DC's PrC reworking thread

Dragon Child

First Post
This is a thread. Where I rework sucky PrCs. Didn't you read the title?


To start with one of my favorite's (and as per requested!), I'm going to do the Thief-Acrobat from Song and Silence. The problem with the Thief-Acrobat was that it was a rogue PrC with only 6 sp/level, +2d6 dice of sneak attack, and no really "umph" powers to make up for it. Most of the abilities involve Balance and Jump... which don't occur all that often. Also, Acrobatics (like from OA would probally be a nice touch. So here goes!


Thief-Acrobat
A Thief-Acrobat is a specilized Rogue devolped to mobility and diffrent types of acrobatics, which allow them to accomplish thier goals with amazing dexterity.

Requirements
To become a thief-acrobat, a character must flfill all the following criteria.
Alignment: Any non-lawful
Skills : Balance 8 ranks, Climb 8 ranks, Jump 8 ranks, Tumble 8 ranks
Feats : Dash, Acrobatic
Special: Must have Evasion as a class feature

HD: d6
BAB: 3/4th (as Rogue)
Saves: Good Reflex, bad Frtitude and Will
Class Skills
The thief-acrobat's class skills (and the key ability for each skill) are Apraise (Int), Balance (Dex), Climb (str), Craft (Wis), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Innuendo (Wis), Jump (Str), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Tumble (Dex), and Use Rope (Dex). See Chapter 4 of the Player's Handbook for skill descriptions.

Skill points at each level: 6+ int modifier.

Class Features

Weapon and Armor Proficiency: Thief-acrobats are proficient with all simple weapons. With the exception of sneak attacks, the thief-acrobat cannot use any of her class features while wearing armor bulkier than light,

1st: Kip Up, Unbounded Leap,
2nd: Fast Balance, Sneak Attack +1d6
3rd: Slow Fall (10 ft.), Acrobatics (+5)
4th: Defensive fighting bonus, Sneak Attack +2d6
5th: Rolling Feint, Fast Climb, Slow Fall (20 ft.)
6th: Expert Tactician, Sneak Attack +3d6, Acrobatics (+10)
7th: Rogue special ability, Slow Fall (30 ft.)
8th: Move Anywhere, Sneak Attack +4d6
9th: Slow Fall (40 ft.), Acrobatics (+15)
10th:Fight Anywhere, Sneak Attack +5d6

Kip Up (Ex): At first level, a thief-acrobat can stand up from a prone position as a free action.

Unbounded Leap (Ex): At first level, a thief-acrobat's height does not limit her jumping distance (horizontal or verticle).

Fast Balance (Ex): At 2nd level, the thief-acrobat gains the ability to balance easily on a percarious surface. A successful Balance check allows her to move her speed rather than half her speed under such conditions.

Sneak Attack: The thief-acrobat gains the sneak attack ability (see the Rogue section in Chapter 3 of the Player's Handbook at 2nd level if she does not already have it. She gains +1d6 damage with this attack initially, but this rises by +1d6 for every two levels of thief-acrobat possesed. If she already has the sneak attack ability from a pervious class, the damage bonuses stack.

Slow Fall (Ex): At 3rd level, the thief-acrobat gains the slow fall ability (see the Monk section in Chapter 3 of the Player's Handbook ). Initially, she takes falling damage as though each fall were 10 feet shoorter then it actually is. The falling distance that she can ignore increase by 10 feet for every two thief-acrobat levels she gains. If the character already has the slow fall ability from a pervious class, the distances do not stack

Acrobatics (Ex): A 3rd level thief-acrobat gains a +5 competence bonus on Balance, Jump, and Tumble checks. At 6th level, this bonus increases to +10, and at 9th level it is +15. In addition, a thief-acrobat can always choose to take 10 on a Balance, Jump, or Tumble check, even when circumstances would normally prevent her from doing so.

Defensive Fighting Bonus: At 4th level, the thief-acrobat is perpetually whirling and spinnign making her a diffacult target to hit. When fighting defensively, she gains a +4 dodge bonus to AC rather than the normal +2 bonus or the +3 bonus for having 5 or more ranks in Tumble. When executing the total defense standard action, she gains a +8 dodge bonus to AC rather than the usualy +4 bonus or the +6 bonus for having 5 or more ranks in tumble.

Rolling Feint (Ex): At 5th level, a thief-acrobat's movements become so fluid and fast they become hard to predict. A thief-acrobat of 5th level or higher can make a Tumble check instead of a Bluff check when attempting to feint (see the Player's Handbook page 64).

Fast Climb (Ex): By 5th level, the thief-acrobat is an expert at climbing. A successful Climb check allows her to move her full speed rather than half her speed in any situation that would normally require such a check. Fast climb counts as a miscellaneous full-round action.

Expert Tactician: At 6th level, a thief-acrobat gains the Expert Tactician feat for free if she does not already have it.

Special Ability: At 7th level, a thief-acrobat gains one of the Rogue special abilities as detailed on page 48 of the Player's Handbook

Move Anywhere (Ex): By 8th level, a thief-acrobat can move normally even while balancing on a precarious surface or climbing. In either case, she moves her speed with each move-equivalent action and can even run if desired, as long as she does so in a straight line.

Fight Anywhere (Ex): By 10th level, the thief-acrobat can fight normally even while climbing or balancing on something. This means, for example, that a thief-acrobat could climb a few steps up a nearby wall to earn the attack bonus for higher ground while engaged in melee. She must, however, keep at least one hand free to climb.
 
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Spellsword!

Spellsword. Augh. Spellsword is probally the worst PrC ever- the only thing it has over a core-class wizard/fighter build is that it has 13 more HP and a few more HP, while the other build is leaps and bounds ahead in spellcasting. Thats really, really lame. Spellsword was the PrC that inspired me to make this thread in the first place- so now its its turn.

Spellsword

A Spellsword is a warrior who combines the might of the sword with the power of magic. Versitile and powerful, spellswords have mastered the art of casting in armor and using thier swords as a part of a spell.

Requirements
To become a spellsword, a character must flfill all the following criteria.
Base Attack Bonus:+3
Feats: Still Spell, Weapon Focus or Weapon Finess
Weapon and Armor Proficiency: Proficiency with all simple and martial weapons.
Spells: Ability to cast arcane spells of 2nd level or higher.


HD: d8
BAB: 1/level (as Fighter)
Saves: Good Fortitude and Will, bad Reflex
Class Skills
The spellsword's class skills (and the key ability for each skill) are Climb (Str), COncentration (Con), Knowledge (Int), Jump (Str), Listen (Wis), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), and Spot (Wis). See Chapter 4 of the Player's Handbook for skill descriptions.

Skill points at each level: 2+ int modifier.

Class Features

1st: Channel Spell, +1 caster level
2nd: Automatic Still Spell
3rd: +1 Caster level
4th: Bonus wizard feat, +1 caster level
5th: Bonus fighter feat, +1 caster level


Spells per Day: At 1st, 3rd, 4th, and 5th level, a Spellsword gains a new spells per day (and spells known) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those she recives from the prestige class, and so on), except for an increase effective level of spellcasting. If a character had more than one spellcasting class before becoming a spellsword, she must decide to which class she adds the new level for purposes of detemining spells per day and caster level.

Channel Spell: You can imbue your melee weapon with a targetted spell as a free action. Doing so does not count against your number of quickened spells per round. Only an arcane spell of 5th level or lower can be imbued in this way. When you hit with your weapon you may have that spell affect whatever creature or object you struck. Your weapon can only have one spell in it at a time, and the spell is lost one round after the weapon leaves your hands, or if you will it to be lost (a free action which can be taken at any time).

Automatic Still Spell: Starting at 1st level, all of the Spellsword's spell cast af if they were modified by the Still Spell metamagic feat. This does not affect casting time, or spell level.

Bonus Wizard feat: At 4th level, a spellsword may pick any metamagic or item creation feat as a bonus feat.

Bonus Fighter Feat: At 5th level, a spellsword may pick any feat on the fighter's bonus feat list as a bonus feat. This includes Weapon Specilization.
 
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This thread seems like an absolutely brilliant idea :), I agree there are so many servicable ideas in PRCs that are then never played because the actual mechanics don't work, Good for you! :D
 

Blooood Magus!

Thanks for the praise, I hope you like them all. :D Next up, Blood Magus...




Ahh, good old Blood Magus. For some reason, people seem to love this PrC. The problem is, its a spellcasting PrC with half-casting... its like playing a Fighter that takes a PrC with wizard BAB (ok, its actually WORSE, but still). So how to fix? Well, being a spellcaster PrC it should need at LEAST 7-8 caster levels over 10 levels... heck, 10 would possibly work even, especially if you're playing with FR PrCs. Also, the homunculus you get is WEAKER then that by Improved Familiar (and all around crappy feat). The Blood Magus needs some work... so lets see what I can do.



Blood Magus
A blood magus is a spellcaster that taps into himself- more specifically his blood- to power his spells. As he grows in strength, he can even tap into others blood, becoming a dangerous foe indeed.

Requirements
To become a blood-magus, a character must fufill all the following requirements.
Alignment:Any non-lawful
Skills: Heal 4 ranks
Feats: Toughness, Great Fortitude
Spells: Ability to cast arcane spells of 3rd level or higher
Special:The blood magus must have been brought to -9 HP in an encounter and survived, or must have been brought back from the dead through Raise Dead , Reincarnate , Resurrection , or other methods of returning life to the body.


Hit Dice: d4
Base Attack Bonus: 1/2 (as Wizard)
Saves: Good Fortitude, bad Reflex, bad Will

Class Skills
The Blood Magus's class skills (and the key ability for each skill) are Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (Int), Heal (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter 4 of the [/i] Player's Handbook [/i] for skill descriptions.
Skill points at each level: 2+ int modifier.



Class Features

Weapon and Armor Proficiency: A blood magus gains no additional proficiencies in weapons or armor.

1st: Blood Component, Stanch,
2nd: Awaken Blood 1/day, +1 Spellcaster level
3rd: Death Knell 1/day, +1 Spellcaster level
4th: Thicker Than Water (DR 1/-), +1 spellcaster level
5th: Blood Drought, +1 spellcaster level
6th: Awaken Blood 2/day, +1 Spellcaster level
7th: Death Knell 2/day, +1 Spellcaster level
8th: Thicker Than Water (DR 2/-), +1 Spellcaster level
9th: Infusion, +1 Spellcaster level
10th: Awaken Blood 3/day, +1 Spellcaster level



Spells per Day: At level 2 and every level after, a Blood Magus gains a new spells per day (and spells known) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those she recives from the prestige class, and so on), except for an increase effective level of spellcasting. If a character had more than one spellcasting class before becoming a blood magus, she must decide to which class she adds the new level for purposes of detemining spells per day and caster level.

Blood Component (Su): If a blood magus is armed with a slashing weapon, she may slash herself for 1 point of damage for each level of the spell (minimum of one). If you do so, you may add two to your caster level or the save DC of the spell.

Stanch (Ex):A Blood Magus expects a certain amount of cooperation from her own blood. As a result, the Blood Magus’ wounds automatically stabilize. She suffers no extra damage when she falls below zero hit points, nor does she suffer additional effects from wounding weaponry or other effects that cause continual bleeding.

Awaken Blood (Su): At 3rd levl, the blood magus gains the supernatural ability to bestow momentary consciousness on an opponent's blood. Once per day per three blood magus levels possessed, he can make a melee touch attack against a living foe. If he hits, the opponent's blood attempts to her free-all at once. The hydrostatic pressue disrupts the victim's tissues, dealing 1d10 points of damage per blood magus level possesed. If he misses, the blood magus can try again until he is successful against an opponent. "Counscious" blood returns to its natural state after 1 round.

Death Knell (Sp): Once per day at 3rd level, and twice per day at 7th level, a blood magus can use Death Knell as a spell-like ability.

Thicker Than Water (Sp): At 4th level, the blood magus's vital fluids are partially under his conscious control. The blood magus gains DR 1/-. This increases to DR 2/- at level 8.

Blood Draught (Ex): At 5th level, the blood magus learns how to store spells in his own blood. Effectively, he gains the Brew Potion feat using an alternative medium (see page 80 of the Player's Handbook ). All rules, XP costs, and expenses that apply to Brew Potion also apply to this ability, with the following exceptions. Once "brewed", a blood draught remains in circulation within the magus's body. The maxiumum number of draughts stored at one time is equal to his levels of blood magus plus his Constituion score. Also, unlike normal potions, there is no level limit to the Blood Draught.
To consume the draught, the blood magus prickes his skin, automatically bringing forth the desired effect. This is a standard action that draws an attack of oppertunity, like drinking a potion. Others can also partake of a blood draught (if they have a strong sotmach)- the blood magus concentrates to draw the desired draught to the surface.

Infusion (Ex): At 9th level, the blood magus prepares a special one-time distillation of his own blood. Partaking of the infusion, he permanently gains 2 points of constitution.
 

Contemplating Contemplative

Contemplative, the "one level" PrC from DotF. Dipping into Contemplative to get that one prestige domain was just too good a deal, and the requirements were just too easy. The contemplative should be the perfect divine caster, with less melee might, and more magical strength... a divine wizard, so to speak. So lets see what we can do!



Contemplative
Contemplatives are the ultimate divine spellcasters, completely devoted to thier ideas or gods.
Requirements
To become a Contemplative, the character must fufill the following requirements.
Skills: Knowledge (Religion) 10 ranks, Knowledge (The Planes) 8 ranks
Feats: Sacred Spell, any other Metamagic, [Divine], or item creation feat
Spells: Ability to cast 4th level divine spells
Languages: Must be able to speak Celestial, Abyssal, Infernal, Aquan, Ignan, Terran, or Auran (depending on diety or philosophy- descision made by DM)
Special: Muar have had direct and friendly contact with one's parton deity or a direct servant of that deity, or with an enlightened being emobdying the highest principles of an alignment or elemental (a solar or an elder elemental, for example).



Hit Dice: d6
Base Attack Bonus: 1/2 (as Wizard)
Saves: Good Will, bad Reflex, bad Fortitude

Class Skills
The Contemplative's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Intuit DIrection (Wis), Knowledge (Religion) (int), Knowledge (The Planes) (int), Profession (Wis), Scry (Int, exclusive skill),Sense Motive (Wis), and Spellcraft (Int). See Chapter 4 of the [/i] Player's Handbook [/i] for skill descriptions.

Skill points at each level: 2+ int modifier.


Class Features

Weapon and Armor Proficiency: Contemplatives are proficient with all simple weapons. They are not proficient with any armor or with shields, but sometimes carry these proficiencies from thier previous class.

1st: Divine Health, +1 Caster level
2nd: Slippery Mind, +1 Caster level
3rd: Instant Metamagic (Sacred Spell) 1/day, +1 Caster level
4th: Divine Body, +1 Caster level
5th: Prestige Domain, +1 Caster level
6th: Instant Metamagic (Sacred Spell) 2/day, +1 Caster level
7th: Eternal Body, +1 Caster level
8th: Improved Metamagic (Sacred Spell), +1 Caster level
9th: Instant Metamagic (Sacred Spell) 3/day, +1 Caster level
10th: Prestige Domain, +1 Caster level


Spells per Day: At every level, a Contemplative gains a new spells per day (and spells known) as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those she recives from the prestige class, and so on), except for an increase effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a Contemplative, she must decide to which class she adds the new level for purposes of detemining spells per day and caster level.


Divine Health (Ex): A contemplative is immune to all diseases, including magical diseases such as mummy rot and lycanthropy.

Slippery Mind (Ex):At 2nd level, a contemplative gains the ability to shrug off magical effects that would otherwise control or compel her. If a contemplative with Slippery Mind is affected by an enchantment and fails her saving throw, one round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw.

Instant Metamagic (Sacred Spell) (Su): Once per day at 3rd level, and an additonal time per day for every three levels after, a Contemplative can apply the Sacred Spell metamagic feat to a spell before preparing it ahead of time or increasing its casting time. This ability can not be used to make a spell higher level then you would normally be able to cast.

Divine Body (Su): At 4th level, a contemplative becomes immune to poisons of all kinds.

Prestige Domain (Ex): At 5th and 10th level a contemplative gains access to a prestige (or normal) domain of her choice. The character gains the granted power associated with the domain she chooses, and can select the spells in that domain as her daily domain spells.

Eternal Body (Ex): After achieving 7th level, a contemplative no longer suffers ability penalties for aging and cannot be magically aged. (Penalties she has already suffered remain in place.) Bonuses still accrue, and the coontemplative still dies of old age when her time is up.

Improved Metamagic (Sacred Spell) (Su): At 8th level, a Contemplative reduces the spell level cost of the Sacred Spell metamagic feat by 1. Thus, instead of taking up a spell slot two levels higher, it only takes a slot of one level higher.



There we go! I'm doing these as I get inspiration, but I also take requests.
 

Shadowdancer- hiding the suck

I have a love/hate relation with the Shadowdancer. I love the flavor. I love the Shadow Jump. I very much hate everything else. The shadowdancer has rogue BAB, 6 sp/level, and d8 HP... and no sneak attack. The shadowdancer has no offensive abilities at all, and that sucks. What does it need? Either combat bonuses and better BAB, or sneak attack. A rogue PrC without sneak attack is a crime! As for its other abilities, the requirments are tough, Hide in Plain Sight is a minor ability at best, Evasion has probally already been acquired by the character, Shadow Illusion is also relatively minor, Summon Shadow is considerably worse then Leadership, Slippery Mind is weak for a class with bad will saves, but Shadow Jump is the one redeeming quality- this ability rocks. Its like dimension door, but can be spread out, letting you use it constantly every day all Nightcrawler-like. The shadowdancer would (and should, IMO) probally make the best stand-alone rogue. So, how to fix? Lets see what I can do.



Shadow Dancer
Shadow Dancers are rogues that can blend into the shadows, and may control shadows as they wish.
Requirements
To become a Shadow Dancer, the character must fufill the following requirements.
Skills: Hide 10 ranks, Move Silently 10 ranks, Perform 5 ranks
Feats: Blind-Fight, Shadow, Skill Focus (Hide or Move Silently)




HD: d8
BAB: 3/4th (as Rogue)
Saves: Good Reflex, bad Fortitude and Will
Class Skills
The Shadow Dancer's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Search (Int), Spot (wis), Tumble (Dex), and Use Rope (Int). See Chapter 4 of the Player's Handbook for skill descriptions.

Skill points at each level: 6+ int modifier.

Class Features

Weapon and Armor Proficiency: Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (normal and punching), dart, mace, maorningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. SHadowdancers are proficient with light armopr but not with shields. Not that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.

1st: Hide in Plain Sight
2nd: Darkvision, Uncanny Dodge (Dex bonus to AC)
3rd: Shadow Illusion 1/day, +1d6 Sneak Attack
4th: Shadow Jump (20 ft)
5th: Defensive Roll, Uncanny Dodge (Can't be Flanked)
6th: Shadow Jump (40 ft), Shadow Illusion 2/day, +2d6 Sneak Attack
7th: Shadow Companion
8th: Shadow Jump (80 ft)
9th: Shadow Illusion 3/day, +3d6 Sneak Attack
10th: Shadow Jump (180 ft),Uncanny Dodge (+1 vs traps)

Hide in Plain Sight (Su): Shadowdancers can use the Hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, shadowdancers can hide themselves from view, in the open without anything to actually hide behind. They cannot, however, hide in their own shadows. Hide in Plain Sight is a supernatural ability.

Darkvision (Su): At 2nd level, a shadowdancer can see in the dark as athough she were permanently under the affect of a darkvision spell. If the shadowdancer already has darkvision, it is improved by 60 ft. This is a supernatural ability.

Uncanny Dodge (Ex): Starting at 2nd level, the shadowdancer gains the extraordinary ability to react to danger before her sense would normally allow her to even be aware of it. At 2nd level and above, she retains her Dexterity bonus ot AC(if any) regardless of being caught flat-footed or struck by an ivisible attacker. (She still loses any Dexterity bonus to AC if immobilized).
At 5th level, the shadowdancer can no longer be flanked, since she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies rogue th ability to use flank attack to sneak attack the shadowdancer. The exception to this defense is that a rogue at least 4 levels higher than the shadowdancer can flank her (and thus sneak attack her).
At 10th level, the shadowdancer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus to Reflex saves made to avoid traps.
If the shadowdancer has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability and determine the character's uncanny dodge ability on that basis.

Shadow Illusion (Sp): When a shadowdancer reaches 3rd level, she can create visual illusions from surrounding shadows. This spell-like ability is identical to the arcane spell silent image and may be employed once per day per three class levels.

Sneak Attack: The shadowdancer gains the sneak attack ability (see the Rogue section in Chapter 3 of the Player's Handbook at 3rd level if she does not already have it. She gains +1d6 damage with this attack initially, but this rises by +1d6 for every three levels of shadowdancer possesed. If she already has the sneak attack ability from a pervious class, the damage bonuses stack.

Shadow Jump (Sp): At 4th level, the shadowdancer gains the supernatural ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. The shadowdancer can jump up to a total of 20 feat each day in this way, although this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels thereafter, the distance a shadowdancer can jump each day doubles (40 feet at 6th level, 80 ft at 8th level, and 160 feet at 10th level). This amounht can be plit up among many jumps,. but each jump, no matter how small, counts as a 10-foot incriment. (For instance, a 6th level shadowdancer that jumps 32 feet cannot jump again until the next day).

Defensive Roll: At 5th level, the shadowdancer gains the Defensive Roll ability as described in the Player's Handbook Chapter 3: Classes, page 48.

Shadow Companion: At 7th level, a shadowdancer can summon one or more shadows, undead shades (see the Monster Manual for the shadow's statistics). Unlike a normal shadow, this shadow's alignment matches that of the shadowdancer. The summoned shadow cannot be turned, rebuked, or commanded by any third party. A shadowdancer gains a total of twice her character levels in HDs of shadows, spread as she sees fit, with no shadow having more HD then she has character levels, and a total of no more then five shadows under her command.
 
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What is it with the spellcasting mulitclass PrCs? They all suck!Why anyone, and I mean ANYONE would play a Arcane Archer is beyond me. Its best ability, Enchant arrows, is WORSE then Greater Magic Weapon which the party wizard/cleric is probally casting anyway. Theres very little "arcane" to it, getting no spellcasting. I mean, if you want to play a spellcating archer, cleric is the way to go. But, the idea is very, very cool. Just not the implimentation. For starters, actually giving it some spelcasting would be nice, Enchant Arrow needs to be dropped, or given a boost. Imbue arrow needs some spells to actually put into it, seeker and phase arrow need more uses to actually be worth it, and Arrow of Death needs a better DC and more uses, or to be dropped- DC 20 just isn't worth much at level 17. Now, time to fix...




Arcane Archer
Arcane Archers are specially trained elven archers that combine magic and archery.
Requirements
To become a Arcane Archer, the character must fufill the following requirements.
Base Attack Bonus:+5
Race: Elf or half-elf
Skills: Spellcraft 3 ranks, Knowledge (Arcana) 5 ranks
Feats: Weapon Focus (any bow other than a crossbow), Point Blank Shot, Precise Shot
Spellcasting: Ability to cast arcane spells.

HD: d8
BAB: 1/HD (as fighter)
Saves: Good fortitude, bad reflex, bad will
Class Skills
The Arcane Archer's class skills (and the key ability for each skill) are Craft (Int), Hide (Dex), Intuit Direction (Wis), Listen (Wis), Move SIlently (Dex), Ride (Dex), Spot (Wis), Use Rope (Dex), and Wilderness Lore (Wis) See Chapter 4 of the Player's Handbook for skill descriptions.

Skill poinst at Each Level 2+ int modifier

Class Features

Weapon and Armor Proficiency: An Arcane Archer is proficient with all simple and martial weapons, light armor, medium armor, and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.

1st: Imbue Arrow , +1 spellcaster level
2nd: Seeker Arrow 1/day
3rd: Enchant Arrow +1, +1 spellcaster level
4th: Seeker Arrow 2/day
5th: Hail of Arrows 1/day
6th: Enchant Arrow +2, Seeker Arrow 3/day
7th: +1 Spellcaster level
8th: Seeker Arrow 4/day
9th: Enchant Arrow +3, +1 spellcaster level
10th: Seeker Arrow 5/day, Hail of Arrows 2/day

Spells per Day: At 1st, 3rd, 7th, and 9th level an arcane archer gains a new spells per day (and spells known) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those she recives from the prestige class, and so on), except for an increase effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane archer, she must decide to which class she adds the new level for purposes of detemining spells per day and caster level.


Imbue Arrow (Sp): An arcane archer gains the spell-like ability of allowing her to place an area spell upon an arrow. When the arrow is fired, the spell's area is centtereed upon where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's ranger rather than the spell'srange. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell was is cast, or the spell is wasted.

Enchant Arrow (Su): At 3rd level, every arrow an arcane archer nocks and lets fly becomes enchanted, gaining an additional +1 enhancment bonuses. Unmlike magic weapon enchanted by normal means, the arcane archer need not spend experience points or money to accomplish this task. However, an arcane archer's magic arrows only function for her. For every three levels of arcane aracher the character advances past 3rd level in the prestige class, the magic arrows she creates gain +1 greater potency (+1 at 3rd level, +2 at 6th level, +3 at 9th level). This ability stacks with the normal enhancement on magical arrows.

Seeker Arrow (Sp): Starting at 2nd level, the arcane archer can launch a arrow oncer per day per two arcane archer class levels at a target known to her within range, and the arrow travel to the target even around corners. Only an unavoidable obstacle or the end of the arrow's range prevents the arrow's flight. For example, if the target is within a windowless charmber with the door closed, the arrow cannot enter. This ability negates cover and concealment modifiers, but otherwise the atack is rolled normally. Thi sis a spell-like ability (shotting the arrow is part of the action.)

Hail of Arrows (Sp): In lieu of her regular attacks, oncer per day per five arcane archer levels the 5th level arcane archer can fire an arrow at each and every target within range, to a maxiumum of one target for every arcane archer level she has earned. Each attack uses the archer's primary attack bonus, and each enemy may only be targeted by a single arrow. This is a spell-like ability.




Feedback is greatly appreciated. :D
 

We found an acolyte! Can we skin him?

Acolyte of the Skin... why, who HASN'T wanted to play a spellcaster with half casting progression, and abilities easily duplicated by spells and items? The PrC simply sucks. It needs more spellcasting!

Acolyte of the Skin
An Acolyte of the Skin is a spellcasting that, through unholy rituals calls upon the powers of fiends and eventually turns himself into one.

Requirements
To become a blood-magus, a character must fufill all the following requirements.
Alignment:Any nongood
Skills: Knowledge (The Planes) 5 ranks
Spells: Ability to cast arcane spells of 3rd level or higher
Special: The acolyte of the skin must have made peaceful contact with a summoned evil outsider.


Hit Dice: d4
Base Attack Bonus: 1/2 (as Wizard)
Saves: Good Fortitude, Good Will, Bad Reflex

Class Skills
The Blood Magus's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter 4 of the Player's Handbook for skill descriptions.
Skill points at each level: 2+ int modifier.


Class Features

Weapon and Armor Proficiency: An acolyte of the skin gains no additional proficiencies in weapons or armor.

1st: Wear Fiend
2nd: Summon Minor Fiend , +1 caster level
3rd: Evil Magic +1, +1 caster level
4th: Fiendish Glare, +1 caster level
5th: Skin Adaptation
6th: Summon Fiend , +1 caster level
7th: Evil Magic +2, +1 caster level
8th: Glare of the Pit, +1 caster level
9th: Evil Magic +3, +1 caster level
10th: Symboisis, Summon Major Fiend , +1 caster level

Spells per Day: At 2nd, 3rd, 4th, 6th, 7th, 8th, 9th, and 10th level, an Acolyte of the Skin gains a new spells per day (and spells known) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those she recives from the prestige class, and so on), except for an increase effective level of spellcasting. If a character had more than one spellcasting class before becoming an acolyte of the skin, she must decide to which class she adds the new level for purposes of detemining spells per day and caster level.

Wear Fiend (Su): An acolyte of the skin summons the essence of a fiend to himself and wears it like a second skin. The Ritual of Bonding is painful and not to be undertaken lightly. the ritual requires a day of meditating and chanting, during which the fiendish essence subsumes the caster's own skin, which is an agonizing process.
At the end of the rite, the acolyte's skin sports an oily, almost unnoticable sheen. However, as he gains additional levels of the prestige class, his skin darkes, sprots spikes, and gradually gives the wearer a fiendish visage. The fiendish essence also begins to whisper foul secrets to its wearer, urging him to evil. (The wearer may accept or ignore this advice according to his temprament).
The bonded fiendish skin is for all intents and purposes the character's own. It grants the acolyte of the skin a +2 natural armor bonus, fire resistance 10, and 60-foot darkvision.

Summon Minor Fiend (Sp): Starting at 2nd level, an Acolyte of the Skin may summon a fiend to do his bidding as through the Lesser Planar Ally spell. This is a spell-like ability.

Evil Magic: At 3rd level, an Acolyte of the Skin gains a +1 bonus to caster level and DCs when casting spells with the [Evil] descriptor. This improves to +2 at 7th level, and +3 at 9th level.

Fiendish Glare (Su): At 4th level, the acolyte of the skin gains the supernatural ability to unnerve opponents with a ferocious glare once per day. This is not a gaze attack, and the target need not meet the acolyte's eye. Glaring is a standard action that affects any crature he can see within 100 feet. Opponents must succeed at a Will save (DC 10 + 1/2 acolyte of the skin's class level + acolyte of the skin's cha mod) or be appalled by the terrigble promise of retribution in the acolyte's eyes, suffering a -2 morale penalty to attack rolls, damage rolls, and saving throws for 10 minutes.

Skin Adaptation (Su): By 5th level, skin and wearer have grown more comfortable together, as if they had never been seperate. The natural armor bonus greated by the fiendish skin increases to +4, the fire resistance increases to 20, and the darkvision improved to a 120-foot long range.

Summon Fiend (Sp): At 6th level, an Acolyte of the Skin gains more fiendish allies. He may, once per day, summon a fiend as per the Planar Ally spell. This is a spell-like ability.

Glare of the Pit (Su): At 8th level, the acolyte gains the supernatuarl ability to produce fiery rays from his eyes. Once per day per as a standard action, he can project two rays (one from each eye) with a range of 100 feet. He may aim both at one target, or one each at two diffrent targets, by making a ranged touch attack. A ray that hits the target deals 1d8 points of fire damage per class level. If both rays hit the same target, the damage is 2d8 per class level.

Symboisis: At 10th level, the fiendish skin and the acolyte are one, and only final death can separate them. His type changes to "outsider", which means (amond other things) that he is no longer affected by spells that specifically target humanoids, such as charm person , but he can be hedged out by a magic circle spell against his alignment. Additionally, the acolyte gains damage reduction 20/+1, and an additional use of Fiendish Glare and Glare of the Pit each day.

Summon Major Fiend (Sp): At 10th level, an acolyte of the skin gains many powerful fiendish friends. He may summon a fiend as per the Greater Planar Ally spell once per day. This is a spell-like ability
 

These are great, d00d. You should compile them into a PDF or a MS Works file or something so we can download them and print them out!
 

Gnomeartificerthatdoesn'ttalklikeitsfromdl

Thanks. :D I'll see if I can get a MS Works up later, and maybe a PDF sometime in the future (I have no idea how to make one...).



Gnome artificer, a spellcasting PrC that gains NO spellcasting levels over 10 levels. I don't even know where to begin here. Its like a wizard with Craft Wand, but ten times worse. Craft Wondrous Item can do better then this. And I love Tinker Gnomes! This PrC is a crime, and I'm gonna fix it!

Gnome Artificer
Gnome Artificers are gnomes that dabble in technology and magic to create powerful devices that combine the features of both.

Requirements
To become a gnome artificer, a character must fulfill all the following requirements.
Race: Gnome (or human from Lantan region)
Skills: Alchemy 3 ranks, Craft (armorsmithing, blacksmithing, gemcutting, locksmithing, metalworking, trapmaking, or weaponmaking) 8 ranks, Craft (any other two from the previous list) 4 ranks, Disable Device 2 ranks, Knowledge (Architecture and engineering) 4 ranks, Profession (apothecary, engineer, or siege engineer) 3 ranks.
Feats: Any item creation feat, Skill Focus (any of the above Craft skills)
Spellcasting: Ability to cast 1st level arcane spells


Hit Dice: d6
Base Attack Bonus: 1/2 (as Wizard)
Saves: Good Reflex, bad Will, bad Fortitude

Class Skills
The gnome artificer’s class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Wis), COncentration (Con), Craft (Int), Disable Device (Int), Knowledge (Int), Listen (Wis), Profession (Wis), Search (Int), and Use Rope (Dex). See Chapter 4 of the Player's Handbook for skill descriptions.

Skill points at each level: 4+ int modifier.



Class Features

Weapon and Armor Proficiency: Gnome artificers are proficient with all simple weapons, light armor, medium armor, and shields. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.

1st: Craft Device
2nd: Extra Device Power, +1 Caster level
3rd: Extra Device Power, +1 Caster level
4th: Extra Device Power, +1 Caster level
5th: Magical Artisan (Craft Device)
6th: Extra Device Power, +1 Caster level
7th: Extra Device Power, +1 Caster level
8th: Speed Crafting, Full Technology, +1 Caster level
9th: Extra Device Power, +1 Caster level
10th:Extra Device Power, +1 Caster level


Spells per Day : At 2nd, 3rd, 4th, 6th, 7th, 9th, and 10th level, a Gnome Artificer gains a new spells per day (and spells known) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those she receives from the prestige class, and so on), except for an increase effective level of spellcasting. If a character had more than one spellcasting class before becoming a Gnome Artificer, she must decide to which class she adds the new level for purposes of determining spells per day and caster level.

Craft Device : A gnome artificer can make device that are a combination of technology and magic. This works like the Craft Staff feat, except that they are not staffs- they are technological tools, that may be used by anyone (even if the spell is not on their spell list), the use the gnome artificer's own int (or cha, if sorcerer) for save DCs, and they take up one magic item slot ("hand" is considered a slot). The gnome artificer may put any spells he knows (as well as spells gained by Extra Device Power) into the Devices.

Extra Device Power : At 2nd, 3rd, 4th, 6th, 7th, 8th, 9th, and 10th level a Gnome Artificer gains an extra spell know he may only put into a device. This power may be chosen from any spell list (the cleric, bard, druid, paladin, and ranger ones included), as long as it is not of a level higher then the Gnome Artificer can cast. The gnome artificer can not actually cast the spell- he is merely allowed to put it into his devices.

Magical Artisan (Craft Device) : At 5th level, a gnome artificer gains the feat Magical Artisan for free, and it is applied to his Craft Device. When determining the cost in XP and raw materials for crafting his devices, he multiplies the base price by 75%.

Speed Crafting : At 8th level, the time it takes for a gnome artificer to craft his devices is halved.

Full Technology : At 8th level, any device that the gnome artificer makes using a spell with a level equal to or less then half his class level is made entirely of technology- and thus is not magical. This prevents the device from being dispelled, negated in an antimagic field, and other similar effects.



And I'd like to take a moment to plug my favorite magic item creation system vartiant. I didn't make it, but its still really good.

<<< You can find it here. >>>
 
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