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[PrC] Archaeologist
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<blockquote data-quote="Nifft" data-source="post: 1462530" data-attributes="member: 6562"><p>I'm going to be harsh, because I love the idea, and think it deserves the best PrC it can get.</p><p></p><p>1) I hate PrCs with their own spell progression and spell-lists. We have plenty of spell caster types out there... use one of those, or a partial progression of one of those.</p><p></p><p>2) This class needs to get the Elf's secret door auto-detection (mentioned above), Stonecunning, and a dodge bonus vs. traps. If you're emulating Indiana Jones, you gotta be able to dodge 10 poison darts in a row.</p><p></p><p>So, here's my proposal:</p><p></p><p></p><p><span style="font-size: 15px"><strong>Arcane Archaeologist</strong></span></p><p></p><p>Arcane Archaeologists come from many different backgrounds. They are heroic explorers, wicked thieves, mad necromancers and demonologists searching for ancient power.</p><p></p><p><strong>Prerequisites:</strong></p><p>- Skill Ranks: Appraise 5+, Disable Device 5+, Decipher Script 5+, Search 5+, Spot 5+, Gather Info 5+, Knowlege (History) 5+</p><p>- Spells: ability to cast 2nd level Wizard spells</p><p>- Feats: Skill Focus (one of: Knowlege - History, Appraise or Decipher Script)</p><p>- Special: Must have Trapfinding class ability</p><p></p><p><strong>Benefits:</strong></p><p>- HD: d4</p><p>- BAB: Worst (1/2 as Wizard)</p><p>- Good Saves: Reflex and Will</p><p>- Skill points/level: 6 + Int bonus (+ special, see below)</p><p>- Class Skills: Appraise (Int), Concentration (Con), Craft (any) (Int), Decipher Script (Int), Disable Device (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (any) (Int), Listen (Wis), Profession (any) (Wis), Search (Int), Speak Language, Spellcraft (Int), Spot (Wis), Survival (Wis).</p><p></p><p><strong>Special Abilities by Level:</strong></p><p>1: Knowlege Bonus, Ancient Lore, Divination Power +2, Trap Sense +1</p><p>2: Wizard Spellcasting +1 Level, Bonus Language</p><p>3: Wizard Spellcasting +1 Level, Trap Sense +2</p><p>4: Wizard Spellcasting +1 Level, Arch Sense</p><p>5: Divination Power +4, Trap Sense +3</p><p>6: Wizard Spellcasting +1 Level, Arch Sense</p><p>7: Wizard Spellcasting +1 Level, Trap Sense +4</p><p>8: Wizard Spellcasting +1 Level, Arch Sense</p><p>9: Divination Power +6, Trap Sense +5</p><p>10: Wizard Spellcasting +1 Level, Arch Sense, Bonus Divination</p><p></p><p></p><p><strong>Special Abilities:</strong></p><ul> <li data-xf-list-type="ul"><strong>Knowlege Bonus:</strong> At every level, the ArcArch gains an extra 2 skill points, which must be spent in a Knowlege skill.</li> <li data-xf-list-type="ul"><strong>Ancient Lore</strong> (Ex): As Bardic Lore, at double her ArcArch class level, but only relating to archaeology or ancient lore.</li> <li data-xf-list-type="ul"><strong>Trap Sense</strong> (Ex): As the Rogue class ability, and stacks with all similar bonuses.</li> <li data-xf-list-type="ul"><strong>Divination Power</strong> (Su): The ArcArch adds the indicated bonus to her caster level when casting Divination spells.</li> <li data-xf-list-type="ul"><strong>Bonus Language</strong>: The ArcArch immediately learns a new language.</li> <li data-xf-list-type="ul"><strong>Arch Sense:</strong> The ArcArch chooses from the following list of abilities:<br /> - Bonus Feat: Alertness, Deceitful, Deft Hands, Diligent, Investigator, Nimble Fingers, Stealthy, Skill Focus (any ArcArch skill), or Track.<br /> - Constant Awareness: Like an elf. If the ArcArch is an Elf, she gains an additional +2.<br /> - Stonecunning: Like a Dwarf. If she's already a Dwarf, she gains an additional +2.<br /> - Trained Eye [requires 10 ranks of Appraise]: An archaeologist is far less likely to make a mistake when appraising items. He will never fail a DC 15 or lower check, and even when he fails a higher DC check, he still estimates the value to within 30-180% (3d6 x 10%).<br /> - Skill Mastery: As the Rogue special ability.<br /> - Greater Lore: The ArcArch can identify magic items as with the <em>identify</em> spell (as the Loremaster class ability).</li> <li data-xf-list-type="ul"><strong>Bonus Divination</strong>: The ArcArch gains an additional spell-slot at her highest available spell-level, which can only be filled with a Divination spell. (If she is a Diviner, this slot is in addition to her usual bonus Divination slot.)</li> </ul><p></p><p> -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 1462530, member: 6562"] I'm going to be harsh, because I love the idea, and think it deserves the best PrC it can get. 1) I hate PrCs with their own spell progression and spell-lists. We have plenty of spell caster types out there... use one of those, or a partial progression of one of those. 2) This class needs to get the Elf's secret door auto-detection (mentioned above), Stonecunning, and a dodge bonus vs. traps. If you're emulating Indiana Jones, you gotta be able to dodge 10 poison darts in a row. So, here's my proposal: [size=4][b]Arcane Archaeologist[/b][/size] Arcane Archaeologists come from many different backgrounds. They are heroic explorers, wicked thieves, mad necromancers and demonologists searching for ancient power. [b]Prerequisites:[/b] - Skill Ranks: Appraise 5+, Disable Device 5+, Decipher Script 5+, Search 5+, Spot 5+, Gather Info 5+, Knowlege (History) 5+ - Spells: ability to cast 2nd level Wizard spells - Feats: Skill Focus (one of: Knowlege - History, Appraise or Decipher Script) - Special: Must have Trapfinding class ability [b]Benefits:[/b] - HD: d4 - BAB: Worst (1/2 as Wizard) - Good Saves: Reflex and Will - Skill points/level: 6 + Int bonus (+ special, see below) - Class Skills: Appraise (Int), Concentration (Con), Craft (any) (Int), Decipher Script (Int), Disable Device (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (any) (Int), Listen (Wis), Profession (any) (Wis), Search (Int), Speak Language, Spellcraft (Int), Spot (Wis), Survival (Wis). [b]Special Abilities by Level:[/b] 1: Knowlege Bonus, Ancient Lore, Divination Power +2, Trap Sense +1 2: Wizard Spellcasting +1 Level, Bonus Language 3: Wizard Spellcasting +1 Level, Trap Sense +2 4: Wizard Spellcasting +1 Level, Arch Sense 5: Divination Power +4, Trap Sense +3 6: Wizard Spellcasting +1 Level, Arch Sense 7: Wizard Spellcasting +1 Level, Trap Sense +4 8: Wizard Spellcasting +1 Level, Arch Sense 9: Divination Power +6, Trap Sense +5 10: Wizard Spellcasting +1 Level, Arch Sense, Bonus Divination [b]Special Abilities:[/b] [list] [*][b]Knowlege Bonus:[/b] At every level, the ArcArch gains an extra 2 skill points, which must be spent in a Knowlege skill. [*][b]Ancient Lore[/b] (Ex): As Bardic Lore, at double her ArcArch class level, but only relating to archaeology or ancient lore. [*][b]Trap Sense[/b] (Ex): As the Rogue class ability, and stacks with all similar bonuses. [*][b]Divination Power[/b] (Su): The ArcArch adds the indicated bonus to her caster level when casting Divination spells. [*][b]Bonus Language[/b]: The ArcArch immediately learns a new language. [*][b]Arch Sense:[/b] The ArcArch chooses from the following list of abilities: - Bonus Feat: Alertness, Deceitful, Deft Hands, Diligent, Investigator, Nimble Fingers, Stealthy, Skill Focus (any ArcArch skill), or Track. - Constant Awareness: Like an elf. If the ArcArch is an Elf, she gains an additional +2. - Stonecunning: Like a Dwarf. If she's already a Dwarf, she gains an additional +2. - Trained Eye [requires 10 ranks of Appraise]: An archaeologist is far less likely to make a mistake when appraising items. He will never fail a DC 15 or lower check, and even when he fails a higher DC check, he still estimates the value to within 30-180% (3d6 x 10%). - Skill Mastery: As the Rogue special ability. - Greater Lore: The ArcArch can identify magic items as with the [i]identify[/i] spell (as the Loremaster class ability). [*][b]Bonus Divination[/b]: The ArcArch gains an additional spell-slot at her highest available spell-level, which can only be filled with a Divination spell. (If she is a Diviner, this slot is in addition to her usual bonus Divination slot.) [/list] -- N [/QUOTE]
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