charisma damage)
Does 2d12 points of bludgeoning damage per strike to all individuals within a 20’ radius of its origin (Fortitude Half). Range is 10’ per level.
Space Storage: (3 points of temporary charisma damage)
Does 3d6 points of force damage per strike to all individuals within a 15’ radius of its origin (Fortitude Half). Furthermore, all targets who take damage must make another Fortitude save or suffer a random effect determined by the table below. Range is 10’ per level.

Roll 1d4:
1-Target is shaken for 1 round per strike.
2-Target is stunned for 1 round per strike.
3-Target is paralyzed for 1 round per strike.
4-Target is petrified.

Sky Angel: (4 points of temporary charisma damage)
Does 4d8 points of holy damage per strike to all individuals within a 10’ radius of its origin (No Save). Range is 20’ per level.



The Hell Knight

HD-
d6

Requisites:
Alignment: Any non-good
Skills: Knowledge (Arcana) 8 Ranks, Knowledge (The Planes) 4 Ranks
Feats: Great Fortitude, Skill Focus: Knowledge (Arcana)
Special: Ability to spontaneously cast 2nd level arcane spells.

Class Skills:
The Hell Knight’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), and Spellcraft (Int).
Skill Points Per Level: 4+Int Modifier

Code:
Lvl BAB Fort Ref Will  Special                       Spellcasting
1   +1  +2   +0   +0  Untruth Skill-Hell’s Lightning
2   +2  +3   +0   +0  Untruth Skill-Black Asura     +1 caster level
3   +3  +3   +1   +1  Untruth Skill-Obsidian Sword  +1 caster level
4   +4  +4   +1   +1  Untruth Skill-Hydrogen Blast    
5   +5  +4   +1   +1  Untruth Skill-Time Storage    +1 caster level
6   +6  +5   +2   +2  Untruth Skill-Sky Demon       +1 caster level

Class Features:
Weapon and Armor Proficiency: The Hell Knight gains no new weapon or armor proficiency.
Untruth Skill (Su): At every level, the Hell Knight gains access to a new Untruth Skill as shown on the chart. All Untruth Skills are area attacks that strikes every individual within them a number of times equal to 1d6-2 (rolled separately for each individual, treating negative ones as zeroes), dealing an amount of damage indicated under each separate ability. All of these take a standard action to use, and the save DC, where applicable, is 10 + Hell Knight level + Hell Knight’s Charisma Modifier + 2 for every time the target is struck by the ability beyond the first time by the current attack. Level dependant effects refer to the character’s Hell Knight level. Using a Untruth Skill inflicts an amount of temporary ability point damage to the Hell Knight’s wisdom equal to the amount specified in the ability. Unlike normal ability damage, wisdom damage suffered from using a Untruth Skill may only be healed naturally.
Untruth Skills never affect the Knight who uses them, even if he is caught in its area of affect or the ability is some how rebounded upon him.

Untruth Skills:
Hell’s Lightning: (1 point of temporary wisdom damage)
Does 1d8 points of electricity damage per strike to all individuals within a 30’ radius of its origin (Will Half). Range is 20' per level.
Black Asura: (1 point of temporary wisdom damage)
Does 1d10 points of fire damage per strike to all individuals within a 30’ radius of its origin (Will Half). Range is 10’ per level.
Obsidian Sword: (2 points of temporary wisdom damage)
Does 2d10 points of slashing damage per strike to all individuals within a 20’ radius of its origin (Will Half). Range is 20' per level.
Hydrogen Blast: (2 points of temporary wisdom damage)
Does 2d12 points of bludgeoning damage per strike to all individuals within a 20’ radius of its origin (Will Half). Range is 10’ per level.
Time Storage: (3 points of temporary wisdom damage)
Does 3d6 points of force damage per strike to all individuals within a 15’ radius of its origin (Will Half). Furthermore, all targets who take damage must make another Fortitude save or suffer a random effect determined by the table below. Range is 10’ per level.

Roll 1d4:
1-Target is shaken for 1 round per strike.
2-Target is stunned for 1 round per strike.
3-Target is paralyzed for 1 round per strike.
4-Target is petrified.

Sky Demon: (4 points of temporary wisdom damage)
Does 4d8 points of unholy damage per strike to all individuals within a 10’ radius of its origin (No Save). Range is 20’ per level



The Holy Knight

HD-
d8

Requisites:
BAB: 7+
Skills: Knowledge (Religion) 10 Ranks
Feats: Exotic Weapon Proficiency (Knight Sword), Extra Turning, Weapon Focus (Knight Sword)
Special: Must be able to turn or rebuke at least one type of creature.

Class Skills:
The Holy Knight’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Wis), Heal, Knowledge (Religion) (Int), Profession (Wis), and Ride (Dex).
Skill Points Per Level: 2+Int Modifier

Code:
Lvl BAB Fort Ref Will   Special
1   +1  +0   +0   +2   Sword Skill-Stasis Sword
2   +2  +0   +0   +3   Sword Skill-Split Punch
3   +3  +1   +1   +3   Sword Skill-Crush Punch
4   +4  +1   +1   +4   Sword Skill-Lightning Stab
5   +5  +1   +1   +4   Sword Skill-Holy Explosion

Class Features:
Weapon and Armor Proficiency: The Holy Knight gains no new weapon or armor proficiency.
Sword Skills (Su): At every level, the Holy Knight gains access to a new Sword Skill as shown on the chart. All of these take a standard action to use, and the save DC, where applicable, is 10 + Holy Knight level + Holy Knight‘s Charisma Modifier + Enhancement Bonus of the Knight Sword used (Example, a 3rd level Holy Knight with a Charisma of 16 and a +3 Knight Sword would have a DC of 19). Level dependant effects refer to the character‘s Holy Knight level. Each one is a supernatural effect, focused through the Knight Sword, so while it is not a melee attack in any way, it requires the Knight to have a sword in hand. Using a Sword Skill takes a number of turning or rebuke attempts equal to the amount specified in the ability.
The Knight may attempt to use a Sword Skill without spending any turning or rebuke attempts, but each time he does so he must make a Fortitude save (DC 10 + 1 per Turning/Rebuking attempt it would normally use + 2 for each time he’s executed a Sword Skill in this fashion without 8 hours of rest), if he fails, the ability fails, and the Knight becomes fatigued. If he is fatigued already he becomes exhausted instead. He may not use a Sword Skill if exhausted. The Knight may otherwise use these abilities at will, but must wait 1d4 rounds after using one before using the same Skill (although he may use others during this time frame).
Sword Skills never affect the Knight who uses them, even if he is caught in its area of affect or the ability is some how rebounded upon him. The following feats the Knight may have may be applied to his Sword Skills that either require a ranged attack or deal damage (as appropriate): Improved Critical (Knight Sword), Weapon Focus (Knight Sword), Weapon Specialization (Knight Sword)

Sword Skills:
Stasis Sword: (1 Turning/Rebuking Attempt)
Several bolts of blue energy in the shape of a sword arcs from the sky towards the Holy Knight's opponent, freezing him with its power.
Does 1d6 + 1d6 per level + Charisma modifier cold damage to a single target upon a successful ranged touch attack. Furthermore if the target takes any damage, he must make a Fortitude save to avoid being paralyzed for 1d4 rounds. Range is 10' per level.
Split Punch: (1 Turning/Rebuking Attempt)
A sharp blade of jagged holy energy rises forward from the ground, skewering whomever is above it in a bloody mess.
Does 1d8 + 1d8 per level + Charisma modifier (Reflex half) of holy damage to a single target who must be within 5 ft. of the ground. Furthermore if the target takes any damage, he suffers an effect similar to a sword of wounding (target takes 1 point of temporary con damage from blood loss, Fortitude negates). Range is 15' per level.
Crush Punch (2 Turning/Rebuking Attempts):
With this ability, a column of solid, holy power concentrated into one mass rains down upon the unfortunate foe of the Holy Knight.
Does 1d4 + 1d4 per level + Charisma modifier (Reflex half) of holy damage to a single target. Furthermore if the target takes any damage, he must make a fortitude save or die instantly. This ability is a death effect, and does not work on a target that is naturally immune to criticals (undead, constructs, etc). Range is 5' per level.
Lightning Stab (2 Turning/Rebuking Attempts):
A dazzling blast of holy lightning intensifies itself around a group of targets, taking the shape of a cross as it's energy courses through them.
Does 1d10 + 1d10 per level + Charisma Modifier (Reflex half) electricity damage to all within a 5' radius emanating from the main target. Furthermore, those who take damage must make a Fortitude save to avoid being deafened for 1d4 hours. Range is 10' per level.
Holy Explosion (3 Turning/Rebuking Attempts):
The Holy Knight's most powerful ability, Holy Explosion causes a beeline of light to rise forth from the ground with pure, holy destruction erupting from it and overwhelming all within its path.
Does 1d12 + 1d12 per level + Charisma Modifier (Reflex half) of holy damage to all creatures within the path of a straight line that emanates out from the swordsman in the chosen direction. Each creature that takes damage must make a will save or become confused (as the 4th level spell) for 2d4 rounds. The line is 5 ft. wide, and 10 ft. high with a maximum length of 10' per level.





Final Fantasy: Tactics (Advance) PrCs, Part 2:


The Mage Knight
Also known as the Biskmatar

HD-
d8

Requisites:
Alignment: Any Evil
BAB: 5+
Skills: Knowledge (Arcana) 4 ranks, Knowledge (History) 4 ranks, Spellcraft 4 ranks
Feats: Exotic Weapon Proficiency (Knight Sword), Expertise, Power Attack, Weapon Focus (Knight Sword).
Special: Ability to cast 1st level arcane spells.

Class Skills:
The Mage Knight’s class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (History) (Int), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Points Per Level: 4+Int Modifier

Code:
Lvl BAB Fort Ref Will   Special                           Spellcasting
1   +0  +2   +2   +2   Aura of Hate, Dark Magic
2   +1  +3   +3   +3   Corruption of Spirit, Rip Circle
3   +2  +3   +3   +3                                     +1 caster level
4   +3  +4   +4   +4   Emotionless, Fury Circle    
5   +3  +4   +4   +4   Emptied Soul
6   +4  +5   +5   +5   Heart Render                      +1 caster level
7   +5  +5   +5   +5   
8   +6  +6   +6   +6   Life Render
9   +6  +6   +6   +6                                     +1 caster level
10  +7  +7   +7   +7   Omega

Class Features:
Weapon and Armor Proficiency: The Biskmatar gains no new weapon or armor proficiency.
Aura of Hate (Su): All non-evil NPC reactions are automatically shifted 1 category lower towards the Biskmatar and may never reach ‘Helpful’ to him. This ability cannot be suppressed.
Dark Magic (Su): At 1st level, the Mage Knight gains access to a single Dark Magic ability chosen from the list below. All of these take a standard action to use, and the save DC, where applicable, is 10 + Mage Knight level + Mage Knight’s Intelligence Modifier. Level dependant effects refer to the character’s Mage Knight level. Using a Dark Magic ability inflicts an one point of temporary ability damage to the Mage Knight’s wisdom. Unlike normal ability damage, wisdom damage suffered from using a Dark Magic ability may only be healed naturally.
Dark Magic abilities never affect the Knight who uses them, even if he is caught in its area of affect or the ability is some how rebounded upon him.

-Abyss-Does 1d4 per level (Reflex negates) of acid damage to all targets within a 10’ radius burst. Targets who take damage must make a Fortitude save immediately and then 1 minute later or take 1d4 points of temporary constitution damage for each failed save. Creatures immune to poison are immune to this ability.
-Death Cold-Does 1d6 per level (Fortitude half) of cold damage. Furthermore, if the target takes any damage, he is slowed (as per the 3rd level wizard spell, Slow) for 1 round per level.
-Despair-Does 1d4 per level (Will half) of sonic damage. Furthermore, if the target takes any damage, he undergoes an effect similar to a targeted dispel (as per the 3rd level wizard spell, Dispel Magic, except with no cap on the amount that can be added to the die roll) with a caster level equal to the Knight’s class level + all other caster levels he possesses.
-Hell-Does 1d8 per level (Fortitude half) of fire damage. Furthermore, if the target takes any damage, he must make a Will save or be paralyzed for 1d4 rounds.
-Loss-Does 1d10 per level (Fortitude half) of electricity damage. Furthermore, if the target takes any damage, he must make a Will save or be confused for 1d4+1 rounds.
-Nightmare Syndrome-Target must make a Will save or fall asleep for 1d4 minutes (The sleeping effect has the same conditions as the 1st level wizard spell Sleep). If the target has not woken up by the end of the duration, he must make another Fortitude save. If he is successful, he wakes up without any additional harm, if he is unsuccessful, he dies.

Corruption of Spirit (Ex): At 2nd level and every even level after that, the Mage Knight permanently and irrevocably loses 1 point of charisma.
Rip Circle (Ex): Once per day for every 2 class levels, the Mage Knight may make a Rip Circle attack as a standard action. This ability functions as if the Mage Knight had used the Whirlwind Attack feat (even if he doesn’t possess the feat), except he gains an additional +5 bonus to his damage rolls versus all targets struck by this attack.
Emotionless (Ex): At 4th level the Mage Knight becomes immune to both non-magical and magical fear and all compulsions.
Fury Circle (Ex): Once per day for every 3 class levels, the Mage Knight may make a Fury Circle attack as a standard action. This ability functions as if the Mage Knight had used the Whirlwind Attack feat (even if he doesn’t possess the feat), except in addition to taking damage, all targets struck by his attack are pushed back 1 ft. per point of damage taken away from the Mage Knight.
Emptied Soul (Ex): At 5th level the Mage Knight becomes immune to energy draining attacks, spells with the [Death] descriptor, and charisma drain/damage.
Heart Render (Su): Once per day for every 2 class levels, the Mage Knight may make a Heart Render attack as a standard action. The Mage Knight makes a single attack roll (using his highest attack bonus). On a successful attack, he deals damage normally, but in addition the Mage Knight’s foe must make a Will save or lose all prepared and/or unused spell slots of the highest spell level he has available (targets unable to cast spells or have unused spells remaining are immune to this effect). For every spell lost this way, the Mage Knight regains 5 hit points, up to his total maximum.
Life Render (Su): Once per day for every 3 class levels, the Mage Knight may make a Life Render attack as a standard action. The Mage Knight makes a single attack roll (using his highest attack bonus). On a successful attack, he deals damage normally and gains a number of temporary hit points equal to the amount of damage dealt.
Omega (Su): Once per day, the Mage Knight may use this ability against one opponent within 100’. This attack deals 1d12 points of unholy damage for every character level the Mage Knight possesses (Reflex save against DC 10 + Mage Knight level + Mage Knight’s intelligence modifier for half).
 
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Guilty Gear

(Holy) Knight of the Sacred Order

HD-
d8

Requisites:
Alignment: Any Lawful
BAB: 6+
Skills: Knowledge (Arcana) 5 ranks, Knowledge (Religion) 5 ranks, Spellcraft 5 ranks.
Feats: Expertise, Improved Trip, Lightning Reflexes, Weapon Focus (Any Sword)
Spells: Must have ability to cast 1st level arcane spells, at least one of which must have the [Electricity] descriptor.
Special: Must be accepted by the Holy Order of Sacred Knights. This usually entails tests of ability and loyalty.

Class Skills:
The Knight of the Sacred Order's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Sense Motive (Wis), Spellcraft (Int), and Tumble (Dex).
Skill Points Per Level: 2+Int Modifier

Code:
Lvl BAB Fort Ref Will  Special                              Spellcasting
1   +0  +2   +2   +2  Magic Technique: Charged Blade
2   +1  +3   +3   +3  Vapor Thrust                          +1 arcane caster level
3   +2  +3   +3   +3  Magic Technique: Stun Edge            +1 arcane caster level
4   +3  +4   +4   +4  Stun Dipper                           +1 arcane caster level
5   +3  +4   +4   +4  Magic Technique: Charged Stun Edge
6   +4  +5   +5   +5  Desperation Mode                      +1 arcane caster level
7   +5  +5   +5   +5  Magic Technique: Ride the Lightning   +1 arcane caster level
8   +6  +6   +6   +6  Greed Sever                           +1 arcane caster level
9   +6  +6   +6   +6  Magic Technique: Sacred Edge
10  +7  +7   +7   +7  Magic Technique: Sacred Force         +1 arcane caster level

Class Features:
Weapon and Armor Proficiency: The Knight of the Sacred Order gains no new weapon or armor proficiency.
Magic Technique (Su): At levels 1, 3, 5, 7, 9, and 10, the Knight of the Sacred Order gains access to a new Magic Technique as shown on the chart. Each one is a supernatural effect, focused through the Knight’s sword, limiting his choice of weapons to use his Magic Techniques with. The save DC, where applicable, is 10 + Knight of the Sacred Order level + the Knight‘s Intelligence or Charisma Modifier (whichever is higher) + Enhancement Bonus of the sword used (Example, a 3rd level Knight of the Sacred Order with a Intelligence of 14, Charisma of 16 and a +3 Longsword of Shocking would have a DC of 19).
To use a Magic Technique the Knight must successfully pass a Fortitude save with a DC of 10 + the difficulty modifier of the Magic Technique the Knight wishes to use + the sum of the difficulty modifiers of all Magic Techniques previously successfully used (Ex: A Knight who wishes to use Stun Edge, a Magic Technique with a difficulty modifier of 2, who has previously used Stun Edge twice before and Charged Blade, which has a difficulty modifier of one, once before must make a Fortitude save of 10 + 2 + 5 for a total DC of 17 to successfully use Stun Edge again). If the Knight fails this save, whatever action he would have used to activate his Magic Technique is wasted and he becomes fatigued (or exhausted if already fatigued or unconscious if already exhausted). The base DC to use Magical Techniques resets after 8 hours of rest. No more than one Magic Technique may be used in a single round at a time.

Magic Techniques:
Charged Blade: (Difficulty Modifier: 1)
Activating this technique is a free action. During the round that this technique is activated all attacks that the Knight of the Sacred Order successfully hits with each deal an additional +1d8 electricity damage.
Stun Edge: (Difficulty Modifier: 2)
On a successful ranged touch attack, this ability deals 1d6 points of electricity damage/class level to a single opponent, who must then make a Fortitude save or be stunned for 1 round. This attack has a range of 10’ per class level and requires line of effect. This ability requires a standard action to use.
Charged Stun Edge: (Difficulty Modifier: 4)
On a successful ranged touch attack, this ability deals 1d10 points of electricity damage/class level to a single opponent, who must then make a Fortitude save or be stunned (if he failed the save by 5 or less) or paralyzed (if he failed the save by 6 or more) for 1d4 rounds. This attack has a range of 5’ per class level and requires line of effect. This ability requires a full round action to use.
Ride the Lightning: (Difficulty Modifier: 6)
As a standard action, the Knight of the Sacred Order may rush at an opponent as per the Bull Rush rules. He receives a bonus to his Strength check equal to his class level and does not provoke an attack of opportunity as if he had the Improved Bull Rush feat (even if he does not qualify for it). For every 5 ft. he pushes back his opponent, he deals 5d10 electricity damage to him as well.
Sacred Edge: (Difficulty Modifier: 6)
The Knight of the Sacred Order may use this ability to create a 5 ft. wide line extending up to 5 ft. per class level. All those caught within the area of effect take 1d12 points of electricity damage/class level (A successful Reflex save halves this damage) and must then make a Fortitude save or be stunned (if he failed the save by 5 or less) or paralyzed (if he failed the save by 6 or more) for 1d4 rounds, regardless if they made the first save or not. This ability requires a full round action to use.
Sacred Force: (Difficulty Modifier: 10)
As a full round action, the Knight of the Sacred Order may gather into himself tremendous magical energy. During the next round he may discharge this energy as a standard action, making a single melee attack with his sword. If he attack fails to hit or if he does not discharge this ability within the round the ability is wasted. If the attack successfully hits and is natural critical (using only the weapon's base threat range modified only by Improved Critical or the Keen property) the target of this attack dies (no save). Otherwise, it is resolved as a normal attack. Regardless if this ability works or not, the Knight of the Sacred Order is immediately fatigued (or exhausted if already fatigued, or unconscious if already exhausted) after using it.

Other Abilities:
Vapor Thrust (Ex):
Starting at 2nd level, as a full round action the Knight of the Sacred Order may make a Trip attempt replacing the required Strength check with a Jump check to determine if his opponent is tripped or not. If the Trip Attempt is successful the Knight may still take advantage of the Improved Trip feat.
Stun Dipper (Ex):
Starting at 4th level, whenever successfully making an attack after a charge, the Knight of the Sacred Order may immediately make a Trip attempt as a free action. If the Trip Attempt is successful the Knight may still take advantage of the Improved Trip feat.
Desperation Mode:
Starting at 6th level, whenever the Knight of the Sacred Order's hit points are reduced to below half of his maximum hp, the DC to use his Magical Techniques is decreased by 5.
Greed Sever (Ex):
Starting at 8th level, whenever the Knight of the Sacred Order takes a total defense action or fights defensively, he may, once per round, make an attack of opportunity against any opponent within reach that misses on an attack against him. Unlike normal attacks of opportunity, he receives no penalty to this roll from Fighting Defensively or using Expertise.


Prince of Persia!

The Prince of Persia

HD-
d6

Requisites:
Alignment: Any nonlawful
BAB: 5+
Skills: Knowledge (History) 5 ranks, Knowledge (Psionics) 8 ranks.
Feats: Combat Reflexes, Improved Initiative, Skill Focus: Knowledge (History)
Psionics: Must have a power point reserve of at least 1 power point.
Special: Must have the Evasion class feature.

Class Skills:
The Prince of Persia's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Psionics) (Int), Psicraft (Int), and Tumble (Dex).
Skill Points Per Level: 6+Int Modifier

Code:
Lvl BAB Fort Ref Will  Special                              PP/Day
1   +0  +0   +2   +2  Power: Defensive Precognition           2
2   +1  +0   +3   +3  Power: Offensive Precognition           5
3   +2  +1   +3   +3  Bonus Feat, Power: Decelerate           9
4   +3  +1   +4   +4  Power: Psionic Haste                    14
5   +3  +1   +4   +4  Power: Schism                           20
6   +4  +2   +5   +5  Bonus Feat, Power: Psionic Divination   28
7   +5  +2   +5   +5  Power: Greater Precognition             37
8   +6  +2   +6   +6  Power: Temporal Acceleration            47
9   +6  +3   +6   +6  Bonus Feat, Power: Fate of One          58
10  +7  +3   +7   +7  Power: Time Regression                  70

Class Features:
Weapon and Armor Proficiency: The Prince of Persia gains no new weapon or armor proficiency.
Power Points/Day: The Prince of Persia can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the chart above. In addition, he receives bonus power points per day if he has a high Wisdom score (see the Expanded Psionics Handbook). His race may also provide bonus power points per day, as may certain feats and items. If the Prince of Persia has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character's highest psionic class.
Powers: Every level the Prince of Persia gains access to a new psionic power, as per the chart. The total number of powers the prince can manifest is only limited by his daily power points. A Prince of Persia simply knows his powers, they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells) though he must get a good night's sleep each day to regain all his power points.
The Difficulty Class for saving throws against Prince of Persia powers is 10 + the power's level + the Prince of Persia's Wisdom modifier.
The Prince of Persia's manifester level is equal to his total character level for the purpose of manifesting powers gained by this prestige class. To access his powers, he must have a Wisdom score of at least 10 + the power's level.
Bonus Feats: At levels 3, 6, and 9, the Prince of Persia gains a bonus psionic feat of his choice from the following list: Combat Manifestation, Dodge, Extend Power, Mental Leap, Mobility, Psionic Charge, Psionic Dodge, Psionic Talent, Quicken Power, Speed of Thought, Spring Attack, Up the Walls. The Prince of Persia must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements.
Note-Psionic Haste is a 2nd level power that is the same in all aspect as the wizard/sorcerer spell Haste except it it affects only one target, with an augmentation of +2 pp per extra target.


FF VI (U.S. 3)!

Moogle (Stats for a 1st level Warrior)
Small Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 20 ft., Fly 10 ft. (average manueverability)
Armor Class: 12 (+1 Size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +0/-5
Attack: Small Club +1 melee (1d4-1) or Small Light Crossbow +3 (1d6/19-20)
Full Attack: Small Club +1 melee (1d4-1) or Small Light Crossbow +3 (1d6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Mog Dance, Moogle traits
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 8, Dex 13, Con 10, Int 10, Wis 11, Cha 11
Skills: Hide +5, Listen +3, Perform (Dance) +3, Spot +2.
Feats: Alertness
Environment: N/A
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +0

Moogle Traits (Ex): Moogles possess the following racial traits.
- -2 Strength, +2 Dexterity
- Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
- A moogle’s base land speed is 20 feet. They also have a fly speed of 10 with average manueverability.
- +2 racial bonus on Perform (Dance) checks.
- +2 morale bonus on saving throws against fear.
- Mog Dance: When casting any spell with a verbal component a Moogle may substitute the verbal component for a somatic one provided it does not have one already. Using this ability does not require preparation ahead of time and does not increase the casting time of the spell, although it may only be used in a round where the Moogle has not taken a move action other than a 5 ft. step.
- Automatic Language: Common and Moogle. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
- Favored Class: Bard. A multiclass moogle’s bard class does not count when determining whether he takes an experience point penalty for multicasting.


Half-Esper
Medium Outsider (Native)
Hit Dice: 1d8-1 (3 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +0/+0
Attack: Longsword +0 melee (1d8-1/19-20)
Full Attack: Longsword +0 melee (1d8-1/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Half-Esper traits
Special Qualities: Half-Esper traits
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 8, Dex 10, Con 9, Int 11, Wis 12, Cha 15
Skills: Concentration +3, Diplomacy +6, Knowledge (Arcana) +6,
Knowledge (History) +4, Listen +5, Sense Motive +5, Spellcraft +6, Spot +5
Feats: Combat Casting
Environment: N/A
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +2

Half-Esper Traits (Ex): Half-Espers possess the following racial traits.
- -2 Strength, -2 Constitution, +2 Wisdom, +4 Charisma.
- Medium: As Medium creatures, half-espers have no special bonuses or penalties due to their size.
- A Half-Esper's base land speed is 30 feet.
- +2 racial bonus on Knowledge (Arcana) and Spellcraft checks.
- +4 racial bonus on saving throws against spells and spell-like effects.
- +2 racial bonus to the half-esper’s effective caster level (for purposes of determining level dependent spell variables such as damage dice or range, and caster level checks only).
- Damage Reduction 2/Magic
- Half-espers inherently cast spells as a 1st level sorcerer. Additionally, half-espers do not need material components costing 1 gold or less for his sorcerer spells.
- Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
- Favored Class: Sorcerer. A multiclass half-esper ’s sorcerer class does not count when determining whether he takes an experience point penalty for multicasting.


True Esper
Medium Outsider (Extraplanar)
Hit Dice: 8d8+16 (52 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft., Fly 50 ft. (good maneuverability)
Armor Class: 22 (+3 Dex, +4 Natural, +5 Deflection), touch 18, flat-footed 19
Base Attack/Grapple: +8/+11
Attack: Elemental ray +11 ranged touch (3d6)
Full Attack: Elemental ray +11/+6 ranged touch (3d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Elemental ray, spells
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., protective aura, spells, spell resistance 23.
Saves: Fort +8, Ref +9, Will +9
Abilities: Str 16, Dex 16, Con 14, Int 15, Wis 16, Cha 21
Skills: Concentration +13, Diplomacy +16, Intimidate +16, Knowledge (Arcana) +13,
Knowledge (History) +13, Listen +14, Search +13, Sense Motive +14, Spellcraft +13, Spot +14
Feats: Combat Casting, Improved Initiative, Spell Penetration
Environment: N/A
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 10
Treasure: None
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +5

Elemental Ray (Su): A True Esper may fire a ray of elemental energy, dealing 1d6 +1d6/4 HD points of acid, cold, electricity, fire, or sonic damage (his choice) to any target within 100' at will. A True Esper with multiple attacks may take advantage of them when using this ability.
Protective Aura (Su): A True Esper always benefits from a deflection bonus to his AC equal to his charisma modifier.
Spell Resistance (Ex): A True Esper has SR equal to 15 + his HD.
Spells: True Espers cast spells as 10th level Sorcerers. Furthermore, they cast all their sorcerer spells as spell-like abilities.


Ogre Battle!


The Black Knight

HD-
d10

Requisites:
Alignment: Any nongood, chaotic
BAB: 7+
Skills: Intimidate 8 ranks.
Feats: Armor Proficiency (Heavy), Power Attack, Toughness.
Special: Access to 1st level arcane spells.

Class Skills:
The Black Knight's class skills (and the key ability for each skill) are Concentration (Con), Knowledge (Arcana) (Int), Intimidate (Cha), Ride (Dex), and Spellcraft (Int).
Skill Points Per Level: 2+Int Modifier

Code:
Lvl BAB Fort Ref Will  Special                         Spellcasting
1   +0  +2   +0   +2  Fortified Defense (DR 1/-)      +1 arcane caster level
2   +1  +3   +0   +3  Impulsive Magic 1/day
3   +2  +3   +1   +3  Fortified Defense (DR 2/-)      +1 arcane caster level
4   +3  +4   +1   +4  Impulsive Magic 2/day
5   +3  +4   +1   +4  Fortified Defense (DR 3/-)      +1 arcane caster level

Class Features:
Weapon and Armor Proficiency: The Black Knight gains no new weapon or armor proficiency.
Fortified Defense (Ex): While wearing heavy armor, the Black Knight benefits from Damage Reduction 1/-, which increases by an additional +1/- at levels 3 and 5. This stacks with any previous DR of the same type he may possess.
Impulsive Magic (Su): Beginning at level 2, the Black Knight may, once per day, use the metamagic feat Empower Spell on any one of his spells, without having to prepare it in advance. Using this ability is a part of casting the spell and thus does not increase the casting time of it. The Black Knight gains an additional use of this ability per day at level 4.


The Dragoon

HD-
d12

Requisites:
BAB: 15+
Feats: Armor Proficiency (Heavy), Expertise, Great Fortitude, Iron Will, Lightning Reflexes, Power Attack, Toughness.
Special: The would-be dragoon must have single-handed slain a true dragon with an amount of HD (at least) equal to his current level +4 and forged a suit of platemail out of its hide.

Class Skills:
The Dragoon's class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), and Jump (Str).
Skill Points Per Level: 2+Int Modifier

Code:
Lvl BAB Fort Ref Will  Special
1   +1  +2   +2   +2  Dragon's Helm
2   +2  +3   +3   +3  
3   +3  +3   +3   +3  Dragon's Armor
4   +4  +4   +4   +4  
5   +5  +4   +4   +4  Weapon of Tiamat

Class Features:
Weapon and Armor Proficiency: The Dragoon gains no new weapon or armor proficiency.
Dragon's Helm (Su): While wearing a helmet made from a true dragon's scales, the Dragoon gains the Blindsight extraordinary ability with a range of 30'.
Dragon's Armor (Su): While wearing a suit of platemail made from a true dragon's scales, the Dragoon gains the Frightful Presence ability, as per a dragon, with a DC equal to 10+1/2 his HD+his charisma modifier to resist.
Weapon of Tiamat (Su): While wearing a suit of platemail made from a true dragon's scales, the Dragoon may, once per day, summon an enchanted weapon. Treat this weapon as any martial weapon that the Dragoon wishes, with a +5 enhancement bonus and the Bane (Dragonkind) special ability. Unlike normal weapons, this weapon may not be sundered or disarmed, and if lost for any reason, it vanishes within 1 minute unless the Dragoon recovers it before then. The weapon lasts for 24 hours, upon which it vanishes.


New Item-
Clawed Bracer (Exotic Melee Weapon), Cost 600 Gold, Size-M, Damage 1d8, Critical 18-20/x2, Range Increment -, Type: Slashing, Weight: 3 lbs.
Clawed Bracers fit around the wrists, granting their wearer a +4 bonus to keep his weapon against all disarm checks.

New Item-
Clawed Bracer (Exotic Melee Weapon), Cost 600 Gold, Size-M, Damage 1d8, Critical 18-20/x2, Range Increment -, Type: Slashing, Weight: 3 lbs.
Clawed Bracers fit around the wrists, granting their wearer a +4 bonus to keep his weapon against all disarm checks.

The Ninja Master

HD-
d6

Requisites:
Alignment: Any nongood, chaotic
Skills: Hide 10 ranks, Move Silently 10 ranks
Feats: Exotic Weapon Proficiency (Clawed Bracer), Improved Initiative, Sneaky
Special: Access to 1st level arcane spells.
Special: Sneak Attack +3d6

Class Skills:
The Ninja Master's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Disguise (Cha), Hide (Dex), Knowledge (Arcana) (Int), Intimidate (Cha), Move Silently (Dex), and Spellcraft (Int).
Skill Points Per Level: 4+Int Modifier

Code:
Lvl BAB Fort Ref Will  Special                         Spellcasting
1   +0  +0   +2   +2  Cat's Claw Style, Demon's Mask  +1 arcane caster level
2   +1  +0   +3   +3  Rend
3   +2  +1   +3   +3  Elemental Expertise             +1 arcane caster level
4   +3  +1   +4   +4  Improved Rend
5   +3  +1   +4   +4  Shadow Moves                    +1 arcane caster level

Class Features:
Weapon and Armor Proficiency: The Ninja Master gains no new weapon or armor proficiency.
Cat's Claw Style (Ex): While wearing light or no armor, the Ninja Master benefits from the Ambidexterity and Two-Weapon Fighting feats when using 2 clawed bracers at one time.
Demon's Mask (Ex): The Ninja Master is given a special mask that works for only him upon attaining the first level of this prestige class. This mask partially distorts the words of spells with verbal components that are cast without distracting the wearer. Opponents trying to decipher what spell the Ninja Master is casting while wearing his mask receive a -4 penalty to their Spellcraft check. The mask takes up the goggles slot for the limitation of the amount of magic items worn. Should the Ninja Master lose this special mask, he may create another one spending a sum of 500 gold and one day's time, with an XP expenditure equal to 50 per Ninja Master level.
Rend (Ex): Beginning at level 2, if the Ninja Master successfully hits an opponent with at least one claw attack from each hand, he automatically deals an additional amount of damage equal to 2d8 + his strength modifier. At level 4, this damage increases to 4d8 + 1 and 1/2 times his strength modifier.
Elemental Expertise (Sp): Once per day the Ninja Master may cast the spell Fireball, with the exception that he can choose whether it does acid, cold, electricity or fire damage. This ability has a caster level equal to the Ninja Master's character level.
Shadow Moves (Ex): Once per day the Ninja Master may act as if he was personally affected by the spell haste. This ability lasts for a total 5 rounds and is activatable as a free action.


The Knight-Paladin

HD-
d10

Requisites:
Alignment: Any nonevil, lawful
BAB: 7+
Skills: Knowledge (Religion) 8 ranks.
Feats: Armor Proficiency (Heavy), Improved Shield Bash, Shield Proficiency, Toughness.
Special: Access to 1st level divine spells.

Class Skills:
The Knight-Paladin's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Knowledge (Religion) (Int), Ride (Dex), and Spellcraft (Int).
Skill Points Per Level: 2+Int Modifier

Code:
Lvl BAB Fort Ref Will  Special                         Spellcasting
1   +0  +2   +0   +2  Fortified Defense (DR 1/-)      +1 divine caster level
2   +1  +3   +0   +3  Inspired Healing 1/day
3   +2  +3   +1   +3  Fortified Defense (DR 2/-)      +1 divine caster level
4   +3  +4   +1   +4  Inspired Healing 2/day
5   +3  +4   +1   +4  Fortified Defense (DR 3/-)      +1 divine caster level

Class Features:
Weapon and Armor Proficiency: The Knight-Paladin gains no new weapon or armor proficiency.
Fortified Defense (Ex): While wearing heavy armor, the Knight-Paladin benefits from Damage Reduction 1/-, which increases by an additional +1/- at levels 3 and 5. This stacks with any previous DR of the same type he may possess.
Inspired Healing (Su): Beginning at level 2, the Knight-Paladin may, once per day, use the metamagic feat Quicken Spell on any one of his spells with the (Healing) descriptor, without having to prepare it in advance. Using this ability is a part of casting the spell and thus does not increase the casting time of it. The Knight-Paladin gains an additional use of this ability per day at level 4.


War Craft!

From the Warcraft III Site:

Many of the stoic high elves, reeling from the loss of their ancient homeland, Quel'Thalas, have given in to their hatred and despair and embraced the dark side of their magical natures. Calling themselves 'Blood Elves' - these cold hearted refugees seek to expand their remaining magical powers at any cost - even if it means courting the infernal powers of the Burning Legion! Though still loyal to the Alliance, the Blood Elves' passions will lead them not only to the highest pinnacles of power, but to the darkest depths of madness.

The Blood Mage

HD-
d4

Requisites:
Race: High Elf
Alignment: Any Non-Good
Skills: Concentration 8 Ranks, Knowledge (The Planes) 8 Ranks, Spellcraft 8 Ranks
Feats: Skill Focus: Knowledge (The Planes), Toughness.
Special: Access to 4th level arcane spells.

Class Skills:
The Blood Mage's class skills (and the key ability for each skill) are Concentration (Con), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), and Spellcraft (Int).
Skill Points Per Level: 2+Int Modifier

Code:
Lvl BAB Fort Ref Will  Special                         Spellcasting
1   +0  +0   +0   +2  Price of Power, Summon Hellfire   +1 arcane caster level
2   +1  +0   +0   +3  Siphon Spell                      +1 arcane caster level
3   +1  +1   +1   +3  Flame Strike                      +1 arcane caster level
4   +2  +1   +1   +4  Banish, Price of Power            +1 arcane caster level
5   +2  +1   +1   +4  Call Phoenix

Class Features:
Weapon and Armor Proficiency: The Blood Mage gains no new weapon or armor proficiency.
Price of Power: The Blood Mage's mystical knowledge of the dark arts comes at a physical price, at 1st and 4th levels the Blood Mage permanently loses 2 points of Constitution. This is not ability damage and cannot be cured even by a Miracle or a Wish.
Summon Hellfire (Sp): The Blood Mage may, once per day per class level + an additional number of times equal to his Int modifier, cast the spell Hellfire (Book of Vile Darkness) at his normal caster level.
Siphon Spell (Sp): Starting at 2nd level, the Blood Mage may, once per day per class level, make a ranged touch attack as a standard action against a spellcaster. If the touch attack is successful, the target automatically loses 1d4 spell slots of the highest level available to him (no save) and the Blood Mage may regain a single spell slot per spell lost this way. Spell slots regained this way may never be of a spell level higher than the spell level of the spells drained from the target.
Flame Strike (Sp): Starting at 3rd level, the Blood Mage may, once per day per class level, cast the spell Flame Strike at his normal caster level. Half the damage of this spell is considered fire, the other half is considered unholy damage.
Banish (Sp): Starting at 4th level, the Blood Mage may, once per day per class level, cast Ethereal Jaunt (as the spell except the Blood Mage may target any willing person within 30') at his normal caster level. Only the target of the spell may dismiss it.
Call Phoenix (Su): At 5th level, once per day the Blood Mage, as a full round action, may summon a Phoenix (see MM II) for a duration of 1 round/class level.

Alternates: If you do not have the Book of Vile Darkness, feel free to replace Hellfire with Fireball.



UNDER REVISION:

Yu-Gi-Oh!

New Skill:
Knowledge (Duel Monsters) (Int):
This skill allows one to recognize a card played in a Duel Monsters game. The DC is 6 for common cards, 10 for standard cards, 14 for uncommon cards, 18 for rare cards, 26 for ultra rare cards, and 32 for unique cards (God cards are impossible to recognize unless you have had the copy in your possession before). A successful check allows you to know:
If Monster Card: The card’s HD and Special Abilities/Defenses.
If Magic Card: Whether it is an Evocation or Enchantment card, and its general effect.
You can only take 10 on this check if you’re not in a Duel.
-Knowledge (Duel Monsters) is a class skill to all classes.


The Magic Card Duelist-
Requisites:
Knowledge (Duel Monsters): 6 ranks
Full Duelist Monsters Card Deck (40 Cards), including at least one rare card

HD: d8
BAB: As Cleric
Saves: Fort Bad, Reflex Good, Will Good
Class Skills: Appraise*, Bluff, Concentration, Craft, Diplomacy, Gather Information, Innuendo, Knowledge (arcana), Knowledge (duel monsters), Knowledge (the planes), Knowledge (religion), Listen, Perform, Profession, Sense Motive, Spellcraft, Spot, Use Magic Device
Skill Points per level: 6+int mod

*Can be used to Appraise the value of a Duel Monsters Card as well.

Imbue Card (Su)-During a Shadow Game, a Duelist may, once per round, use the spell stored within his cards, bringing the creature represented on the card to life (or cast a spell if a Magic Card). This requires a full round action and may be used once per card per day.
Note-Magic Cards have a DC = to 15+Spell level+1/2 Duelist’s level (round down).
Note-Enchantment cards have their durations reduced to 1 round per spell level.
Predict Move (Ex)-Once a match a Duelist can make a Sense Motive check with a bonus equal to his Duelist level versus his opponents Bluff check plus his opponent’s Duelist level (if any), if successful, he gains the equivalent of Detect Thoughts for 2 rounds.
At second level this ability may be used out of a Duel Monsters Game a number of times per day equal to half his Duelist levels (rounded down), in this case it is simply a normal Sense Motive check (no bonus for having levels of Duelist) versus his opponent’s Bluff check. If successful, the Duelist gains a +2 insight bonus to his attack bonus, damage, AC, and saves versus that particular opponent, this ability lasts for 2 rounds and you cannot benefit from it against more than 1 opponent at a time.
Shadow Game (Su)-Shadow Game Dueling is as a Mage Duel (Magic of Faerun) except that it is powered by the Plane of Shadows and that the final blow to a character dueling in the game must be dealt by a summoned creature.
In a Lethal Shadow Game, each player must make a Will Save (DC 15+3 per Controlled Summoned Creatures on the battlefield) each time they take damage by a Summoned Creature and at the end of each round and a Will Save (DC 15+Killed Summoned Monster’s HD) each time a summoned monster they control dies or suffer 1 point of temporary Wisdom Damage (a successful save means they suffer no damage at all). A character who is reduced to 0 Wisdom is considered dead, their soul being lost forever.
Special-Characters with the Shadow Weave Magic feat gain a +4 bonus to this check because they are more attuned to the Plane of Shadows.
Bonus Feats-At 3rd level, and every 3 levels after that, a Duelist gains a feat which he may choose off of the following list: Alertness, Bull Headed, Discipline, Cosmopolitan, Improved Initiative, Iron Will, Jack of All Trades, Lightning Reflexes, Skill Focus, Quick Draw.
Favored Card-The Favored Card of a Duelist gains the listed amount on the table as an unnamed bonus to their attack bonus, damage, and saves (if creature) or the listed amount as an unnamed bonus to DC and checks vs. spell resistance (if a spell). This bonus applies inside or out of a duel.
(Examples: Dark Magician for Yugi Blue Eyes White Dragon for Kaiba, Flame Swordsman for Joey, Faith Magician for Teia, Harpy Lady for Mai, Change of Heart for Bakura)
Metamagick Card (Su)-A certain number of times per day, as shown on the chart, a Duelist can enhance the power of a card played either in a Shadow Game, or with Out of Game Casting. He may choose to add a single metamagic feat onto it from the following list: Elemental Substitution (any element), Empower Spell, Extend Spell or may choose to have its DC increased by 2 or caster level increased by 2, this ability does not increase the casting time when using the card and may be used no more than once per round.
Out of Game Casting (Su)-An experienced Duelist may unlock the power of the cards, using them outside of a Shadow Game. However, since the monster’s powers are fueled by Shadow Magic (via Plane of Shadows) they are not as strong in other planes and are thus only quasi real. Summoned Creatures and Evocation Spells are only 20+5/Duelist level % real, using the rules for Shadow Conjuration and Shadow Evocation to determine their effects. Instead of the reduction of power, Enchantment Cards have their durations reduced to 1 round/spell level or its normal duration, whichever is lower. Necromancy effects cannot be used in this fashion. The DC for this power is equal to 10+Spell level+Corresponding stat modifier (Int for Evocations, Wis for Summonings, and Cha for Enchantments). This ability requires a full round action and may only be used up to once per day per Duelist level with Rare and Ultra Rare cards taking up 2 uses of the ability and Unique and God Cards taking up 3 uses.
Note-No Card may be used more than once a day in this fashion as well.
Banishment to the Shadows (Su)-At 7th level, 1/day a Duelist may choose to banish a single opponent within 30 feet to the Plane of Shadows (as per planeshift), no save. This ability only works on those who failed versus him in a Shadow Game within the last minute. At 10th level a Duelist may use this ability on anyone (though it still is limited to 1/day), but those who he hasn't beat in a Shadow Game may attempt a Will save (DC 10+1/2 Duelist Level+Cha Mod) to negate this effect.

The Magic Card Duelist
1-Imbue Card, Predict Move, Shadow Game (standard)
2-Favored Card +1
3-Bonus Feat, Metamagick Card 1/day
4-Favored Card +2
5-Out of Game Card Casting
6-Bonus Feat, Favored Card +3, Metamagick Card 2/day
7-Banishment to the Shadows
8-Favored Card +4
9-Bonus Feat, Metamagick Card 3/day
10-Favored Card +5, Shadow Game (lethal)


Game Monsters Decks:
Game Monsters Decks are comprised of 40 cards of varying rarity. The average deck (35 common cards, 4 standard cards, 1 uncommon card, and a card protector box) costs 400 gold.

Market Prices:
Card Protector Box-25 Gold
Masterwork Card Protector Box-75 gold

Game Monsters Cards-
Market Price-Rarity-Effect
5 Gold-Common Card, allowable set Summon Monster I
25 Gold-Standard Card, allowable set Summon Monster II, or 1st level Evocation or Enchantment Spell
100 Gold-Uncommon Card, allowable set Summon Monster III, or 2nd level Evocation, Enchantment, or 1st level Necromancy Spell
300 Gold-Rare Card, allowable set Summon Monster IV or 3rd level Evocation or Enchantment, or 2nd level Necromancy Spell
500 Gold-Ultra Rare Card, allowable set Summon Monster V or 4th level Evocation or Enchantment, or 3rd level Necromancy Spell
2500 Gold-Unique Card, allowable set Monster Summoning VI spell or 5th level Evocation, Enchantment, or 4th level Necromancy Spell
Minor Artifact-God Card, allowable set Gate spell or 7th level Evocation, Enchantment, or 6th level Necromancy Spell Spell
*Cards imbued with Summons don’t have an alignment descriptor attached to them, Cards imbued with Evocations and Enchantments must be from the Wizard/Sorcerer Spell List.
**For an expanded list of monsters use Dragon #302’s CR rules for determining what monsters can be summoned using what Summon Monster spell, Alternatively, you could use Relics and Rituals II Unique Summoning rules instead.

Cards have a hardness of 1 and 1 hitpoints + an extra 1 hardness and 1 hitpoint per spell level stored within.
Note-Damaged Cards may be cheaper than the listed price, however they are usually unfit to use for a Shadow Game, a mending spell can often fix this-however.


Example Card-Show Conversion:
Change of Heart (Ultra Rare), Charm Monster

Game Lingo:
Attack Mode-Normally attacking or using abilities.
Defense Mode-Total Defense Action
 
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The Saga Magician

HD-
d4

Requisites:
Skills: Concentration 8 Ranks, Knowledge (Arcana) 8 Ranks, Spellcraft 8 Ranks
Feats: Spell Penetration
Special: Access to 3rd level arcane spells.

Class Skills:
The Saga Magician’s class skills (and the key ability for each skill) are Concentration (Con), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), and Spellcraft (Int).
Skill Points Per Level: 2+Int Modifier

Code:
Lvl BAB Fort Ref Will  Special        Spellcasting
1   +0  +0   +0   +2  Spell Secret
2   +1  +0   +0   +3  Spell Secret   +1 caster level
3   +1  +1   +1   +3  Spell Secret   +1 caster level
4   +2  +1   +1   +4  Spell Secret   +1 caster level  
5   +2  +1   +1   +4  Spell Secret
6   +3  +2   +2   +5  Spell Secret   +1 caster level
7   +3  +2   +2   +5  Spell Secret   +1 caster level
8   +4  +2   +2   +6  Spell Secret   +1 caster level
9   +4  +3   +3   +6  Spell Secret 
10  +5  +3   +3   +7  Spell Secret   +1 caster level

Class Features:
Weapon and Armor Proficiency: The Saga Magician gains no new weapon or armor proficiency.
Spell Secrets: At 1st level, the Saga Magician gains access to a single Spell Secret. The Saga Magician may choose a Rank I spell from any path that he qualifies for (he must meet the requisite of the path to choose a spell, as seen below). Every level thereafter the Saga Magician learns another spell, which he can learn from any previous paths taken (moving up in ranks as he does so) or he can learn the Rank I spell of a new path (assuming he qualifies for it), his choice. These spells are added as extra spells known for the character (to the character's spellbook or mind, depending on if the character is a wizard or sorcerer). Note that the character does not gain any ability to cast the spell if it is of a level higher than the character can cast.

Spell Paths:
Arcane Magic
Requisites: Skill Focus: Knowledge (Arcana)
Rank 1: Sabre Arcana
Rank 2: Shield Arcana
Rank 3: Gold Arcana
Rank 4: Grail Arcana
Rank 5: Death Arcana
Rank 6: Fool Arcana
Rank 7: Magician Arcana
Rank 8: Tower Arcana

Evil Magic
Requisites:
Spell Focus (Necromancy)
Rank 1: Sharp Pain
Rank 2: Pain Doubler
Rank 3: Rava Shot
Rank 4: Death Curse

Light Magic

Requisites:
Spell Focus (Evocation)
Rank 1: Sun Ray
Rank 2: Starlight Heal
Rank 3: Flash Fire
Rank 4: Flash Flood
Rank 5: Light Sword
Rank 6: Mega Windblast

Mind Magic

Requisites:
Combat Casting
Rank 1: Mind Heal
Rank 2: Spellbound
Rank 3: Vanish
Rank 4: Lifewave
Rank 5: Awakening

Mirage Magic

Requisites:
Spell Focus (Illusion)
Rank 1: Black Cat Mirage
Rank 2: Nightmare Mirage
Rank 3: Jackal Mirage
Rank 4: Cockatrice Mirage
Rank 5: Grim Reaper Mirage

Mystic Magic

Requisites:
Spell Focus (Enchantment)
Rank 1: Fascination
Rank 2: Phantasm Shot
Rank 3: Glass Shield
Rank 4: Mirror Shade

Realm Magic

Requisites:
Spell Focus (Conjuration)
Rank 1: Energy Chain
Rank 2: Psycho Armor
Rank 3: Implode
Rank 4: Psychic Poison
Rank 5: Vermillion Sand

Rune Magic

Requisites:
Spell Focus (Abjuration)
Rank 1: Victory Rune
Rank 2: Vitality Rune
Rank 3: Hide Rune
Rank 4: Freedom Rune
Rank 5: Soul Rune
Rank 6: Wall Rune
Rank 7: Dwarf Rune
Rank 8: Stasis Rune

Shadow Magic

Requisites:
Blind-Fight
Rank 1: Power Grab
Rank 2: Hide Behind
Rank 3: Shadow Net
Rank 4: Dark Sphere
Rank 5: Shadow Servant

Space Magic

Requisites:
Skill Focus: Knowledge (the Planes)
Rank 1: Vapor Blast
Rank 2: Light Shift
Rank 3: Dark Shift
Rank 4: Vortex
Rank 5: Vanish
Rank 6: Alter Gravity

Time Magic

Requisites:
Spell Focus (Transmutation)
Rank 1: Delay Order
Rank 2: Time Leap
Rank 3: Time Eclipse
Rank 4: Time Twister
Rank 5: Chaos Stream
Rank 6: Overdrive


New Spells:

(Note that if you want to use the spells, but not the PrC itself, I would suggest raising them all up a single spell level to help balance them out)

Awakening
Transmutation
Level: Magician 4 (Mind)
Components: None
Casting Time: 1 full round
Range: Personal
Target: You
Duration: 1 round/3 levels (D)

The caster of this spell enters a mystical trance where all his physical abilities scores are temporarily increased. While this spell is in effect the caster gains +8 enhancement bonus to his Strength, Dexterity, and Constitution scores although he is unable to cast any other spells until the duration is up.

Black Cat Mirage
Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Magician 1 (Mirage)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will disbelief (if interacted with), then Fortitude partial; see text
Spell Resistance: Yes

You create a phantasmal image of a supernaturally frightening black cat. Only the spell’s subject can see the black cat. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or suffer 1d6 points of damage per caster level (maximum 5d6) and become confused (as per the spell, Confusion) for 1d4+1 rounds. Even if the Fortitude save is successful, the subject takes 1d6 points of damage.
If the subject of a Black Cat Mirage attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its attack.

Cockatrice Mirage
Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Magician 6 (Mirage)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will disbelief (if interacted with), then Fortitude partial; see text
Spell Resistance: Yes

You create a phantasmal image of a supernaturally fearsome cockatrice. Only the spell’s subject can see the cockatrice. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or suffer 1d8 points of damage per caster level (maximum 15d8) and become paralyzed for 1d4+1 days. Even if the Fortitude save is successful, the subject takes 5d8 points of damage.
If the subject of a Cockatrice Mirage attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its attack.

Death Arcana
Necromancy [Death]
Level: Magician 5 (Arcane)
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

The caster summons death's spirit with the intent to kill his target. If the caster fails his check against the target's spell resistance, nothing happens, as per usual. If the target fails his fortitude save, he is struck dead. If the target makes his save, he suffers no ill effects, however the caster of this spell takes 1d4 points of permanent ability drain to his Constitution score (no save).

Death Curse
Necromancy [Death]
Level: Magician 5 (Evil)
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 75 hp or less
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes

The caster of this spell utters a curse against his opponent, wishing that he would die for all to hear within the spell's range. The target of this spell must then make a Fortitude save or die instantly. If the target makes his saving throw, he suffers no ill effects.

Dwarf Rune
Transmutation
Level: Magician 8 (Rune)
Components: S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

After tracing the Dwarf Rune in the air, the air around a single target of the caster's choice hardens and makes it harder for the target to strike or even deal damage whenever he makes a melee attack of any kind. The target of this spell effectively receives a -1 penalty per 3 caster levels to any and all melee attack rolls that he makes for its duration.

Energy Chain
Evocation [Electricity]
Level: Magician 1 (Realm)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

The caster of this spell lashes another creature within range with a brilliant blue chain of energy. The caster makes a ranged attack roll, adding either his intelligence or charisma modifier (whichever is his primary spellcasting stat) to the roll. If the attack is successful, the creature hit takes 1d8 + 1 point per caster level (maximum 1d8+10) points of electricity damage (no save) and must make a successful Fortitude save or become stunned for 1d4 rounds.

Fascination
Enchantment (Compulsion) [Mind-Affecting]
Level: Magician 1 (Mystic)
Components: V, S
Casting Time: 1 standard round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One large or smaller creature
Duration: 1d4+1 rounds
Saving Throw: Will negates
Spell Resistance: Yes

This spell otherwise functions as per the spell, Charm Person, except with the changes above.

Flash Fire
Evocation [Light]
Level: Magician 4 (Light)
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30' radius burst
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes

The caster creates a burst of radiant energy that radiates from a point within the spell's range that he can see. All those caught within the area take 1d6 points of fire damage per caster level (maximum 15d6) with a Reflex save for half damage. Undead creatures caught within the area take double damage.

Flash Flood
Evocation
Level: Magician 5 (Light)
Components: V, S
Casting Time: 1 standard action
Range: 30'
Area: 30-ft.-radius emanation, centered on the character
Duration: Instantaneous
Saving Throw: See below
Spell Resistance: Yes

The caster creates a swirling vortex of magical water around him that appears and disappears in an instant, knocking aside enemies and leaving his allies unscathed. All enemies within the area of this spell take 1d8 points of bludgeoning damage per caster level (maximum 15d8), with a Reflex save for half damage. Furthermore, all enemies affected by this spell must make a Strength check vs. a DC of 20 or be knocked prone. Creatures the caster considers allies are unharmed by this spell.

Fool Arcana
Transmutation
Level: Magician 6 (Arcane)
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius emanation, centered on the character
Duration: 1 minute
Saving Throw: None
Spell Resistance: No

All damaging attacks (including spells) made by creatures within the radius of this spell, even if their target is some one outside the radius, deals half as much damage as normal (round down). This spell has no effect on healing effects.

Freedom Rune
Abjuration
Level: Magician 5 (Rune)
Components: S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell otherwise functions as per the spell, Freedom of Movement, except with the changes above.

Glass Shield
Abjuration
Level: Magician 5 (Mystic)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute or until discharged

When this spell is cast, an tranluscent aura surrounds the caster. This ward absorbs the next 10 points of damage that would be dealt to the caster, becoming discharged once it absorbs all the damage that it can. When this spell is discharged, the shield breaks into several shards which hurl themselves target that attacked the caster last, dealing 1d4 points of piercing damage per caster level (maximum 20d4 damage), with no save allowed.

Gold Arcana
Conjuration (Creation)
Level: Magician 3 (Arcane)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Pile of gold coins
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The caster creates a pile of gold coins in an empty 10’ x 10’ square equal to approximately 1000 gold per caster level. This gold is completely real in all aspects, and may bear whatever insignia or look however the caster chooses (as long as this change wouldn’t effect its market value), although all of it vanishes at the end of the duration.

Grail Arcana
Necromancy
Level: Magician 4 (Arcane)
Components: V, S
Casting Time: 1 full round
Range: Touch
Target: Creature Touched
Duration: 1 hour
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Grail Arcana temporarily suppresses any magical effects reducing one of the subject’s ability scores, all magical effects penalizing the character’s abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores as well as removes all forms of insanity, confusion, and similar mental effects for the spell’s duration. When the spell’s duration is up, any effects that were suppressed return unless their durations have run out as well (Time spent under the effect of a Grail spell still counts towards the duration of any abilities it suppresses). Grail Arcana does not restore Constitution points lost due to death.

Grim Reaper Mirage
Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Magician 7 (Mirage)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes

You create a phantasmal image of a supernaturally realistic grim reaper, wreathed in black flames and carrying his trademark scythe. Only the spell’s subject can see the grim reaper. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject dies of fright.
If the subject of a Grim Reaper Mirage attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its attack.

Hide Rune
Illusion (Glamer)
Level: Magician 3 (Rune)
Components: S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell otherwise functions as per the spell, Invisibility, except with the changes above.

Implode
Evocation [Electricity]
Level: Magician 3 (Realm)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

The caster of this spell causes an explosion of energy around his opponent, dealing 1d8 points of electricity damage per level (maximum 10d8), with a Fortitude save for half damage. An opponent who rolls a natural 1 on his save instead dies instantly.

Jackal Mirage
Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Magician 4 (Mirage)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will disbelief (if interacted with), then Fortitude partial; see text
Spell Resistance: Yes

You create a phantasmal image of a supernaturally fearsome jackal. Only the spell’s subject can see the jackal. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or suffer 1d8 points of damage per caster level (maximum 10d8) and 1d6 + 1 point per 3 caster levels of temporary strength damage. Even if the Fortitude save is successful, the subject takes 3d8 points of damage.
If the subject of a Jackal Mirage attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its attack.

Life Wave
Evocation [Force]
Level: Magician 3 (Mind)
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude (Half)
Spell Resistance: No

The caster of this spell harnesses his internal ki energy and focuses it into a beam of force which he shoots at an opponent within range, requiring a ranged touch attack roll. On a successful hit, this attack deals 3d6 + an additional 2 points of force damage for every point of Constitution its caster has (Fortitude save for half damage). Regardless of whether this attack is successful or not, the caster of this spell takes 1 point of damage per point of Constitution he has.

Light Sword
Evocation [Light]
Level: Magician 7 (Light)
Components: V, S
Casting Time: 1 standard action
Range: 0'
Effect: Swordlike beam
Duration: 1 round/level or until discharged (see below)
Saving Throw: None
Spell Resistance: No
A 4-foot-long beam of light roughly resembling an ornate longsword springs forth from the character's hand. The character wields this bladelike beam as if it were a longsword, although he gains proficiency with its use if he does not have it already. Attacks with the light sword are melee touch attacks. The blade deals 4d8 points of damage +1 point per 2 caster levels (maximum +10). Since the sword is immaterial, the character's Strength modifier does not apply to the damage. As a standard action the caster can set it against a foe as if it was a weapon with the dancing property, although at the end of its 3 rounds of dancing (or if the duration is used up before that time has passed) it vanishes.

Magician Arcana
Illusion (Figment)
Level: Magician 7 (Arcane)
Components: V, S
Casting Time: 1 free action
Range: Personal; see text
Target: You
Duration: 1 min/level (D)

This spell creates a single illusionary duplicate of the spell's caster, which acts for all intents and purposes as per the spell, Mirror Image, except that it does not disappear when struck.

Mega Windblast
Evocation [Light]
Level: Magician 9 (Light)
Components: V, S
Casting Time: 1 standard action
Range: 60'
Area: 60-ft.-radius emanation, centered on the character
Duration: Instantaneous
Saving Throw: See below
Spell Resistance: Yes

The caster creates a swirling whirlwind of magical wind and light around him that appears and disappears in an instant, blinding enemies and leaving his allies unscathed. All enemies within the area of this spell take 1d8+1 points of damage per caster level (maximum 20d8+20), with a Reflex save for half damage. Furthermore, all enemies caught int he area of this spell must (regardless if they take damage from it or not) must make a Will save or become effectively blinded for the next 1d4+1 rounds. Creatures the caster considers allies are unharmed by this spell.

Mind Heal
Conjuration (Healing)
Level: Magician 2 (Mind)
Components: None
Casting Time: 1 full round
Range: Personal
Target: You
Duration: Instantaneous

By meditating for a brief amount of time, the caster is able to channel his energy into a healing power within himself. This spell heals the caster of 2d8 points of damage + 1 additional point per for each point of the caster's ability modifier for his primary spellcasting stat.

Mirror Shade
Illusion (Figment, Glamer, Shadow)
Level: Magician 7 (Arcane)

This spell functions as per the spell, Mislead. Unlike the standard spell, however, the illusionary duplicate of the caster created by Mirror Shade is partially real, and is treated as a creature created by a Shadow Conjuration spell, with the caster as the target. The duplicate of the caster does not have the ability to cast spells and possesses the caster's equipment only in appearance.

Nightmare Mirage
Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Magician 2 (Mirage)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will disbelief (if interacted with), then Fortitude partial; see text
Spell Resistance: Yes

You create a phantasmal image of the subject's nightmares combined into a single, hideous, form. Only the spell’s subject can see the nightmarish beast. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or suffer 1d8 points of damage per caster level (maximum 5d8) and then fall asleep (rules as per the spell, Sleep) for 1d4 minutes. Even if the Fortitude save is successful, the subject takes 2d6 points of damage.
If the subject of a Nightmare Mirage attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its attack.

Overdrive
Transmutation
Level: Magician 9 (Time)
Components: V, S
Casting Time: 1 full round
Range: Personal; see text
Target: You
Duration: 2d4 rounds (apparent time); see text
This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 2d4 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. All spells cast that do not target just the caster of this spell while in this state take effect at the end of the duration.
You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession.
You are undetectable while Overdrive lasts. You cannot enter an area protected by an antimagic field while under the effect of Overdrive.

Pain Doubler
Enchantment [Evil, Mind-Affecting]
Level: Magician 4 (Evil)
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 15' radius burst
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes

The caster of this spell enhances his thoughts of hatred and projects them into the brains of his opponents, dealing the target 1d8 subdual damage per caster level (maximum of 15d8 damage) to all targets within its area of effect, with a Will save for half damage.

Phantasm Shot
Illusion (Shadow)
Level: Magician 3 (Mystic)
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

The caster of this spell conjures a spirit from the plane of shadows and directs it at an opponent, which it flies at unerringly, dealing 1d6 damage per caster level (maximum 10d6), with a Will save for half damage. Furthermore, if the target fails his save, he is shaken for the next 1d4+1 rounds.

Psychic Poison
Enchantment [Mind-Affecting]
Level: Magician 7 (Realm)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One spellcaster
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

On an unsuccessful save, this spell taints the target spellcaster's mind with a contingent mental command (unless this spell is identified by the target with a successful Spellcraft check, as per normal, he is obvlivious to this fact). The next time the target successfully casts an offensive spell, the spell rebounds with its caster (the victim of the Psychic Poison spell) as the target.

Psycho Armor
Abjuration
Level: Magician 2 (Realm)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level

This spell creates an invisible shield of psychic force that grants the caster a +4 resistance bonus to all saving throws against spells for the duration of its effect.

Rava Shot
Necromancy [Evil, Mind-Affecting]
Level: Magician 4 (Evil)
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

The caster of this spell summons an evil spirit and aims it at a target, making a ranged touch attack. If the attack hits, the target must make a Will save or be possessed by the evil spirit, becoming effectively paralyzed for the duration of the spell. If the spell fails to hit some one or when the duration is up, the evil spirit dissipates.

Sabre Arcana
Conjuration (Creation) [Force]
Level: Magician 2 (Arcane)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One to three creatures
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The caster creates in front of him three shimmering blades of force, and sends them at one or more targets (one target per blade). He makes a ranged touch attack against each target (even if he sends multiple blades at one target), with each successful attack dealing 2d8 points of force damage.

Sharp Pain
Necromancy [Evil]
Level: Magician 3 (Evil)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 15' radius burst
Duration: 1d4 rounds
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell causes all targets within its area of effect to experience a sudden amount of agonizing pain, stunning any who fail a Fortitude save for 1d4 rounds.

Shield Arcana
Abjuration
Level: Magician 3 (Arcane)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute

The caster creates an shimmering shield of force around himself, granting him a Deflection bonus to AC equal to 2 + 1 additional point per for each point of the caster's ability modifier for his primary spellcasting stat.

Soul Rune
Abjuration
Level: Magician 7 (Rune)
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/4 levels
Saving Throw: None
Spell Resistance: No

For the duration of this spell, the caster of it gains Damage Reduction 20/- and Energy Resistance (All) 20.

Spellbound
Enchantment [Mind Affecting]
Level: Magician 2 (Mind)
Components: S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Concentration + 1 round
Saving Throw: Will negates
Spell Resistance: No

By tracing images resembling Kanji letters in the air, the caster of this spell can hypnotize a single target of his choice. If the creature fails his will saving throw, he is effectively stunned for as long as the character concentrates, plus one round afterwards. Sucessfully attacking a creature under the influence of this spell ends the spell immediately.

Starlight Heal
Conjuration (Healing)
Level: Magician 2 (Light)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless) (see text)
Spell Resistance: Yes (harmless)

When laying the character's hand upon a living creature, the character channels energy that cures 1d8 points of damage + 1 additional point per for each point of the caster's ability modifier for his primary spellcasting stat.
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can attempt a Will save to take half damage.

Stasis Rune
Transmutation
Level: Magician 8 (Rune)
Components: S
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Special
Saving Throw: Will negates
Spell Resistance: Yes

After this spell is cast, as an additional cost to this spell the caster may sacrifice up to 1 spell per caster level from his current spells memorized and/or his unused spell slots (depending if he's a wizard or sorcerer or a multiclass). The target of this spell must make a Will save or be held in stasis, as per the spell Temporal Stasis, except the duration of this ability is 1 hour per spell level sacrificed (0th level spells add 30 minutes to the duration) and as noted above.

Sun Ray
Evocation [Light]
Level: Magician 1 (Light)
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

A ray of light shoots from the caster's hand towards a single opponent, requiring the caster to make a ranged touch attack roll. On a successful hit, the caster deals 1d6 points of fire damage per caster level (maximum 5d6), with no saving throw allowed. Furthermore, a creature who takes damage from this spell must make a Will save or be dazed (-1 penalty to all attack rolls) for 1 round. If the target hit was an undead creature, it takes double damage.

Tower Arcana
Evocation [Electricity]
Level: Magician 7 (Arcane)
Components: V, S
Casting Time: 1 full round
Range: 30 ft.
Area: 30-ft.-radius emanation, centered on the character
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

After this spell is cast, as an additional cost to this spell the caster may sacrifice up to 1 spell per caster level from his current spells memorized and/or his unused spell slots (depending if he's a wizard or sorcerer or a multiclass). Tower Arcana deals 1d6 electricity damage to all targets within the area (excluding the caster) for every spell level sacrificed (0th level spells add +1 damage), with a Reflex save for half damage.

Vanish
Illusion (Glamer)
Level: Magician 3 (Mind)
Components: None
Casting Time: 1 free action
Range: Personal
Target: You
Duration: 1 round/level

This spell otherwise functions as per the spell, Invisibility, except with the changes above.

Victory Rune
Transmutation
Level: Magician 2 (Rune)
Components: S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

After tracing the Victory Rune in the air, the caster grants his target a +2 luck bonus to all attack and damage rolls for the duration of this spell.

Vitality Rune
Necromancy
Level: Magician 3 (Rune)
Components: S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

After tracing the Vitality Rune in the air, the caster grants his target Fast Healing 3 for the duration of the spell.

Wall Rune
Transmutation
Level: Magician 8 (Rune)
Components: S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

After tracing the Wall Rune in the air, the air around a single target of the caster's choice hardens and makes it harder for the target to strike whenever he makes a ranged attack of any kind. The target of this spell effectively receives a -1 penalty per 2 caster levels to any and all ranged attack rolls that he makes for its duration.
 
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Sollir Furryfoot said:
The Blood Mage

Call Phoenix (Su): At 5th level, once per day the Blood Mage, as a full round action, may summon a Phoenix (see MM II) for a duration of 1 round/class level.
Ok, I'm a Warcraft fan, though I haven't gotten around to picking up the campaign book. And I really like your prestige class, but this... [shakes head.] Assuming the character goes right to it, it's possible for a 12th level character to be a 5th level Blood Mage. He's an 11th level caster, with a number of neat abilities (but not really overpowered - the extra level of casting he lost is fairly replaced by a handful of bonus spells, no problem.) But a Pheonix is incredibly powerful. In five rounds, using it to a "generic best use" fashion, the Blood Mage can get out of it:
- All enemies within 30 feet slowed (Will DC 22) for a round
- Heal
- Fire Seeds (Holly berries) (Maximized; 28 damage to 8 5-foot radius circles. Drop 'em all on one fellow and whisper "boom." 224 damage, to one poor bloke.)
- Incendiary Cloud (Maximized)
- Reincarnate
- And a possible 40d6 half-divine Fireball (guaranteed if you have it blow up Fire Seeds on the last turn.)
For a 12th level character to have access to that firepower, in addition to all the abilities of your average 11th level caster? Ouch. I'm tempted to suggest that you expand the class up to a 10-level class - at level 17, that'd be far more reasonable, but still a very nice "ultimate ability."
 

Very good point, Terraism. To be truthful, I haven't played the expansion for Warcraft III and I was just going by the description of the abilities as abilities for the Blood Mage. I also didn't have the Alliance & Horde guide, although I do now (there's no real 'Blood Mage' class, basically, Blood Elves add all of the warlock's spells onto their class spell list). They also have their own version of phoenixes (in the WC MM-equiv book) which are way-toned down from the MMII version. In summary though, I don't know what I was on when I wrote the PrC :)

Phoenixes are definately too powerful to be used, so I'm either thinking of making the phoenix summoned lose all its spell-like abilities, and have its Immolation ability toned down to 10d6 damage, or simply make it summon an elder fire elemental with a fly speed of 90 ft. (good)-I'm leaning toward the latter. However, I might also expand the PrC to 10 levels, but if that's the case, I'd have to stray a bit further from the original Blood Mage hero from WC if I wanted to give them additional abilities-which I think I'd need to do. Thoughts/opinions?

Edit-Hrm...speaking of WC III, I'm pretty disappointed with their conversion of the Demon Hunter, so I might be tempted to do my own here in a bit.
 
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Another thing with the Blood Mage, they have to have the Disciple of Darkness feat (which is a vile feat) but they don't have to be evil, those two don't combine well, maybe make the entrance requirement feat the Skill Focus (Knowledge the Planes), especially since Disciple of Darkness is specifically pledging yourself to one of the Lord's of the Nine.

The spells with the Evil Descriptor is doable as its an arcane caster and walking the narrow line is appropriate.
 

A few requests:

Ogre Battle 64:
The Black Knight
Ninja Master
Angel Knight/Seraph

Final Fantasy III (SNES):
Espers

That's it right now. I can't think of some others right now.
 

Thanks for the suggestions, Kal, I'll make the appropriate changes in my next update.

ThorneMD, the inherent problem with converting the Ogre Battle 64 classes, which I have thought about doing ;) is that the class abilities of each character in the game are very limited. It is possible to expand I suppose, but it's much harder to do it faithfully. However, if you wanted to get a DnD feel for those characters-flavorwise, that is, the Black Knight goes with the Blackguard fairly well, the Ninja Master would probably be a rogue/monk/shadow dancer or assassin, and the Angel Knight/Seraph would be half-celestial paladin or perhaps cleric.

If that doesn't satisfy you though, I could try and work on something if you gave me lists/ideas of abilities that the classes might possess/possessed and some background info on them (it's been a while since I played the game myself).

As for Espers, are you talking about Espers in general like Ramuh or Alexander, etc...? Or are you looking for a half-esper which is what Terra was? Again, please give me a description of the kinds of powers you're looking for.
 
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