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]
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[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