Rules and Mechanics Copy

Domains

Artifice Domain
Deities: Gundar
Granted Power: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration [creation] spells at +3 caster level.)
Artifice Domain Spells
1
Animate Rope
2 Wood Shape
3 Stone Shape
4 Minor Creation
5 Fabricate
6 Major Creation
7 Hardening*
8 True Creation*
9 Prismatic sphere
-Derived from OGC

Blood Domain
Deities: Taurusk
Granted Ability: Once per day, you can heal wounds by drinking the blood shed by a recently slain creature. This blood must be fresh, with no more than an hour having passed since the source died. The blood can be called from any body within 20 feet with a clear line of sight, moving around any obstruction. After drinking one pint of this blood as a full-round action, the cleric converts 1d4 points of lethal damage to non-lethal damage per level.
Blood Domain Spells
1
Grease (creates blood, may confer a +2 circumstance bonus on Initmidate checks)
2 Rage
3 Neutralize Poison
4 Cure Serious Wounds
5 Blood Oath, Lesser (as Geas, Lesser)
6 Blood Tell*
7 Blood Oath, Greater (as Geas, Greater)
8 Waves of Exhaustion
9 Energy Drain
-Created by Sparky

Charm Domain
Deities: Ulura
Granted Power: The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.
Charm Domain Spells
1
Charm person
2 Calm emotions
3 Suggestion
4 Heroism
5 Charm monster
6 Geas/quest
7 Insanity
8 Demand
9 Dominate monster
-Derived from OGC

Communication Domain
Deities: Russna
Domain Power: Once per day you gain an enhancement bonus to equal to your cleric level to a single Bluff, Diplomacy, Forgery, Gather Information or Sense Motive check.
Choose to add any of the following - Bluff, Forgery, Gather Information, Sense Motive or Speak Language - to your list of cleric class skills.
Add Message to the list of Orisons.
Communication Domain Spells
1
Comprehend Languages
2 Speak with Animals
3 Tongues
4 Speak with Dead
5 Sending
6 Speak with Plants
7 Stone Tell
8 Project Image
9 Demand
-Created by Sparky

Community Domain
Deities: Sela
Granted power: +2 bonus on diplomacy checks and +1 leadership score for the purpose of accumulating followers.
Community Domain Spells
1
Bless
2 Status
3 Prayer
4 Imbue with Spell Ability
5 Telepathic Bond
6 Hero's Feast
7 Refuge
8 Mass Cure Critical Wounds
9 Miracle
-Created by Pbartender

Creation Domain
Deities: Gundar
Granted Power: Cast conjuration (creation) spells at +2 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.)
Creation Domain Spells
1
Create Water
2 Minor Image
3 Create Food and Water
4 Minor Creation
5 Major Creation
6 Heroes’ Feast
7 Permanent Image
8 True Creation*
9 Genesis*
-Derived from OGC

Darkness Domain
Deities: Halor, Mishtuli, Seto
Granted Power: Free Blind-Fight feat.
Darkness Domain Spells
1
Obscuring mist
2 Blindness
3 Blacklight*
4 Armor of darkness*
5 Summon monster V (only summons 1d3 shadows)
6 Prying eyes
7 Nightmare
8 Power word, blind
9 Power word, kill
-Derived from OGC

Weather Domain
Deities: Halor
Granted Power: Survival is a class skill.
Weather Domain Spells
1
Obscuring Mist
2 Fog Cloud
3 Call Lightning
4 Sleet Storm
5 Ice Storm
6 Control Winds
7 Control Weather
8 Whirlwind
9 Storm of Vengeance
-Derived from OGC

*New spell detailed further down this thread
 

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Spells - A to I

Armor Of Darkness
Abjuration [Darkness]
Level:
Darkness 4
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer’s features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gains a +2 bonus on saving throws against any holy, good, or light spells or effects. Undead creatures that are subjects of armor of darkness also gain +4 turn resistance.
-Derived from OGC

Ashnar's Mark (Now a public spell)
Abjuration
Level:
Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent (D) (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The caster chooses one of his spells that is currently active, and makes the target immune to that particular casting. This immunity is like an unbeatable spell resistance (similar to spell immunity), and reduces any hit point damage by the spell to 0. The immunity neither extends to other spells cast by the caster (including other instances of the same spell), nor grants any protection against spells cast by other casters. The spell must have a duration other than instantaneous, must still be active when Ashnar’s mark is cast, and, at the time of casting, may be no farther than close range (25 ft. + 5 ft./2 levels) from the caster. A caster may have no more than 1 Ashnar’s mark per caster level in existance.
When the spell that a Ashnar’s mark protects against ends in any way, that Ashnar’s mark ends, too.
-Created by Knight Otu

Ashnar's Pyromagical Enhancement, Lesser (Private Spell, not researched yet)
Transmutation [Fire]
Level:
Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round (cannot be extended)
All spells of level 3 or lower the caster casts while this spell is in effect are empowered by the destructive power of fire. This has a number of effects, depending on the nature of the spell being altered:
  • If the spell has the fire descriptor and deals energy damage, it deals an additional amount of fire damage equal to the caster level, to a maximum of 10.C
  • If the spell deals energy damage without dealing fire damage, it instead deals fire damage, and gains the fire descriptor, but loses any other energy descriptor.
  • If the spell has the fire descriptor, but deals no damage, it is instead cast at the normal caster level +1. The caster may choose to forgoe this option and deal damage instead.
  • If none of the above conditions is met, the caster may have the spell deal 1d6 points of fire damage to its target.
Note: The duration of Ashnar's Lesser Pyromagical Enhancement cannot be extended or otherwise made longer than 1 round.
-Created by Knight Otu

Ashnar's Pyromagical Enhancement (Private Spell, not researched yet)
Transmutation [Fire]
Level:
Sor/Wiz 4
Duration: 2 rounds (cannot be extended)
This spell works exactly as Ashnar's Lesser Pyromagical Enhancement, except as noted above, and as follows.
The spell affects spells of up to level 5 with one of the following effects.
  • If the spell has the fire descriptor and deals energy damage, it deals an additional amount of fire damage equal to the caster level, to a maximum of 15.
  • If the spell deals energy damage without dealing fire damage, it instead deals fire damage, and gains the fire descriptor, but loses any other energy descriptor.
  • If the spell has the fire descriptor, but deals no damage, it is instead cast at the normal caster level +2. The caster may choose to forgoe this option and deal damage instead.
  • If none of the above conditions is met, the caster may have the spell deal 3d6 points of fire damage to its target.
Note: The duration of Ashnar's Pyromagical Enhancement cannot be extended or otherwise made longer than 2 rounds.
-Created by Knight Otu

Ashnar's Pyromagical Enhancement, Greater (Private Spell, not researched yet)
Transmutation [Fire]
Level:
Sor/Wiz 8
Duration: 3 rounds (cannot be extended)
This spell works exactly as Ashnar's Lesser Pyromagical Enhancement, except as noted above, and as follows.
The spell affects spells of up to level 9 with one of the following effects.
  • If the spell has the fire descriptor and deals energy damage, it deals an additional amount of fire damage equal to the caster level, to a maximum of 20.
  • If the spell deals energy damage without dealing fire damage, it instead deals fire damage, and gains the fire descriptor, but loses any other energy descriptor.
  • If the spell has the fire descriptor, but deals no damage, it is instead cast at the normal caster level +4. The caster may choose to forgoe this option and deal damage instead.
  • If none of the above conditions is met, the caster may have the spell deal 7d6 points of fire damage to its target.
Note: The duration of Ashnar's Greater Pyromagical Enhancement cannot be extended or otherwise made longer than 3 rounds.
-Created by Knight Otu

Ashnar's Sparkstrike (Private Spell)
Evocation [Fire]
Level:
Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
The caster creates a flitting spark of fire that jolts towards the primary target, then splits and arcs to other targets.
The spark deals 1d6 points of fire damage to the primary target. After it strikes, sparks can arc to a number of secondary targets equal to your caster level (maximum 5). The secondary sparks each strike one target and deal half as much damage as the primary one did (rounded down). Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
-Created by Knight Otu

Blacklight
Evocation [Darkness]
Level:
Darkness 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: A 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 round/level (D)
Saving Throw: Will negates or none (object)
Spell Resistance: Yes or no (object)
The caster creates an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but the caster can see normally within the blacklit area. Creatures outside the spell’s area, even the caster, cannot see through it.
The spell can be cast on a point in space, but the effect is stationary cast on a mobile object. A character can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.
Blacklight counters or dispels any light spell of equal or lower level. The 3rd-level cleric spell daylight counters or dispels blacklight.
-Derived from OGC

Blood Tell
Necromancy [Language-Dependent]
Level:
Blood 6
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: The blood of one creature
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: No
You grant the ability of speech to a puddle of blood from a single creature, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The blood’s knowledge is limited to what the creature knew up to the moment of bloodshed, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature’s alignment was different from yours, the blood gets a Will save to resist the spell.
If the blood has been subject to Blood Tell spell within the past week, the new spell fails. You can cast this spell on blood that has been spilled for any amount of time, though there must be enough to create a puddle. Long-dried blood or small puddles may give partial answers or partially correct answers.
This spell does not let you actually speak to the creature. It instead draws on the imprinted knowledge stored in the blood. The wakened blood retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had when the blood was shed. Blood cannot learn new information.
Note: The cleric's divine focus must touch the blood to be questioned.
-Created by Sparky

Disturb Equilibrium
Enchantment [Mind Affecting]
Level:
Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. plus 5 ft./2 levels)
Area: 5' Radius Burst
Duration: One round/level
Saving Throw: Will Negates
Spell Resistance: Yes
The subject becomes dizzy, losing its dexterity bonus to AC and taking a -5 penalty on balance checks. Each round on its turn, as a move action, an effected creature may make a new saving throw to end the effect.
-Created by Patlin

Genesis
Conjuration (Creation)
Level:
Creation 9
Components: V, S , M, X P
Casting Time: 1 week (8 hours/day)
Range: 180 ft.
Effect: A demiplane on the Ethereal Plane centered on your location
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell creates an immobile, finite plane with limited access - a demi-plane.
Demiplanes created by this power are very small, minor planes. A character can cast this spell only on the Ethereal Plane. When he or she casts it, a local density fluctuation precipitates the creation of a demiplane. At first, the demiplane grows at a rate of a 1-foot-radius per day to an initial maximum radius of 180 feet as the fledgling plane draws substance from surrounding ethereal vapors and protomatter or astral ectoplasm.
The character determines the environment in the demiplane when he or she first casts genesis, reflecting most any desire he or she can visualize. The caster determines factors such as atmosphere, water, temperature, and the shape of the general terrain. However, the spell cannot create life, nor can it create construction. If desired, these must be brought in by some other fashion.
Once the basic demiplane reaches its maximum size, the character can continue to cast this spell to enlarge the demiplane if he or she is inside the boundaries of the demiplane. In such a case, the radiusof the demiplane increases by 60 feet for each subsequent casting.
If the spell is cast again while outside an existing demi-plane, the casting creates a separate bubble that does not touch or overlap any previously created demiplane.
XP Cost: 5,000 XP.
-Derived from OGC

Hardening
Transmutation
Level:
Sor/Wiz 6, Artifice 7
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One item of a volume no greater than 10 cu. ft./level (see text)
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes (object)
This spell increases the hardness of materials. For every two caster levels, increase by 1 the hardness of the material targeted by the spell. This hardness increase improves only the material’s resistance to damage. Nothing else is modified by the improvement.
The hardening spell does not in any way affect resistance to other forms of transformation.
This spell affects up to 10 cubic feet per level of the spellcaster.
If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.
 

Spells - J to R

Mercyful Claw
Transmutation
Level:
Drd 3, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 10 min./level
Saving Throw: Will negates
Spell Resistance: Yes
This spell magically makes one natural weapon of the target mercyful, as the weapon quality of the same name. The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage.
The effects of this spell do not stack with the mercyful weapon quality. The spell can affect a slam attack, fist, bite, or other natural weapon.
Mercyful claw can be made permanent with a permanency spell, requiring caster level 11th, and 1500 XP.
-Created by Knight Otu

Mercyful Weapon
Transmutation
Level:
Clr 3, Pal 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting
Duration: 10 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell magically makes a weapon mercyful, as the weapon quality of the same name. The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. If cast on a bow, crossbow, or sling, the weapon bestows the merciful effect upon its ammunition. If cast on arrows or crossbow bolts, the mercyful effect on a particular projectile ends after one use, whether or not the missile strikes its intended target. (Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.)
The effects of this spell do not stack with the mercyful weapon quality. You can’t cast this spell on a natural weapon, such as a claw.
-Created by Knight Otu

Rays of Precise Force
Evocation [Force]
Level:
Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. plus 5 ft./2 levels)
Effect: One or more rays
Duration: One round/level
Saving Throw: None
Spell Resistance: Yes
This spell enshrouds the casters hand in a nimbus of force. As a standard action, the caster can cause the nimbus to shoot out a very weak but extremely accurate ray of force, which strikes as a ranged touch attack and deals one point of damge to any target it hits. The caster recieves a +2 bonus on his attack roll. This bonus increases by +1 for every 2 caster levels, to a maximum of +10 at level 16 or higher. The nimbus dissipates at the end of the duration, or once the character has used it to shoot 15 rays of precise force.
-Created by Patlin
 

Spells - S to Z

Tireless Journey
Transmutation
Level:
Drd 1, Rgr 1, Bard 1
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: You plus one willing humaniod per two caster levels
Duration: 24 hours
Favored by journeyers of all types, this spell allows a traveler to move at a higher speed for an entire day without tiring. It has no effect on a character's base speed, and does not remove fatigue from other sources, nor the penalties for a forced march. However, for all overland travel, the character can move at her hustle speed for as long as she could normally walk, and her run speed for as long as she could normally hustle.
-Created by Kahuna Burger

True Creation
Conjuration (Creation)
Level:
Artifice 8, Creation 8
Components: V, S , M, X P
Casting Time: 10 minutes
Range: 0 ft.
Effect: Unattended, nonmagical object of nonliving matter, up to 1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The caster creates a nonmagical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magics or negating powers. For all intents and purposes, these items are completely real. The volume of the item created cannot exceed 1 cubic foot per caster level. The caster must succeed at an appropriate skill check to make a complex item.
Unlike the items brought into being by the lower-level spells minor creation and major creation, objects created by the casting of true creation can be used as material components.
XP Cost: The item’s gold piece value in XP, or a minimum of 1 XP, whichever is more.
-Derived from OGC
 

Magic Items - A to I

Acrobat's Rod: This rod is an iron bar with a small button on each end. When one button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. When the second button is pushed (also a move action), the rod extends in each direction, to form a 10 foot pole. These two functionalities can be used seperately or together in any order. A 'placed' acrobat's rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against the center of the rod, it must make a DC 30 Strength check to move the rod up to 10 feet in a single round. An extended, placed rod can be turned up to a one quarter rotation in one round with a DC 25 strength check applied against one end.
Moderate transmutation; CL 10th; Craft Rod, levitate, shrink item; Price 7,000 gp.
-Created by Kahuna Burger
 


Magic Items - S to Z

The Wanderlust Inn (Minor Artifact): The Wanderlust Inn appears as a simple gypsy's wagon, always painted brightly in a rainbow of clashing colors. Two large draft horses are always tethered to the outside of the wagon, cropping whatever vegetation happens to be nearby, though the actual yokes of the wagon are forever empty. A small stove pipe on the wagon's roof is always trailing a thin wisp of smoke. Above the door at the rear of the wagon hangs a sign depicting the silhouettes of a young girl and a dog walking into the welcoming arms of a large, pot-bellied man.
Inside the wagon, however, is an entire homey inn. A large tap room never has a lack of seating, no matter how many patrons enter, and immense quantities of food and droink are always on hand. The guest rooms are exceedingly comfortable and cozy without being lavish, and there are always vacancies regardless of the number of guests staying the night.
In the entryway, next to the cloakroom (which always has enough hangers for everyone's cloak, cape, jacket or hat), there are two large notice boards. One is a public board made available to anyone who wishes to solicit adventurers for empoyment or employees, and the second always carries a list of the Inn's itinerary of destinations.
On occasion, the Inn will change its location. When it does so, it is never seen to move, it simply vanishes with the evening mists, reappearing elsewhere with the morning dew. Where the Inn is, it seems to have there as long as anyone can remember, and where ever it had been, it seems to have never been there at all.
Strong conjuration; CL 20th.
-Created by Pbartender
 

Prestige and Paragon Classes - A to I

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

Hit die: d8

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

Class Skills
The Brightstriker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge[religion] (Int), Ride (Dex), Search (Int), Spot (Wis).
Skill Points at Each Level: 2 + Int modifier
Code:
lvl  BAB    Fort  Ref  Will  Special
1    +1     +2     0    0     detect undead
2    +2     +3     0    0     Lifetouch 1/day
3    +3     +3    +1   +1     Weapon Specialization (heavy mace)
4    +4     +4    +1   +1     Lifetouch 2/day
5    +5     +4    +1   +1     Extra Turning
6    +6/+1  +5    +2   +2     Smite Undead
7    +7/+2  +5    +2   +2     Lifetouch 3/day
8    +8/+3  +6    +2   +2     Lifeflare
9    +9/+4  +6    +3   +3     Lifetouch 4/day
10   +10/+5 +7    +3   +3     Lifeshield
CLASS FEATURES
Weapon and Armor Proficiency: Brightstrikers gain no additional proficiency with any weapon or armor.

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

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

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

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

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

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

Lifeflare (Su): At the cost of two normal turning attempts, a Brightstriker of at least 8th level can use a standard action to create a positive energy burst that deals 1d6 points of damage per class level to all undead creatures in a 20' radius. Undead are allowed a Reflex save (DC 10 + the striker's class level + the striker's Cha modifier) for half damage.
Lifeshield (Su): at 10th level, Brightstrikers can no longer lose levels due to energy drain effects (although death still results in level loss, as do other level or experience draining effects).
-Created by Dungannon

Dervish of Sairundan, v. 2[/b]
Be as the wind, listen to the storm, and care for the whims of your spirits as well as others. This is the the Path of the Dervish.
Sairundan, a land ruled by a loose federation of tribes, was supposedly founded by several djinn, who passed their knowledge and their blood to the mortals under their care. The legends of these times tell that many Sairundani forged alliances with the very winds, granting them great magical powers, tremendous speed, or enormous strength. However, as the era of the djinn ended, many of its secrets faded from the common knowledge of the tribes.
One of the few bits that still remind of that era is the Path of the Dervish. Taking the nomadic nature of their tribes to the extreme, dervishes strive to attain unity with the winds and the storms in the Dance of the Winds. They no longer are considered part of a single tribe, and they travel far and wide to aid all the tribes in need. Many take this a step further and travel all of the world, seeking new steps for their dances in exchange for their aid. The dervishes of Sairundan learn to follow their whims without harming their surroundings, and shape the winds as the winds shape the dervish, expressing their soul in songs. When two dervishes meet, they are as likely to start a training fight/dance as to start singing together to share their stories.
Most tribes send the young people who seem to be promising dervishes to meet several other tribes, but a few actually send them into distant lands, where they are supposed to pick up new knowledge and as a preparation for their new life as a dervish.
Fighters and rangers are the most common classes to live the path of the dervish. A few ex-monks, bards or rogues might also follow this path, but the martial requirements often discourage them. Other classes usually lack either the martial or the artistic aptitude required for the dervishes.
Hit Dice: d8
Requirements
To qualify to become a dervish of Sairundan, a character must fulfill all the following criteria.
Base Attack Bonus: +6.
Skills: Perform (Dance) 5 ranks, Perfom (Sing) 5 ranks, Tumble 5 ranks.
Feats: Skill Focus (any two of Perform (Dance), Perfom (Sing) or Tumble), Two-Weapon-Fighting, Weapon Finesse, Weapon Focus (scimitar).
Alignment: Neutral good, chaotic good or chaotic neutral.
Special: Must be from Sairundan, or be accepted by a Sairundan tribe as one of their own. Must pass the Test of the Fifteen Winds.
Test of the Fifteen Winds: To be accepted as a dervish, the aspiring character must impress a number of existing dervishes of his talents as a dancer, singer and athlete. Five dervishes gather, and the character must perform seperately his skills Perform (Dance), Perform (Sing) and Tumble. If at least three of the dervishes are impressed, the character can join the ranks of the dervishes, otherwise he must wait a month before he can take the test again. While dervishes normally travel far and wide, the best chance to gather the five dervishes needed for this test is in Sairundan.
Class Skills
The dervish of Sairundan’s class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at each level: 4 + Int modifier.
Code:
Level	Base	Fort Ref	Will	AC Special
	Attack	Save	Save	Save	Bonus
   	Bonus
1st	+1	+0 +2	+0	+1    Slashing blades, song of the storms united, songs of the blade
2nd	+2	+0 +3	+0	+1	Fast movement +5 ft.
3rd	+3	+1 +3	+1	+1	Spring Attack, dervish dance 1
4th	+4	+1 +4	+1	+1	Djinni’s grace, movement mastery
5th	+5	+1 +4	+1	+2	Fast movement +10 ft.
6th	+6	+2 +5	+2	+2	Wind’s fury, dervish dance 2
7th	+7	+2 +5	+2	+2	Djinni’s boon
8th	+8	+2 +6	+2	+2	Fast movement +15 ft.
9th	+9	+3 +6	+3	+3	Dervish dance 3
10th	+10	+3 +7	+3	+3	Djinni’s gift, storm’s fury
Class Features
All of the following are class features of the dervish of Sairundan prestige class.
Weapon and Armor Proficiency: Dervishes of Sairundan gain no proficiency with any weapon or armor.
AC Bonus (Ex): A dervish of Sairundan gains this bonus to Armor Class as long as he is wearing no armor or light armor and not carrying a shield. This bonus to AC applies even against touch attacks or when the dervish is flat-footed. He loses this bonus when he is immobilized or helpless, when he wears any armor heavier than light, when he carries a shield, or when he carries a medium or heavy load.
Song of the Storms United (Su): When a dervish is affected by a bardic music effect or a similar ability, the dervish may attempt a Perform (Sing) check (DC 15 + required ranks in Perform for that ability). If he succeeds, he picks up the song, duplicating its effects, and can affect other allies just like the bard, but using his dervish levels and bard levels for level-based effects. The dervish can only relay a song if he has enough ranks in Perform to use the ability if he were a bard. For example, a 10th level dervish affected by an inspire greatness effect could inspire greatness in one of his allies with asuccessful Perform check (DC 27). If the dervish also has 2 levels of bard, he can inspire greatness in two allies instead.
For bardic music where the bard's Perform check result affects the effectiveness (such as countersong), the Perform check result of the dervish can be no higher than that of the bard.
The following bardic abilities can be used with this ability: Countersong, Inspire Courage, Inspire Competence, Inspire Greatness, Inspire Heroics. Other, similar abilities might be added to that list by the GM.
Slashing Blades: A dervish treats the scimitar as a light weapon (rather than a one-handed weapon) for all purposes, including fighting with two weapons.
Songs of the Blade (Sp): At 1st level, the dervish gains the ability to dance with any slashing melee weapon and listen to its song once per day. From the song of the blade, the dervish can attempt to find out about any special abilities that the weapon possesses, as per the spell identify cast by a caster of the dervish’s class level. To use this ability, the dervish dances for 1 hour with the blade, and then must succeed at a Perform (Dance) check with a DC of 10 + the weapon’s caster level. If he succeeds, he gains insight into all magic properties of the weapon, including how to activate those functions (if appropriate), and how many charges are left (if any). If he fails by 9 or less, he receives no insight. If he fails by 10 or more, he receives false insight.
Just like identify, songs of the blade does not function when used on an artifact. Songs of the Blade is the equivalent of a 1st level spell.
The dervish cannot take 10 on the Perform check for this ability.
Fast Movement (Ex): At 2nd level and higher, a dervish gains an enhancement bonus to his speed. A dervish in any armor heavier than light or carrying a medium or heavy load loses this bonus.
Spring Attack: At 3rd level, a dervish gains the Spring Attack feat, even if he does not meet the prerequisites.
Dervish Dance (Ex): Beginning at third level, the dervish, may attempt to take an additional 5 foot step during a full attack by succeeding at a Perform (dance) check with a DC of 20. The dervish may not take two 5 ft steps in succession – they must be seperated by at least one attack.
Every three levels thereafter, the number of 5 foot steps the dervish can attempt to take increases by one, but the DC to succeed increases by 10. For example, a 6th level dervish could attempt to take two additional 5 foot steps during a full attack, the first requiring a DC 20 Perform check, the second requiring a DC 30 Perform check.
The dervish can not take 10 on the Perform check for this ability.
Djinni’s Grace: At 4th level, the dervish’s bond with the winds strengthens, granting him a +2 enhancement bonus to Dexterity.
Movement Mastery (Ex): Starting at 4th level, the dervish is so certain of his movements that he is unaffected by adverse conditions. When making a Jump, Perform (dance), or Tumble check, he may take 10 even if stress and distraction would normally prevent him from doing so.
Wind’s Fury (Su): At 6th level, the dervish becomes one with the winds that guide his movements. He may add 1/2 his Dexterity bonus, rounded down, to the damage dealt by his melee attacks.
Djinni’s Boon: At 7th level, the dervish’s bond with the winds strengthens, granting him a +2 enhancement bonus to Charisma.
Djinni’s Gift: At 10th level, the dervish’s bond with the winds strengthens, granting him a +2 enhancement bonus to Strength.
Storm’s Fury (Su): At 10th level, the dervish literally becomes the winds that guide his movements. He may add his Dexterity bonus to the damage dealt by his melee attacks. This ability replaces Wind’s Fury.

DROW PARAGON
Separated from the rest of the elven people by a legacy of deceit, betrayal, and evil, the drow are easily one of the most dangerous of the humanoid races. Most drow paragons embody all their race's evil nature and delight in calculated cruelty, but some manage to pull away from this dark path, instead embodying the potential that all elves share for beauty, grace, and martial skill.
Drow society is full of intrigue and fierce competition. Even the most able drow paragons can do little more to advance their race than to strive against the machinations of other powerful drow. When they succeed in breaking away from drow culture and its cruel influence, however, good-aligned drow paragons can be the most able and successful members of their race.

Adventures: Drow paragons adventure for one of two reasons. Those of an evil bent adventure to increase their own personal power, by acquiring wealth and powerful magic items or by improving their combat skills. Those few drow paragons with less selfish motives adventure to remove themselves from the influence of their race's harsh and cruel society. These latter drow paragons are the ones most likely to be seen in the company of other races.

Characteristics: Drow paragons are typically more reserved than other members of their race. Drow paragons consider themselves the elite of drow society, although they are careful about sharing these viewpoints with the powerful priestesses that hold sway over most aspects of drow culture. If anything, drow paragons are even more secretive and devious than average members of their race, and their success in such dangerous society emphasizes their ability to navigate treacherous social environments and manipulate the actions of others. It is said that the day a drow stops scheming is the day of her death.

Alignment: The vast majority of drow, including most drow paragons, are unrelentingly evil. However, the few good-aligned drow who survive their formative years are actually quite likely to gain levels in the drow paragon class. This makes good-aligned drow paragons more frequent than good drow of other classes, but still nowhere near as common as evil-aligned drow paragons.

Religion: Much of drow culture is dominated by religion, and the powerful priestesses who rule drow society see drow paragons as tools—more skilled than other ambitious drow, perhaps, but no more inherently valuable. This outlook chafes against the drow paragons own belief that she is the elite of her race. As a result, drow paragons are unlikely to follow religion of any kind when removed from the direct influence of the drow priestesses.

Background: Drow paragons learn their skills just as other drow do: by succeeding where weaker drow fail. Drow paragons build their skills among the hidden dangers of the subterranean realms and in a society where the powerful freely prey upon the weak. Regardless of alignment or other abilities, drow paragons are all forced at some point to make a decision about their race's cruel and everpresent religion. Those drow paragons who choose to follow the tenets of the evil priestesses often rise to become deadly lieutenants, carrying out the will of the matriarchs. The few who reject the priestesses' teachings must do so quietly and covertly, biding their time until they can escape the influence of other drow.

Races: Most drow paragons have little use for members of the other races, viewing them only as potential prey or slaves. Good-aligned drow paragons, however, see the merits of interracial cooperation. These paragons seek out adventurers of other races, often coming to relate more to the societies of their adventuring companions than to their own culture.

Other Classes: Drow paragons see members of other classes as tools. They value a broad skill set in those with whom they associate, provided they can control the actions of these associates when the need arises. Drow paragons are willing to work with anyone they can manipulate to their own ends.
That said, drow paragons often see fighters as ideal companions because they combine great martial proficiency with physical prowess, while at the same time they are typically incapable of matching the drow's stealth and subtlety—ensuring that the drow paragon can gain the upper hand whenever desired.

Game Rule Information
Code:
	Base
Level	Attack	Fort	Ref	Will	Special							Spells per Day
	Bonus	Save	Save	Save


1st	+0	+0	+2	+0	improved spell-like abilities				+1 level of cleric or wizard
2nd	+1	+0	+3	+0	Improved darkvision (+30 ft.), light sensitivity	—
3rd	+2	+1	+3	+1	Ability boost (Dex +2)					+1 level of cleric or wizard

Drow paragons have the following game statistics.
Abilities: Drow paragons favor fighting from ambush, making Dexterity important for its role in sneaking and striking with ranged weapons. Wisdom helps in detecting a potential foe before the foe detects the drow in turn. Strength is also important due to its obvious role in melee combat.

Alignment: Any.
Hit Die: d6.
Class Skills: The drow paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.

CLASS FEATURES
All of the following are class features of the drow paragon class.

Weapon and Armor Proficiency: Drow paragons are proficient with all simple weapons, rapiers, longswords, and hand crossbows, and with light armor.

Spells per Day: At 1st and 3rd level, a female drow paragon gains new spells per day as if she had also gained a level in cleric. A male drow paragon instead gains new spells per day as if he had gained a level of wizard. The paragon does not, however, gain any other benefit a character of that class would have gained (bonus metamagic feats, and so on). This essentially means that the character adds the level of drow paragon to her level in cleric or wizard, then determines spells per day and caster level accordingly.
If the drow paragon is female and has no levels in cleric, or is male and has no levels in wizard, this class feature has no effect.

Improved Spell-Like Abilities: At 1st level, a drow paragon gains one additional daily use of each of her innate spell-like abilities.

Improved Darkvision (Ex): At 2nd level, a drow paragon's darkvision range increases by 30 feet.

Light Sensitivity (Ex): A 2nd-level drow paragon's light blindness is lessened to light sensitivity. Instead of being blinded by bright light, she is merely dazzled in bright sunlight or within the radius of a daylight spell.

Ability Boost (Ex): At 3rd level, a drow paragon's Dexterity score increases by 2 points.
-Derived from OGC
 

Prestige Classes - J to R

LEARNER
The profession of learner is perhaps one of the most eccentric ones available. Unlike any other group, the learners gain their abilities not from training or knowledge, but through directly experiencing them at the claws of monsters.

Though it is easy enough to define what it is that a learner does, it is not so easy to classify them as a group. Each learner has come across different monsters in their individual careers, leading to an array of abilities that are unique for each learner. Some learners are generalists, learning abilities from a wide variety of monsters, while others focus on a very small subset of creatures and emulate their abilities to the fullest, while still others most focus on a specific type of creature and learn abilities only from them. It is for this reason, as well, that trying to recruit a learner for a task is difficult and sometimes frustrating: you never know what you'll get.

As NPCs, learners are usually not encountered in peaceful settings. They are often found in the wilderness, hunting down and researching monsters.

Hit Die: d6.

REQUIREMENTS
To qualify to become a learner, a character must fulfill the following requirements.
BAB: +4.
Skills: Knowledge (arcana) 6 ranks, Knowledge (nature) 6 ranks.
Feats: Endurance.
Spells: Able to spontaneously cast at least 3rd-level arcane spells.

CLASS SKILLS
The learner’s class skills are Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Knowledge (Religion), Knowlege (The Planes) (Int), Profession (Wis), Ride (Dex), Spot (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at Each Additional Level: 4 + Intelligence modifier

Code:
[color=white][b]TABLE L-1: THE LEARNER

		Fort 	Will 	Ref
Lvl	BAB 	Save 	Save 	Save 	Special[/b]
1 	+0 	+0 	+2 	+0 	Observation, Lore, Self-Study
2 	+1 	+0 	+3 	+0 	Examine
3 	+2 	+1 	+3 	+1
4 	+3 	+1 	+4 	+1 	Conversion
5 	+3 	+1 	+4 	+1
6 	+4 	+2 	+5 	+2 	Analyze
7 	+5 	+2 	+5 	+2
8 	+6 	+2 	+6 	+2	Resistance
9 	+6 	+3 	+6 	+3
10	+7 	+3 	+7 	+3 	Continual Learning[/color]

CLASS FEATURES
All the following are class features of the learner prestige class.

Weapon and Armor Proficiency: Learners gain no new proficiencies.

When in light armor, a learner does not suffer from arcane spell failure when using her talents (see below).

Talents (Sp): Learners do not prepare or cast spells as more standard users of magic do. Instead, they utilize the abilities of monsters that they have learned through direct interaction with creatures; these abilities are known simply as talents. A learner can use any talent she knows at will (though she is limited to a set number per day), with the following qualifications:

A learner's talents are spell-like abilities, even if the ability they mimic are supernatural; using a talent is therefore at least a standard action (if the ability the talent was learned from took longer, then it takes that long instead) and provokes an attack of opportunity. A talent can be disrupted, just as a spell can be ruined during casting. A learner is entitled to a Concentration check to successfully use a talent if she is hit by an attack while concentrating, just as a spellcaster would be. A learner can choose to use a talent defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A learner's talents are subject to spell resistance unless a talent's description specifically states otherwise. A learner's caster level with her talents is equal to her learner level + her caster level in her previous arcane spellcasting class (if she had more than one, she uses to meet the prerequisites of the learner class; if more than one fulfill this criteria, then she may choose which class to use). All of a learner's talents have an equivalent spell level equal the minimum learner level to use them.

The save DC for a talent (if it allows a save) is 10 + equivalent spell level + the learner's Charisma modifier. Since spell-like abilities are not spells, a learner cannot benefit from the Spell Focus feat. She can, however, benefit from the Ability Focus feat (note that the learner must choose a specific talent this feat applies to, rather than her talents as a whole). Also, she can learn the feats Empower Spell-Like Ability and Quicken Spell-Like Ability; when she takes one of these feats, she chooses one of her talents to apply them to. The learner must obey the restrictions on spell level regarding which talent she may choose (using her learner level as her caster level and the talent's effective spell level as its spell level), and retains the restriction on uses per day (she can only use the empowered or quickened version of the talent three times per day).

As the learner progresses, she gains the ability to learn more talents, as shown on Table L-2: Learner Talents.

A learner's talents work exactly as specified in the description of the monster ability. If the monster would require a specific item to use the ability, the learner must have that item to utilize the talent; the item works as a spell focus and is not consumed, unless otherwise stated in the monster ability's description. All talents also have a somatic component, and some may have a verbal component dependent on the talent in question (usually specified in the monster ability's description). If the ability does not have a duration listed, or is a continuous ability, the learner's talent lasts for 1 round/learner level.

To use a talent, the learner has only to expend a single use of her talents/day. This is true for any talent she knows.

A learner can only use talents whose minimum learner level she meets. She can still learn any ability on the learner ability list (see below), but she cannot use an ability without having the minimum learner level listed.

In addition, certain talents require a focus; these abilities make note of a specific item the creature the ability was learned from must have, and the learner must attain the noted item from the creature the ability was learned from. The item does not have to necessarily be taken from that specific creature, but it must be a creature of the same kind (for example, to use a trumpet archon's trumpet ability, a learner must have a trumpet archon's trumpet).

Note that a learner can only learn talents from monster abilities that are inherent. An ability gained from class levels or feats cannot be learned as a talent. An ability that is part of a set of abilities listed under "Spell-like Abilities" cannot be learned; only abilities listed as "Ability Name (Sp or Su)" can be learned. Multiple abilities listed under (Su) can be learned, however.

Finally, unlike other spell-like abilities, talents are subject to arcane spell failure.

Code:
[color=white][b]TABLE L-2: LEARNER TALENTS

Lvl 	Talents/Day 	Talents Known[/b]
1 	2 + Wis mod 	3 + Int mod
2 	3 + Wis mod 	5 + Int mod
3 	5 + Wis mod 	7 + Int mod
4 	6 + Wis mod 	9 + Int mod
5 	8 + Wis mod 	11 + Int mod
6 	9 + Wis mod 	13 + Int mod
7 	10 + Wis mod 	15 + Int mod
8 	12 + Wis mod 	17 + Int mod
9 	13 + Wis mod 	19 + Int mod
10 	15 + Wis mod 	21 + Int mod[/color]

Restricted Talents: Not all monster abilities can be used as talents - the energy used by the creature is too foreign even for a learner to replicate, or learners have yet to formulate methodology to deal with a new creature's abilities. As such, learners cannot learn the following monster abilities as talents.

TABLE L-3: RESTRICTED TALENTS
[sblock]
Code:
[color=white][b]TABLE L-3: RESTRICTED TALENTS

Monster 	Ability[/b]
Barghest 	Feed
Choker 		Quickness
Demon
--Vrock 	Dance of Ruin
Devourer 	Trap Essence
		Spell Deflection
Ghost 		Rejuvenation
Mohrg 		Create Spawn
Nightshade
--Nightcrawler 	Summon Undead
--Nightwalker 	Summon Undead
--Nightwing 	Summon Undead
Shadow 		Create Spawn
Shocker Lizard 	Stunning Shock
Spectre 	Create Spawn
Vampire 	Create Spawn
Wight 		Create Spawn[/color]
[/sblock]
TABLE L-4: RESTRICTED TALENTS - PSIONIC CREATURES[sblock]
Code:
[color=white][b]TABLE L-4: RESTRICTED TALENTS - PSIONIC CREATURES

Monster 		Ability[/b]
Caller in Darkness 	Steal Essence
Cerebrilith 		Summon Demon
Intellect 		Devourer Body Thief[/color]
[/sblock]
In addition, a learner can only learn abilities from monsters from the SRD, and cannot learn abilities from a monster introduced in a Proposal thread in LEW unless the ability is approved for use in conjunction with the learner prestige class.

The following lists are abilities that a learner can learn as talents.

TABLE L-5: LEARNER TALENT LIST[sblock]
Code:
[color=white][b]TABLE L-0: LEARNABLE ABILITY LIST
								Minimum
Creature		Ability	(Type) 				Learner Level	Focus[/b]
Allip			Babble (Su) 				2nd
			Madness (Su)				1st
			Wisdom Drain (Su)			1st
Angel
--Astral Deva		Stun (Su) 				2nd		Astral Deva's Mace
Aranea			Change Shape (Su)			4th
Archon			Aura of Menace (Su)			2nd
			Magic Circle Against Evil (Su)		3rd
			Teleport (Su)				7th
			Tongues (Su)				3rd
--Hound			Change Shape (Su)			4th
--Trumpet		Trumpet (Su)				5th		Trumpet Archon's Horn
Arrowhawk		
--Juvenile		Electricity Ray (Su)			2nd
--Adult			Electricity Ray (Su)			3rd
Assassin Vine		Entangle (Su)				1st
Barghest		Change Shape (Su)			4th
Basilisk		Petrifying Gaze (Su)			5th
Behir			Breath Weapon (Su)			8th
Belker			Smoke Form (Su)				3rd
Blink Dog		Blink (Su)				3rd
			Dimension Door (Su)			4th
Bodak			Death Gaze (Su)				7th
Celestial		Smite Evil (Su)				2nd
Chaos Beast		Corporeal Instability (Su)		7th
Chimera			Breath Weapon (Su)			3rd
Cloaker			Shadow Shift (Su)			4th
Cockatrice		Petrification (Su)			5th
Couatl			Ethereal Jaunt (Su)			7th
			Telepathy (Su)				3rd
Darkmantle		Darkness (Su)				2nd
Demon								
--Babau			Protective Slime (Su)			5th
--Balor			Flaming Body (Su)			8th
--Bebilith		Plane Shift (Su)			7th
--Dretch		Telepathy (Su)				2nd
--Glabrezu		True Seeing (Su)			6th
--Marilith		True Seeing (Su)			6th
--Nalfeshnee		Smite (Su)				6th
			True Seeing (Su)			6th
--Quasit		Alternate Form (Su)			3rd
--Retriever		Eye Ray: Fire (Su)			6th
			Eye Ray: Cold (Su)			6th
			Eye Ray: Electricity (Su)		6th
			Eye Ray: Petrification (Su)		5th
			Find Target (Sp)			8th
--Succubus		Energy Drain (Su)			3rd
			Tongues (Su)				3rd
--Vrock			Stunning Screech (Su)			2nd
Destrachan		Destructive Harmonics (Su)		4th
Devil			See in Darkness (Su)			3rd
			Telepathy (Su)				2nd
--Barbed		Fear (Su)				4th
			Barbed Defense (Su)			2nd
--Bearded		Infernal Wound (Su)			3rd
--Bone			Fear Aura (Su)				4th
--Chain			Dancing Chains (Su)			5th
			Unnerving Gaze (Su)			2nd
--Erinyes		True Seeing (Su)			6th
--Horned		Fear Aura (Su)				4th
			Stun (Su)				2nd
			Infernal Wound (Su)			3rd
--Ice			Fear Aura (Su)				4th
			Slow (Su)				3rd
--Imp			Alternate Form (Su)			3rd
--Pit Fiend		Disease (Su)				4th
			Fear Aura (Su)				5th
Devourer		Energy Drain (Su)			3rd
Displacer Beast		Displacement (Su)			4th
			Resist Ranged Attacks (Su)		1st
Doppelganger		Detect Thoughts (Su)			4th
			Change Shape (Su)			4th
Dragon Turtle		Breath Weapon (Su)			4th
Dragonne		Roar (Su)				2nd
Elemental (Air)		
--Small			Whirlwind (Su)				1st
--Medium		Whirlwind (Su)				3rd
--Large			Whirlwind (Su)				5th
--Huge			Whirlwind (Su)				7th
Elemental (Water)	
--Small			Vortex (Su)				1st
--Medium		Vortex (Su)				3rd
--Large			Vortex (Su)				5th
--Huge			Vortex (Su)				7th
Ethereal Filcher	Detect Magic (Su)			1st
			Ethereal Jaunt (Su)			7th
Ethereal Marauder	Ethereal Jaunt (Su)			7th
Fiendish		Smite Good (Su)				2nd
Formian								
--Worker		Cure Serious Wounds (Sp)		3rd
			Make Whole (Sp)				2nd
--Taskmaster		Dominate Monster (Su)			9th
--Queen			Telepathy (Su)				2nd
Frost Worm		Trill (Su)				2nd
			Breath Weapon (Su)			5th
Genie			Plane Shift [Limited] (Su)		7th
--Djinn			Whirlwind (Su)				5th
--Noble Djinn		Wish (Sp)				10th
--Efreet		Change Size (Su)			2nd
--Janni			Change Size (Su)			2nd
Gaele			Gaze (Su)				5th
			Alternate Form (Su)			7th
			Protective Aura (Su)			5th
			Tongues (Su)				3rd
Ghost			Corrupting Gaze (Su)			5th
			Corrupting Touch (Su)			1st
			Draining Touch (Su)			4th
			Frightful Moan (Su)			3rd
			Horrific Appearance (Su)		5th
			Malevolence (Su)			6th
			Manifestation (Su)			3rd
			Telekinesis (Su)			5th
Ghoul			Ghoul Fever (Su)			3rd
Gibbering Mouther	Gibbering (Su)				4th
			Ground Manipulation (Su)		1st
Golem (Clay)		Haste (Su)				3rd
Golem (Stone)		Slow (Su)				3rd
Gorgon			Breath Weapon (Su)			7th
Hag (Green)		Weakness (Su)				5th
Hag (Sea)		Horrific Appearance (Su)		5th
			Evil Eye (Su)				5th
Half-Celestial		Daylight (Su)				3rd
			Smite Evil (Su)				2nd
Half-Dragon		Breath Weapon (Su)			3rd
Half-Fiend		Smite Good (Su)				2nd
Harpy			Captivating Song (Su)			4th
Hell Hound		Breath Weapon (Su)			2nd
			Fiery Bite (Su)				1st
Inevitables							
--Kolyarut		Enervation Ray (Su)			4th
			Vampiric Touch (Su)			3rd
--Marut			Fists of Thunder and Lightning (Su)	5th
Invisible Stalker	Natural Invisibility (Su)		4th
Krenshar		Scare (Su)				2nd
Lamia			Wisdom Drain (Su)			3rd
Lamasu			Magic Circle Against Evil (Su)		3rd
Leonal			Roar (Su)				7th
			Lay on Hands (Su)			6th
			Protective Aura (Su)			5th
			Speak with Animals (Su)			1st
Lich			Fear Aura (Su)				3rd
			Paralyzing Touch (Su)			6th
			Damage Reduction (Su)			4th
Lycanthrope		Alternate Form (Su)			3rd
			Curse of Lycanthropy (Su)		4th
Medusa			Petrifying Gaze (Su)			7th
Mephit								
--Air			Breath Weapon (Su)			2nd
--Dust			Breath Weapon (Su)			2nd
--Earth			Breath Weapon (Su)			2nd
			Change Size (Su)			2nd
--Fire			Breath Weapon (Su)			2nd
--Ice			Breath Weapon (Su)			2nd
--Magma			Breath Weapon (Su)			2nd
--Ooze			Breath Weapon (Su)			2nd
--Salt			Breath Weapon (Su)			2nd
--Steam			Breath Weapon (Su)			2nd
--Water			Breath Weapon (Su)			2nd
Mohrg			Paralyzing Touch (Su)			4th
Mummy			Despair (Su)				4th
			Mummy Rot (Su)				6th
Naga								
--Dark Naga		Detect Thoughts (Su)			2nd
--Spirit Naga		Charming Gaze (Su)			3rd
Night Hag		Dream Haunting (Su)			9th		Night Hag's Heartstone
Nightmare		Flaming Hooves (Su)			1st
			Smoke (Su)				1st
			Etherealness (Su)			9th
			Astral Projection (Su)			10th
Nightshade		Desecrating Aura (Su)			3rd
--Nightcrawler		Energy Drain (Su)			4th
--Nightwalker		Crush Item (Su)				2nd
			Evil Gaze (Su)				4th
--Nightwing		Magic Drain (Su)			6th
Nymph			Blinding Beauty (Su)			5th
			Stunning Glance (Su)			3rd
			Unearthly Grace (Su)			2nd
Ogre Mage		Flight (Su)				3rd
Phantom Fungus		Greater Invisibility (Su)		4th
Phase Spider		Ethereal Jaunt (Su)			7th
Phasm			Alternate Form (Su)			4th
Planetouched							
--Aasimar		Daylight (Sp)				3rd
--Tiefling		Darkness (Sp)				2nd
Pseudodragon		Telepathy (Su)				5th
Rakshasa		Detect Thoughts (Su)			2nd
			Change Form (Su)			2nd
Rast			Paralyzing Gaze (Su)			4th
			Flight (Su)				3rd
Ravid			Positive Energy Lash (Su)		3rd
			Animate Objects (Su)			6th
			Flight (Su)				3rd
Satyr			Pipes (Su)				4th		Satyr's Pipes
Shadow			Strength Damage (Su)			2nd
Shadow Mastiff		Bay (Su)				6th
			Shadow Blend (Su)			3rd
Shield Guardian		Find Master (Su)			2nd		Shield Guardian's Amulet
			Shield Other (Sp)			2nd		Shield Guardian's Amulet
			Spell Storing (Sp)			4th
Shocker Lizard		Lethal Shock (Su)			3rd
Spectre			Energy Drain (Su)			4th
			Unnatural Aura (Su)			2nd
Sphinx								
--Androsphinx		Roar (Su)				7th
Spider Eater		Freedom of Movement (Su)		4th
Sprite								
--Grig			Fiddle (Su)				6th		Grig's Fiddle
--Nixie			Charm Person (Sp)			1st
			Water Breathing (Sp)			3rd
--Pixie			Greater Invisibility (Su)		4th
Tarrasque		Frightful Presence (Su)			4th
Treant			Animate Trees (Sp)			6th
Umber Hulk		Confusing Gaze (Sp)			4th
Unicorn			Magic Circle Against Evil (Su)		3rd
Vampire			Children of the Night (Su)		2nd
			Dominate (Su)				5th
			Energy Drain (Su)			5th
			Alternate Form (Su)			4th
			Damage Reduction (Su)			4th
			Gaseous Form (Su)			3rd
Vampire Spawn		Domination (Su)				5th
			Energy Drain (Su)			4th
			Gaseous Form (Su)			3rd
Vargouille		Shriek (Su)				6th
			Kiss (Su)				6th
Wight			Energy Drain (Su)			4th
Winter Wolf		Breath Weapon (Su)			3rd
			Freezing Bite (Su)			2nd
Wraith			Unnatural Aura (Su)			1st
			Constitution Drain (Su)			4th
--Dread			Lifesense (Su)				3rd
			Constitution Drain (Su)			5th
Xill			Planewalk (Su)				7th
Yeth Hound		Bay (Su)				2nd
			Flight (Su)				4th
Yrthak			Sonic Lance (Su)			4th
Yuan-ti								
--Halfblood		Produce Acid (Sp)			2nd
			Chameleon Power (Sp)			1st
--Abomination		Aversion (Sp)				6th
			Produce Acid (Sp)			2nd
			Chameleon Power (Sp)			1st[/color]
[/sblock]
Abilities of true dragons may be dependent upon their age category or set their saving throw DCs based upon their Frightful Presence DC. When a learner uses a talent learned from a true dragon, use her learner level as her age category, and set the saving throws of abilities that reference the dragon's Frightful Presence using the normal method of setting an ability's saving throw DC (10 + talent's spell level + learner's Cha modifier).

For dragons, all references to frightful presence are ignored; the DCs set by these abilities are set just as they are for other talents.

TABLE L-6: LEARNER TALENT LIST - TRUE DRAGONS[sblock]
Code:
[color=white][b]TABLE L-6: LEARNABLE ABILITY LIST - TRUE DRAGONS

							Minimum
Creature	Ability	(Type) 				Learner Level	Focus[/b]
Black Dragon		
--Wyrmling	Breath Weapon (Su)			1st
--Very Young	Breath Weapon (Su)			2nd
--Young		Breath Weapon (Su)			3rd
--Juvenile	Breath Weapon (Su)			4th
		Darkness (Sp)				3rd
--Young Adult	Breath Weapon (Su)			5th
--Adult		Breath Weapon (Su)			6th
		Corrupt Water (Sp)			1st
--Mature Adult	Breath Weapon (Su)			7th
--Old		Breath Weapon (Su)			8th
		Plant Growth (Sp)			3rd
--Very Old	Breath Weapon (Su)			9th
--Ancient	Breath Weapon (Su)			10th
		Insect Plague (Sp)			5th
--Wyrm		Breath Weapon (Su)			10th
--Great Wyrm	Breath Weapon (Su)			10th
		Charm Reptiles (Sp)			2nd

Blue Dragon	Create/Destroy Water (Sp)		1st
--Wyrmling	Breath Weapon (Su)			1st
--Very Young	Breath Weapon (Su)			2nd
--Young		Breath Weapon (Su)			3rd
--Juvenile	Breath Weapon (Su)			4th
--Young Adult	Breath Weapon (Su)			5th
--Adult		Breath Weapon (Su)			6th
		Ventriloquism (Sp)			1st
--Mature Adult	Breath Weapon (Su)			7th
--Old		Breath Weapon (Su)			8th
		Hallucinatory Terrain (Sp)		4th
--Very Old	Breath Weapon (Su)			9th
--Ancient	Breath Weapon (Su)			10th
		Veil (Sp)				6th
--Wyrm		Breath Weapon (Su)			10th
--Great Wyrm	Breath Weapon (Su)			10th
		Mirage Arcana (Sp)			5th

Green Dragon							
--Wyrmling	Breath Weapon (Su)			1st
--Very Young	Breath Weapon (Su)			2nd
--Young		Breath Weapon (Su)			3rd
--Juvenile	Breath Weapon (Su)			4th
--Young Adult	Breath Weapon (Su)			5th
--Adult		Breath Weapon (Su)			6th
		Suggestion (Sp)				3rd
--Mature Adult	Breath Weapon (Su)			7th
--Old		Breath Weapon (Su)			8th
		Plant Growth (Sp)			3rd
--Very Old	Breath Weapon (Su)			9th
--Ancient	Breath Weapon (Su)			10th
		Dominate Person (Sp)			5th
--Wyrm		Breath Weapon (Su)			10th
--Great Wyrm	Breath Weapon (Su)			10th

Red Dragon							
--Wyrmling	Breath Weapon (Su)			1st
--Very Young	Breath Weapon (Su)			2nd
--Young		Breath Weapon (Su)			3rd
--Juvenile	Breath Weapon (Su)			4th
		Locate Object (Sp)			2nd
--Young Adult	Breath Weapon (Su)			5th
--Adult		Breath Weapon (Su)			6th
--Mature Adult	Breath Weapon (Su)			7th
--Old		Breath Weapon (Su)			8th
		Suggestion (Sp)				3rd
--Very Old	Breath Weapon (Su)			9th
--Ancient	Breath Weapon (Su)			10th
		Find the Path (Sp)			6th
--Wyrm		Breath Weapon (Su)			10th
--Great Wyrm	Breath Weapon (Su)			10th
		Discern Location (Sp)			8th

White Dragon							
--Wyrmling	Breath Weapon (Su)			1st
--Very Young	Breath Weapon (Su)			2nd
--Young		Breath Weapon (Su)			3rd
--Juvenile	Breath Weapon (Su)			4th
		Fog Cloud (Sp)				2nd
--Young Adult	Breath Weapon (Su)			5th
--Adult		Breath Weapon (Su)			6th
		Gust of Wind (Sp)			2nd
--Mature Adult	Breath Weapon (Su)			7th
--Old		Breath Weapon (Su)			8th
		Freezing Fog (Sp)			4th
--Very Old	Breath Weapon (Su)			9th
--Ancient	Breath Weapon (Su)			10th
		Wall of Ice (Sp)			4th
--Wyrm		Breath Weapon (Su)			10th
--Great Wyrm	Breath Weapon (Su)			10th
		Control Weather (Sp)			7th

Bronze Dragon	Speak with Animals (Sp)			2nd
--Wyrmling	Breath Weapon (Su)			1st
--Very Young	Breath Weapon (Su)			2nd
--Young		Breath Weapon (Su)			3rd
--Juvenile	Breath Weapon (Su)			4th
		Endure Elements (Sp)			1st
--Young Adult	Breath Weapon (Su)			5th
--Adult		Breath Weapon (Su)			6th
		Suggestion (Sp)				3rd
--Mature Adult	Breath Weapon (Su)			7th
--Old		Breath Weapon (Su)			8th
		Control Winds (Sp)			5th
--Very Old	Breath Weapon (Su)			9th
--Ancient	Breath Weapon (Su)			10th
		Control Weather (Sp)			7th
--Wyrm		Breath Weapon (Su)			10th
--Great Wyrm	Breath Weapon (Su)			10th
		Summon Djinni (Sp)			9th

Brass Dragon	Speak with Animals (Sp)			2nd
--Wyrmling	Breath Weapon (Su)			1st
--Very Young	Breath Weapon (Su)			2nd
--Young		Breath Weapon (Su)			3rd
		Alternate Form (Su)			4th
--Juvenile	Breath Weapon (Su)			4th
--Young Adult	Breath Weapon (Su)			5th
--Adult		Breath Weapon (Su)			6th
		Create Food and Water (Sp)		3rd
		Fog Cloud (Sp)				2nd
--Mature Adult	Breath Weapon (Su)			7th
--Old		Breath Weapon (Su)			8th
		Detect Thoughts (Sp)			2nd
--Very Old	Breath Weapon (Su)			9th
--Ancient	Breath Weapon (Su)			10th
		Control Water (Sp)			4th
--Wyrm		Breath Weapon (Su)			10th
--Great Wyrm	Breath Weapon (Su)			10th
		Control Weather (Sp)			7th

Copper Dragon		
--Wyrmling	Breath Weapon (Su)			1st
--Very Young	Breath Weapon (Su)			2nd
--Young		Breath Weapon (Su)			3rd
--Juvenile	Breath Weapon (Su)			4th
--Young Adult	Breath Weapon (Su)			5th
--Adult		Breath Weapon (Su)			6th
		Stone Shape (Sp)			3rd
--Mature Adult	Breath Weapon (Su)			7th
--Old		Breath Weapon (Su)			8th
		Transmute Rock to Mud/Mud to Rock (Sp)	5th
--Very Old	Breath Weapon (Su)			9th
--Ancient	Breath Weapon (Su)			10th
		Wall of Stone (Sp)			5th
--Wyrm		Breath Weapon (Su)			10th
--Great Wyrm	Breath Weapon (Su)			10th
		Move Earth (Sp)				6th

Gold Dragon	Alternate Form (Su)			4th
--Wyrmling	Breath Weapon (Su)			1st
--Very Young	Breath Weapon (Su)			2nd
--Young		Breath Weapon (Su)			3rd
--Juvenile	Breath Weapon (Su)			4th
		Bless (Sp)				1st
--Young Adult	Breath Weapon (Su)			5th
--Adult		Breath Weapon (Su)			6th
		Luck Bonus (Sp)				2nd
--Mature Adult	Breath Weapon (Su)			7th
--Old		Breath Weapon (Su)			8th
		Geas/Quest (Sp)				7th
		Detect Gems (Sp)			2nd
--Very Old	Breath Weapon (Su)			9th
--Ancient	Breath Weapon (Su)			10th
		Sunburst (Sp)				8th
--Wyrm		Breath Weapon (Su)			10th
--Great Wyrm	Breath Weapon (Su)			10th
		Foresight (Sp)				9th

Silver Dragon	Alternate Form (Su)			4th
		Cloudwalking (Su)			6th
--Wyrmling	Breath Weapon (Su)			1st
--Very Young	Breath Weapon (Su)			2nd
--Young		Breath Weapon (Su)			3rd
--Juvenile	Breath Weapon (Su)			4th
		Feather Fall (Sp)			1st
--Young Adult	Breath Weapon (Su)			5th
--Adult		Breath Weapon (Su)			6th
		Fog Cloud (Sp)				2nd
--Mature Adult	Breath Weapon (Su)			7th
--Old		Breath Weapon (Su)			8th
		Control Winds (Sp)			5th
--Very Old	Breath Weapon (Su)			9th
--Ancient	Breath Weapon (Su)			10th
		Control Weather (Sp)			7th
--Wyrm		Breath Weapon (Su)			10th
--Great Wyrm	Breath Weapon (Su)			10th
		Reverse Gravity (Sp)			7th[/color]
[/sblock]
The abilities of some psionic creatures may mention the expenditure of psionic power points; a learner may ignore such requirements.

TABLE L-7: LEARNER TALENT LIST - PSIONIC CREATURES[sblock]
Code:
[color=white][b]TABLE L-7: LEARNER TALENT LIST - PSIONIC CREATURES

							Minimum
Creature		Ability (Type)			Learner Level	[/b]
Astral Construct	Smite (Su)			1st
			Concussion (Ps)			4th
			Dimension Slide (Ps)		3rd
			Energy Bolt (Ps)		5th
			Natural Invisibility (Su)	4th	
Brain Mole		Hide Mind (Su)			1st
			Power Conversion (Su)		2nd
Caller in Darkness	Unnatural Aura (Su)		2nd
Elan			Repletion (Su)			3rd
			Resilience (Su)			2nd
			Resistance (Su)			1st
Gray Glutton		Null Psionic Exhalation (Su)	4th	
Neothelid		Breath Weapon (Su)		7th
Psion-Killer		Dispel Psionics (Su)		3rd
Puppeteer		Hide Mind (Su)			1st
			Telepathy (Su)			4th
Temporal Filcher	Time Filch (Su)			5th
Thought Eater		Eat Thoughts (Su)		3rd
			Ethereal Jaunt (Su)		7th
Thought Slayer		Mind Consuming Gaze (Su)	6th
			Ethereal Jaunt (Su)		7th
Unbodied		Telekinetic Force (Su)		3rd
			Assume Likeness (Su)		3rd
			Hide Mind (Su)			1st
Xeph			Burst (Su)			1st[/color]
[/sblock]
Observation (Su): The primary way that a learner learns her talents is through observation. As a standard action, a learner can watch monsters present within 60 feet. If any of them should use an Su or Sp ability until the learner’s next action, the learner may attempt to learn the talent associated with that ability.

In order to learn the talent, the learner must make a Knowledge check against the Su or Sp ability’s saving throw DC. If it doesn’t have one, the DC to learn the ability is 10 + one-half the monster’s HD + the monster’s Charisma modifier (if the modifier is less than +0, it is considered +0 for purposes of learning). If the learner succeeds, she learns the talent associated with that ability, so long as she has not learned her maximum number of talents.

The specific Knowledge check depends upon the type of the monster the ability is being learned from.
Code:
[color=white][b]TABLE L-8: KNOWLEDGE SKILLS USED FOR OBSERVATION

Knowledge (...) 	Monster Types[/b]
Arcana 			constructs, dragons, magical beasts
Dungeoneering 		aberrations, oozes
Nature 			animals, fey, giants, humanoids, monstrous humanoids,
			plants, vermin
Religion 		undead
The Planes 		elementals, outsiders[/color]
If he does not have an available talent slot, she can still learn the talent, though she must switch out a talent she already knows to do so. The learner can do this as a move action; however, she must choose to do so within a number of rounds after she would have normally learned the talent equal to her Wisdom modifier. The learner permanently loses the swapped-out talent, but she can attempt to relearn it normally.

Example: A learner with a Wisdom of 14 has no open talent slots, and is subjected to a basilisk's gaze. Surviving, she wants to try to learn the talent. To do so, she must take a move action within 2 rounds of being subjected to the basilisk's gaze to learn that talent, and she must lose another talent to make room for the new one.

If the learner fails, she does not learn the talent. However, the next time she attempts to learn that talent in the same combat, she gets a +1 competence bonus on her Knowledge check to learn the talent for each time she has failed.

If the learner is attacked with an Su or Sp ability while observing, she gets a +4 bonus on the Knowledge check to learn that talent.

Observation requires that the learner have a line of effect and line of sight to the creature being observed. If the ability also has a vocal or sonic component, the learner must also be able to clearly hear the creature.

Lore: Learners are well-versed in the nature of monstrosities. As such, she may make a special knowledge check with a bonus equal to her learner level + her Intelligence modifier to see whether she knows some relevant information concerning a monster or learner talent.
Code:
[color=white][b]TABLE L-9: LEARNER LORE

DC 	Type of Knowledge Examples[/b]
10 	Common, known by at least a The weaknesses of lycanthropes; more
	substantial minority of the local common learner talents.
	population.
20 	Uncommon but available, known The names of specific types of angels
	by only a few people in the area. and eladrins; unusual learner talents.
25 	Obscure, known by few, hard to The history of a race of monsters;
	come by. powerful learner talents.
30 	Extremely obscure, known by The history of an ancient, lost race;
	very few. talents learned from extinct species.[/color]
A successful lore check will not reveal the powers of a magic item related to learner talents but may given a hint as to its general function. A learner may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

A learner can make a Lore check to determine what learner talents can be learned from a given monster; the DC is equal to 10 + the monster’s HD.

Self-Study: At first level, the learner may choose one of her spells known from one of her previous arcane spellcasting class. The spell chosen can be of a spell level up to one less than her maximum spell level known for that class.

The spell chosen permanently becomes one of the learner's talents, and she loses the spell from her spells known for the class she took it from (the spell cannot be replaced until she gains a level in that class that would allow her to switch out spells, at which point she may choose to gain a new spell in place of the lost spell known).

The talent gained this way has a minimum learner level equal to its equivalent spell level.

If the learner switches out the talent she learns in this manner in order to learn a new talent, she may later spend an hour in meditation to relearn it at any time. However, if she has no available talents known, she must switch out another talent, just as though she were learning the talent normally (see Observation, above).

Examine (Ex): At 2nd level, the learner gains the ability to judge an opponent’s or monster’s capabilities. As a standard action, the learner makes a Lore check, opposed by the opponent's Will save. If the learner succeeds, she determines the target’s current hit points, creature type, and what will penetrate its DR (if any). If the learner fails, she cannot attempt to use this ability on that opponent again for the rest of that day.

Effects that prevent the creature from being scryed also prevent the learner from using Examine on it.

Conversion (Su): At 4th level, the learner has mastered the art of converting her arcane energy into a shield to enable her to survive the abilities of monsters. In effect, she gains a DR equal to her Wisdom modifier. Each time this DR prevents damage, she loses one use of a talent. Each time she is dealt damage, the learner chooses whether or not to activate this ability.

A learner suffers no adverse effects from losing talent slots in this way.

Analyze (Ex): At 6th level, the learner has become adept at judging her opponents and monsters. As a standard action, the learner makes a Lore check, opposed by the opponent's Will save. If the learner succeeds, she determines the target’s current and max hit points, creature type and subtypes, how powerful its DR is and what will penetrate it (if any), and any immunities or vulnerabilities it has (if any). If the learner fails, she cannot attempt to use this ability or Examine on that opponent again for the rest of that day.

Effects that prevent the creature from being scryed also prevent the learner from using Analyze on it.

Resistance (Ex): At eighth level, the learner begins to become more resistant to conditions that would impede him and his ability to learn. He gains a +2 resistance bonus on saving throws against effects that would cause the following conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.

Continual Observation (Su): At 10th level, the learner has mastered the art of being continually alert. She is now considered observing at all times, and she does not need to take a standard action to observe; however, the maximum range for continual observation is 5 feet/2 learner levels.

The learner can still observe as a standard action.

LITTLE SNEAK
Hit Die: d6.

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

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

Skill Points at Each Level: 4 + Int modifier.

Code:
[b]Table: Little Sneak[/b]

[b]Level   BAB  Fort  Refl  Will  Special[/b]

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

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

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

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

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

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

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

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

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

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

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


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

Hit Die: d10.
Requirements
To qualify to become an Outrider, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Skills: Handle Animal 8 ranks, Ride 8 Ranks
Feats: Mounted Combat, Ride by Attack

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

Code:
[B]Table: The Outrider
Level	BAB	Fort	Wil	Ref	Special[/B]
1st	+1	+2	+0	+0	Mount Bonding
2nd	+2	+3	+0	+0	Ride Proficiency
3rd	+3	+3	+1	+1	Sturdy in the Saddle
4th	+4	+4	+1	+1	Mounted Full Attack
5th	+5	+4	+1	+1	Improved Mount Control
Class Features
All the following are Class Features of the Outrider prestige class.

Weapon and Armor Proficiency: An Outrider is proficient with all simple and martial weapons, light armor, medium armor, and heavy armor, and all shields(Except Tower).
Mount Bonding (Su): An Outrider forms a tight bond with their mounts that becomes almost supernatural or spiritual. If the Outrider has the Special Mount class feature, or uses an Animal Companion as a mount, their outrider levels add to their effective level for any special bonuses that these animals may get. (So, an 8th level Ranger/ 3rd level Outrider is considered 7th level for their animal companion if it is their mount) Otherwise, the mount can be any mount the Outrider can use. This special bond takes one month to form, and lasts until the mount dies, or the Outrider is without the mount for 6 months, though the bond with an ex-mount can be recovered in only a week instead of the usual month.
Code:
[B] 	Bonus 	NA 	Str 	Int 	
Level	HD	Adj.	Adj.	Adj.	Special[/B]
1st 	+1 	+1 	+1 	+1	Empathic link, Share Spells
2nd 	+2 	+2 	+1 	+1 	Evasion
3rd 	+3 	+3 	+2 	+2 	Iron Will
4th 	+4 	+4 	+2 	+2 	Improved Speed
5th	+5	+5	+3	+3	Improved Evasion
Empathic Link (Ex): A Outrider can handle her mount as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The Outrider gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding a mount.
Share Spells (Ex): At the Outrider’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if the mount moves farther than 5 feet away and will not affect the mount again, even if it returns to the Outrider before the duration expires.
Additionally, the Outrider may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. An Outrider and her mount can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Evasion (Ex): If a mount is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Iron Will: A mount gains the feat Iron Will. If the mount already has Iron Will, the mount then gains a feat of his or her choice
Improved Speed (Ex): A mount gains a +10 bonus to it’s base speed.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Ride Proficiency (Ex): An outrider may add his outrider level as a competence bonus to any ride checks.
Sturdy in the Saddle (Ex): The outrider learns to maintain his balance and composure while in the saddle. Any penalties for being in the saddle are cut in half. This is cumulitive with any feats that reduce the effect as well (IE, cuts penalties by half after other feats, resulting in 1/4 for the Mounted Archery penalties for example). Also, the Outrider gains a +5 compitence bonus to Balance while mounted, and can take a 10 when mounting or dismounting.
Mounted Full Attack (Ex): An outrider may make a full attack from the back of their mount even if their mount moved up to one full move. This may not be done when charging or making a double move.
Improved Mount Control (Ex): An Outrider may make a single turn of up to 90 degrees while charging, though the mount must move at least 10 feet after the turn for it to be considered a charge. To do this, the rider must make a ride check with a DC of 30. If the check fails, the mount continues on for 10 feet beyond where it tried to turn and stops, loosing the rest of its actions.
- Created by Bront
 

Prestige Classes - S to Z

SEEKER OF THE ELEMENTAL SONG
The Seekers of the Elemental Song see and hear the music of the world a bit differently, and seek to learn the song that unlocks them. They believe that song mastered the chaos that helped to form and command the elements to work together. They hope to master the elements and the chaos surrounding them by learning the full Song of the Elements.
Hit Die: d6
Requirements
To qualify to become a Seeker, a character must fulfill all the following criteria.
Skills: Perform: (Strings, Woodwinds, or Singing) 13 ranks, KN: Arcane 13 Ranks, Listen 13 Ranks, and KN: Nature 10 Ranks
Feats: Skill Focus: Perform: (Strings, Woodwinds, or Singing)
Special: Bardic Music, Must Speak Terran, Ignan, Auran, and Aquan
Special: Must have visited or at least been near one of the six towers. Close enough to hear the song eminating from it. (Line of sight)

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

Code:
[B]Table: Seeker of the Elemental Song
Level	BAB	Fort	Wil	Ref	Special[/B]
1st	+0	+0	+2	+2	Bardic Music, Song of the Elements part I, Inspire Music, Spell Casting
2nd	+1	+0	+3	+3	Blend Music
3rd	+1	+1	+3	+3	Song of the Elements part II
4th	+2	+1	+4	+4	Splice Music
5th	+2	+1	+4	+4	Song of the Elements part III
6th	+3	+2	+5	+5	Greater Inspire Music
7th	+3	+2	+5	+5	Song of the Elements part IV
8th	+4	+2	+6	+6	Meld Music
9th	+4	+3	+6	+6	Song of the Elements part V
10th	+5	+3	+7	+7	Song of the Elements Mastery
Class Features
All the following are Class Features of the Outrider prestige class.

Weapon and Armor Proficiency: A Seeker gains no Weapon or Armor Proficiency beyond what they already have.
Bardic Music: A Seeker gains Bardic Music as if he had gained a bard level, including any new uses of Bardic Music if he has the appropriate ranks in Perform to perform them. However, this only applies for Instrumental or Singing performances. The Seeker can not use Seeker levels or abilities with any other Perform type (such as oratory or dancing).
Spell Casting: A Seeker cast spells and advances on the bard spell casting table, but they instead use the Seeker spell list. All new spells learned by taking Seeker levels (or subsequent bard levels) are drawn from the Seeker's spell list. All spells learned prior to being a Seeker are kept.
Song of the Elements Parts: There are 5 parts to the Song of the Elements, Each part having a melody and a finale. At each odd level, the Seeker learns one part, and can use the melody and the finale of that part. The melody can be used and sustained as per normal bardic music rules. The finally effects work like bardic music as well, except the finales end after their effects happen, and may not be maintained.
Song of the Earth:
- Lasting Melody - This song allows the Seeker to temporarily alleviate conditions. Sufferers of Poison, Disease, Curses, Addictions, and most other malicious conditions receive a new saving through, and can opt to use the Seeker's perform bonus instead of rolling the save normally. If the save is successful, the effects of the condition are alleviated for the duration of the song, and if the song is sustained for more than a minute, this continues for one hour per seeker level. When the duration expires, the effects resume as if continuing from when they last affected the character and no time has passed. Permanent conditions, such as death, amputation, damage, and such are not subject to this power, and the DM has the final say of what is and isn't affected.
- Strength of the Stone - This song can be used to heal allies within 50 feet. The Seeker takes a full round action, and makes a perform check, and the result is the amount of HP healed, with a maximum of 5 HP per Seeker level, after which the song ends.
Song of the Wind:
- Gusting Melody - This song creates a swirling wind around the Seeker and his allies, giving all allies who are listening a 5% miss chance per Seeker level to all ranged attacks against them. This effect ends immediately upon the end of the song.
- Whisper of the Wind - This song allows the Seeker to Teleport, much like the spell, with a range equal to 100 miles per rank in Perform, and the Seeker can take one additional person per Seeker level. In the event of a mishap, the Seeker simply does not teleport. Once the Seeker arrives at his destination, the song ends.
Song of the Sea
- Misty Melody - This song protects the seeker and his allies from energy attacks. The song absorbs a number of points of energy damage equal to the perform ranks of the seeker per round. All energy damage counts against the total. This effect end 5 rounds after the song ends.
- Babbling of the River - This song allows you to Control Weather, as per the spell, except that the song must be sung each time the Seeker wishes to change the weather again. The song takes one full round to perform, and ends the round after it begins.
Song of the Sun
- Radiant Melody - This Song allows the Seeker to turn (but not destroy) undead at a level equal to the number of perform ranks of the Seeker. The song requires concentration, and the effects wear off 1 round after the song ends.
- Essence of the Morning - This Song calls forth a ray of searing sunlight, scorching one opponent. The effect is a Ray that does 2d6 per Seeker level (4d6 vs. Undead and creatures vulnerable to sunlight/fire), and is a ranged touch attack using the Seeker's perform check to hit. After the strike, the song ends.
Song of Chaos
- Jarring Melody - This song clouds the minds of those who hear the song. Up to 3 opponents per level of the Seeker within that can hear the Seeker must make a Will save DC 10 + the number of ranks in Perform of the type used to enact the song or act as if under the Confusion spell. This effect requires concentration to maintain, and ends immediately upon the song ending.
- Absence of Order - This Song calls down the destructive power of Chaos. When a Seeker spends a full round action to call this song, chaotic energy rises up to strike his enemies, striking one opponent at random per seeker level within 50' of the Seeker for 1d8 points of damage per seeker level, Reflex save for Half. Save DC is 10 + the number of ranks in Perform of the type used to enact the song, and the damage energy is determined at random (Roll a D10, 1-2: Fire, 3-4: Cold, 5-6: Acid, 7-8: Sonic, 9-10: Electricity)
Inspire Music: The Seeker is so musically inspiring, that he brings out the innate musical talent in those who listen to his song. When performing without bardic music, one ally per Seeker class level can use the perform skill as if they had a number of ranks equal to 1 + Seeker's class level. These ranks to not count for others using their own bardic music. This effect lasts for one hour, and does not cost a bardic music use.
Blend Music: The Seeker can combine two bardic music effects (Including Song of the Elements parts). Each effect is considered a separate use of the bardic music ability as if they had been used separately. If either or both effects require concentration, the seeker can use a standard action to maintain both of them. Normal stacking rules for benefits and bonuses still apply, and if the song ends (either from loosing concentration, or other stipulations), it ends for both effects, and rules for what happens are handled normally. Concentration checks made while blending music are made at a -5.
Splice Music: The Seeker can work in the beginning and ends of bardic music effects into the current performance. This means that the Seeker can begin a second bardic music effect while maintaining a current one (and only one). This is a swift action, and once done, the seeker is considered to be using the blend music effect. Also, a Seeker can end one effect without ending both when using the blend music special ability. To end one and only one effect requires a DC 15 concentration check (Without the blending penalty). Failure indicates that both effects were ended.
Greater Inspire Music: As Inspire Music, except it now grants use of the perform skill as if they had a number of ranks equal to twice the Seeker's class level. All other aspects of the power remain unchanged.
Meld Music: If the Seeker is only using one Bardic Music effect, a Seeker can cast a bard spell by making a concentration check vs. a DC of 15 + Spell Level of the spell trying to be cast. Failure means that the spell is expended, but does not break the bardic music effect. Ending a song using Splice Music no longer requires a concentration check, and is automatically successful.
Song of the Elements Mastery: The Seeker can sing the Song of the Elements in it's entirety. The Seeker must start from scratch (No songs started), and beings the first part of the Song of the Elements, and the effects of melody and the finally (if desired) happen. Next Round, the Seeker starts a second part, again with melody and finally (if desired) happening, while previous melody effects remain. This continues until all 5 parts have been sung, at which point the Seeker can maintain all 5 parts at the same time. This costs two daily bardic music uses, and may not be used with Blend, or Splice Music, though Meld Music can be used once the Song of the Elements is complete. Failure of any concentration checks result in the ending of the entire song. The songs can be sung in any particular order.

[sblock=Spell List]Seeker's Seeker List:
0-Level Bard Spells (Cantrips)
Create Water: Creates 2 gallons/level of pure water.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (-1 on attack rolls).
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Summon Instrument: Summons one instrument of the caster’s choice.

1st-Level Seeker Spells
Alarm: Wards an area for 2 hours/level.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Comprehend Languages: You understand all spoken and written languages.
Confusion, Lesser: One creature is confused for 1 round.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Disguise Self: Changes your appearance.
Endure Elements: Exist comfortably in hot or cold environments
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Hideous Laughter: Subject loses actions for 1 round/ level.
Hypnotism: Fascinates 2d4 HD of creatures.
Magic Mouth: Speaks once when triggered.
Magic Aura: Alters object’s magic aura.
Obscuring Mist: Fog surrounds you.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Speak with Animals: You can communicate with animals.
Ventriloquism: Throws voice for 1 min./level.

2nd-Level Seeker Spells
Alter Self: Assume form of a similar creature.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Blindness/Deafness: Makes subject blind or deaf.
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Continual Flame: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Daze Monster: Living creature of 6 HD or less loses next action.
Delay Poison: Stops poison from harming subject for 1 hour/ level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Fog Cloud: Fog obscures vision.
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Gust of Wind: Blows away or knocks down smaller creatures.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Make Whole: Repairs an object.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
Scare: Panics creatures of less than 6 HD.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Suggestion: Compels subject to follow stated course of action.
Tongues: Speak any language.
Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Seeker Spells
Blink: You randomly vanish and reappear for 1 round/level.
Charm Monster: Makes monster believe it is your ally.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Dispel Magic: Cancels magical spells and effects.
Fear: Subjects within cone flee for 1 round/level.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Geas, Lesser: Commands subject of 7 HD or less.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quench: Extinguishes nonmagical fires or one magic item.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Scrying: Spies on subject from a distance.
Sculpt Sound: Creates new sounds or changes existing ones.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Sending: Delivers short message anywhere, instantly.
Sleet Storm: Hampers vision and movement
Speak with Plants: You can talk to normal plants and plant creatures.
Stone Shape: Sculpts stone into any shape.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4th-Level Seeker Spells
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Control Water: Raises or lowers bodies of water.
Contact Elemental Plane: Lets you ask question of extraplanar entity, works as Contact Other Plane, but only for the Elemental Planes.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door: Teleports you short distance.
Dominate Person: Controls humanoid telepathically.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Fly: Subject flies at speed of 60 ft.
Freedom of Movement: Subject moves normally despite impediments.
Hold Monster: As hold person, but any creature.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Solid Fog: Blocks vision and slows movement.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.

5th-Level Seeker Spells
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dream: Sends message to anyone sleeping.
False Vision: Fools scrying with an illusion.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mind Fog: Subjects in fog get -10 to Wis and Will checks.
Song of Discord: Forces targets to attack each other.
Stoneskin: Ignore 10 points of damage per attack.
Suggestion, Mass: As suggestion, plus one subject/level.
Teleport: Instantly transports you as far as 100 miles/level.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Wall of Stone: Creates a stone wall that can be shaped.

6th-Level Seeker Spells
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Control Weather: Changes weather in local area.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Find the Path: Shows most direct way to a location.
Flesh to Stone: Turns subject creature into statue.
Freezing Sphere: Freezes water or deals cold damage.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level.
Geas/Quest: As lesser geas, plus it affects any creature.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Irresistible Dance: Forces subject to dance.
Move Earth: Digs trenches and builds hills.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Scrying, Greater: As scrying, but faster and longer.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Stone to Flesh: Restores petrified creature.
Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
True Seeing M: Lets you see all things as they really are.
Wind Walk: You and your allies turn vaporous and travel fast.

[/sblock]
-Created by Bront

TRADER

Hit Die: d6

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

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


Code:
Table: Trader

Level   BAB  Fort  Refl  Will  Special

 1st    +0    +0    +0    +2   Extra Language, Haggle (75%/110%)
 2nd    +1    +0    +0    +3   Bargain (95%), Extra Language, Vigilant +2
 3rd    +2    +1    +1    +3   Haggle (90%/120%), Extra Language, Haggle
 4th    +3    +1    +1    +4   Bargain (90%), Extra Language, Vigilant +4
 5th    +3    +1    +1    +4   Connected, Extra Language, Slippery Mind
Class Features
All of the following are Class Features of the trader prestige class.

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

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

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

Bargain: Wise merchant's buy items at the lowest possible cost. At 2nd level the trader can buy any item from an indifferent merchant for 95% of the item's market price. At level 5, this ability improves to 90%.
Normal: Normally items are purchased for 100% of their market price.

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

Connected: A Trader who makes the right connections can always find a solution to his problems. Choose 4+(Trader's Charisma modifier) skills from the Trader's class skills list. Once per week the Trader can take 20 on one of these skills, by using a network of contacts. After seven days, the check is resolved by the Trader's associates.
Example A: For instance, a knowledge (arcana) check could be replaced with a Connected (Knowledge: Arcana) check taking one week in place of a normal skill check.
Example B: A trader that wanted to thoroughly intimidate someone, but didn't want to be associated to the matter, could make a Connected (Intimidate) check and one week in order to resolve the problem.


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

VENTRID SWORDSMAN
"To live and die by the sword, in a world where slighted honour is best settled at the tip of my rapier. On guarde."
To the Ventrid Swordsman’s life is filled with wonder and adventure. The dashing rogue, a Ventrid Swordsman carries himself light and quick, favouring little armor and a slim blade. Atop high walkways between soaring towers, to dimly lit back alleys, the Ventrid Swordsman is always alert and ready for a duel. He is an expert at agility and daring, especially with a rapier in hand. To many he is brave and charming, but to his enemies as deadly as a snake.

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

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

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

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

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

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

Races: Human adaptability lends itself well to the Ventrid Swordsman, as does the lithe agility of elves, half-elves and halflings. Gnomes and dwarves don’t often fit the archetype, but some do still wander the world protecting their honour. The more savage humanoids such as Half-Orcs and Goblins rarely ever find the calling as a Ventrid Swordsman.

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

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

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

Requirements:
  • Base Attack Bonus: +4
  • Feats: Combat Expertise, Dodge
  • Skills: Balance 2 ranks, Knowledge (nobility and royalty) 2 ranks, Tumble 5 ranks.

Alignment: Ventrid Swordsmen can be any alignment.

Hit Die: d8

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

Skill Points at Higher Levels: 4 + Intelligence bonus

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

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

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

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

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

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

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

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

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

-Created by Erekose13
 

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