Text of Diversifier Class
Sorry for my confusion, Jester and Elephant; this is my first contribution to this particular forum, and I didn't realize that. It makes sense, though, so here is the text of my Diversifier prestige class (sorry if the table portion is hard to read)....
----------
Diversifier
Most adventurers' careers follow a distinct path--a deadly fighter, a devout cleric, a sneaky rogue, a powerful wizard, etc. Sometimes, such adventurers pick up a few abilities from other paths--a fighter with a bit of sorcerer to surprise his foes, or a ranger whose love of nature puts him on the path of the druid early in his career. Some devote their lives to the honing of two distinct sets of skills--a devout, battle-hungry follower of Moradin may become a cleric/fighter, for example. Rarer are those who devote their lives not to one or two, but to many avenues of skill, ability--and power. Rarest of all are those very few who hone their diverse skills to such a degree that their abilities begin to compliment and build upon each other, igniting an inborn power that boosts their skills to rarely-seen levels of power and unheard-of variety. Such is the path of the Diversifier.
Hit Die: d8
* Requirements
To qualify to become a diversifier, a character must fulfill the following criteria.
Race: Any race whose favored class is Any.
Base Attack Bonus: +5
Base Save Bonus: Fortitude +6, Reflex +3 and Will +6
Feats: Scribe Scroll and Weapon Focus.
Spells: Ability to cast 1st level arcane spells and 1st level divine spells.
Special: Turn or rebuke undead ability. Proficient with all martial weapons. Evasion ability.
Other: A qualifying character must find and be initiated by a willing PC or NPC that has attained three or more diversifier class levels. After testing and training (the details of which vary from one diversifier to another), if the character is judged worthy, the diversifier initiates the character in a secret ceremony unknown to all but other diversifiers.
* Class Skills
All skills from the Player's Handbook are class skills for the diversifier; skills from other sources may also be class skills at the discretion of the DM. See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class BAB One Two Special Spells
Level Good Save Bad saves
----- --- ---------- ----------- ---------------- -------------
1st +0 +2 +0 Turn or rebuke undead +1 arcane class
Sneak attack +1d6
Favored Save
2nd +1 +3 +0 Quickened memorization +1 divine class
3rd +2 +3 +1 Bonus feat (fighter) +1 arcane class
4th +3 +4 +1 Trap sense +1 +1 divine class
5th +3 +4 +1 Sneak attack +2d6 +1 arcane class
6th +4 +5 +2 Weapon specialization +1 divine class
7th +5 +5 +2 Bonus feat (fighter) +1 arcane class
8th +6 +6 +2 Trap sense +2 +1 divine class
9th +6 +6 +3 Sneak attack +3d6 +1 arcane class
10th +7 +7 +3 Master of One +1 divine class
* Class Features
All of the following are class features of the diversifier prestige class.
Weapon and armor proficiency: Diversifiers gain no weapon or armor proficiencies.
Spells: A diversifier continues advancing in arcane and divine spellcasting abilities on alternating levels. Thus, when a new diversifier level is gained, the character either gains new arcane or new divine spells per day as if he had also gained a level in whatever arcane or divine spellcasting class he belonged to before he added the prestige class. He gains an arcane spell level at odd diversifier levels, and he gains a divine spell level at even diversifier levels. For example, if Ardra, a Clr2/Ftr2/Rog2/Wiz2 gains a level as a diversifier, she gains new arcane spells as if she had risen to 3rd level as a wizard, but uses the other diversifier aspects of level progression such as base attack bonus and save bonuses. Then, when she gains a second level as a diversifier, she gains new divine spells as if she had risen to 3rd level as a cleric. If a character had more than one arcane spellcasting class before he became a diversifier, the player must decide which class to assign the level of diversifier for the purpose of determining arcane spells per day. Similarly, if a character had more than one divine spellcasting class before he became a diversifier, the player must decide which class to assign the level of diversifier for the purpose of determining divine spells per day.
Turn or Rebuke Undead (Su): Diversifiers can turn or rebuke undead as clerics do. A diversifier who also has levels as a cleric or paladin adds her diversifier level to her cleric level (or her paladin level -2) to determine her effective level with respect to turning attempts.
Sneak Attack: At 1st level diversifiers gain the ability to sneak attack as described on page 50 of the Player's Handbook. The damage bonus increases every four levels thereafter (5th, 9th, etc.). This bonus stacks with any sneak attack bonuses from base classes.
Favored Save: When attaining his 1st level in this prestige class the new diversifier must choose one of his three saving throws as his favored save. From now on this saving throw progresses at the higher rate (the rate under the One Favored Save column on the table, above) upon attaining higher levels of diversifier. The other two saving throws progress at the lower rate (the rate under the Two Non-favored Saves column on the table, above). This choice is permanent and cannot be changed.
Quickened Memorization (Ex): Starting at 2nd level diversifiers take half as long to memorize their spells as ordinary spell casters do. For example, if a diversifier has levels in cleric and wizard, and wishes to memorize her full compliment of spells, it will take her 60 minutes (60/2 = 30 minutes for her cleric spells + 60/2 = 30 minutes for her wizard spells).
Bonus Feat (fighter): At 3rd level, and at every 4th level after that (7th, etc.), the diversifier gets a bonus feat. These feats must be drawn from the feats noted as fighter bonus feats on pages 90-91 of the Player's Handbook.
Trap Sense (Ex): At 4th level the diversifier gains the trap sense bonus for reflex saves and AC against traps as described on page 50 of the Player's Handbook. This bonus is +1 at 4th level and increases by +1 every 4th level thereafter (+2 at 8th, etc.). This bonus stacks with any trap sense bonus gained from a diversifier's other classes.
Weapon Specialization (Ex): At 6th level the diversifier gains the Weapon Specialization feat to apply to any one weapon to which she already has applied the Weapon Focus feat, even if she has not attained four levels of the fighter class. Diversifiers only gain this ability once; to attain further Weapon Specialization feats she must qualify for them as normal. If the diversifier does not have a weapon to which she can apply this feat upon attaining this level, then she does not gain this bonus feat.
Master of One (Su): Once per day, a diversifier who has attained 10th level can temporarily focus his skills and experience into his martial, roguish, divine or arcane abilities. To do this, the diversifier spends 10 minutes meditating upon the chosen abilities, under the same conditions required for preparing divine spells. Upon completing his meditation he temporarily gains a bonus related to the abilities upon which he meditated. The effect lasts for one hour per diversifier level and cannot be ended any earlier. The bonus gained depends upon the type of abilities on which the diversifier meditated:
- Martial: Upon completing his meditation upon his martial abilities the diversifier gains a +1 unnamed bonus to his attack rolls for every three diversifier class levels (+3 at 10th and 11th level, +4 at 12th-14th level, etc.).
- Roguish: Upon completing his meditation upon his roguish abilities the diversifier gains a +1d6 bonus to his sneak attack damage for every three diversifier class levels (+3d6 at 10th and 11th level, +4d6 at 12th-14th level, etc.).
- Divine: Upon completing his meditation upon his divine abilities the diversifier gains a +1 unnamed bonus to his effective divine caster level for every two diversifier class levels (+5 at 10th level, etc.). This improves such things as his caster level checks to penetrate spell resistance as well as any level-based effects of divine spells. Additionally, he can memorize an additional number of divine spells per day equal to this same number (e.g. 5 at 10th level). These additional spells must be spread as evenly as possible across the spell levels he can cast, starting with the lowest level spells. For example, if a 10th level diversifier can cast 1st, 2nd and 3rd level divine spells, he gets to cast two extra 1st level spells, two extra 2nd level spells and one extra 3rd level spell. If this use of the Master of One ability expires before these extra spells are cast, then these extra spells are lost when the ability expires. Finally, if the diversifier can cast divine spells from more than one class, then the diversifier must choose to which such class to apply this ability; this choice can change with each use of this ability.
- Arcane: Upon completing his meditation upon his arcane abilities the diversifier gains a +1 unnamed bonus to his effective arcane caster level for every two diversifier class levels (+5 at 10th level, etc.). This improves such things as his caster level checks to penetrate spell resistance as well as any level-based effects of arcane spells. Additionally, he can memorize an additional number of arcane spells per day equal to this same number (e.g. 5 at 10th level). These additional spells must be spread as evenly as possible across the spell levels he can cast, starting with the lowest level spells. For example, if a 10th level diversifier can cast 1st, 2nd and 3rd level arcane spells, he gets to cast two extra 1st level spells, two extra 2nd level spells and one extra 3rd level spell. If this use of the Master of One ability expires before these extra spells are cast, then these extra spells are lost when the ability expires. Finally, if the diversifier can cast arcane spells from more than one class, then the diversifier must choose to which such class to apply this ability; this choice can change with each use of this ability.
* Notes: I created this prestige class with the idea that if someone were to advance in the "classic core" classes equally (i.e. Cleric, Fighter, Rogue, and Wizard), then he or she could unlock a hidden potential that allows a more powerful than normal multiclass character. Because of this, the most straightforward way to qualify for this class is to gain two class levels each in cleric, fighter, rogue and wizard while making the required feat choices. However, such a multiclass combo isn't strictly necessary--paladins can turn undead and are proficient with all martial weapons, sorcerers and bards can cast arcane spells, monks have the evasion ability, etc. It also pays to have high numbers in several ability scores in order to excel as a diversifier. Because of class requirements, of the standard races, only humans and half-elves can become diversifiers.
Copyright (c) 2001-2004, Christopher Lee Akerley. All rights reserved.
----------