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[PrC] Archaeologist
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<blockquote data-quote="Vlos" data-source="post: 1629675" data-attributes="member: 15447"><p>This is a PrC I entered back a while ago on MonteCooks site, similar in nature to what you guys have. It was for a PrC contest of Unusual Class Combos, which required a Bard/Ranger to get to quickest, but a straight monk could also qualify for it.</p><p></p><p>I like yours and will probably look at maybe combining the two into a third.</p><p></p><p><strong>PrC: Relic Hunter</strong></p><p></p><p><em></em></p><p><em>Faerosin looks up from the parchment. Holding it gently she scans the ruins of the city. </em></p><p><em>The building was suppose to be the tallest in the city according to the parchment, but everything </em></p><p><em>was destroyed over centuries and only piles of rocks with heavy vegetation can be seen. Off to the </em></p><p><em>south is a large lake that the ancient city once nestled up to. </em></p><p><em></em></p><p><em></em></p><p><em>Rolling up the parchment she pulls another from her pack. Unrolling it she scans the different city </em></p><p><em>streets. Her companion Jero asks "is that Harn?", no she replies not taking her eyes of the map. </em></p><p><em>Using the lake as a reference she traces down the streets to the largest building on the map. Looking </em></p><p><em>up she sees a pile of rocks a bit off to the right. Looking at the others she smiles and dashes off towards the </em></p><p><em>pile…</em></p><p><em></em></p><p><em></em></p><p><em>It took them three days to find an opening into the sub-basement. And from there they had lost Jero </em></p><p><em>to a trap. She had warned him to let her go first, but his lust for the prize overtook him. In the </em></p><p><em>end he paid for it with his life. Now in the center of the room stood the prize. An ancient scepter </em></p><p><em>that ruled over the Undead. Only a glowing sphere was blocking them from the final few steps. </em></p><p><em>They had tried to dispel it, but with no luck.</em></p><p><em></em></p><p><em></em></p><p><em>Faerosin stood at the edge, thinking of all the past times she was able to withstand the powerful </em></p><p><em>magics, wondering if it would be enough. Closing her eyes and taking a breath she stepped through </em></p><p><em>the sphere. She could feel the magics rolling over her, tingling her skin, but when she opened her </em></p><p><em>eyes she was standing on the inside of the sphere. The Scepter an arms reach away...</em></p><p><em></em></p><p></p><p>The Relic is a rogue'ish type of character that hunts for lost relics or artifacts. Using his knowledge </p><p>deciphering ancient tomes or maps he then uses his rogue skills to hunt down and search for them. Often </p><p>along the way they encounter ancient guardians and/or traps, which they must defeat. </p><p></p><p></p><p><strong>Hit Dice:</strong> d8</p><p></p><p><strong>Requirements:</strong></p><p><strong>Race:</strong> Any</p><p><strong>Feats/Abilities:</strong> Evaision, Skill Focus(History), Track</p><p><strong>Skills:</strong> Tumble 10 ranks, Knowledge (History) 6 ranks, Knowledge (Geography) 6 ranks</p><p><strong>Base Saves:</strong> Fort +5, Ref +5, Will +5</p><p><strong>Special:</strong> Must be able to cast a second level spell spontaneously.</p><p></p><p></p><p></p><p><strong>Skills:</strong> The Relic Hunter's class skills (and the key ability for each skill) are Appraise (Int), </p><p>Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), </p><p>Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Any) (Int), Listen (Wis), </p><p>Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), </p><p>Spot (Wis), Survival(Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).</p><p><strong>Skill points at each level:</strong> 6 + Int</p><p><strong>BAB:</strong> Average</p><p><strong>Good Saves:</strong> Ref, Fort, Will</p><p></p><p>[code]Levels and Special Abilities:</p><p>Lvl BAB F R W Special Abilities</p><p>01 +0 +2 +2 +2 Explorer Lore, Sixth Sense </p><p>02 +1 +3 +3 +3 Trap Finding</p><p>03 +2 +3 +3 +3 Brave, Sixth Sense</p><p>04 +3 +4 +4 +4 Superior Resistance</p><p>05 +3 +4 +4 +4 Search Bonus, Sixth Sense </p><p>06 +4 +5 +5 +5 Greater Lore</p><p>07 +5 +5 +5 +5 Never Lost, Sixth Sense</p><p>08 +6 +6 +6 +6 Fearless</p><p>09 +6 +6 +6 +6 Sixth Sense</p><p>10 +7 +7 +7 +7 True Lore</p><p></p><p>[/code]</p><p></p><p><strong>Explorer Lore:</strong></p><p>A Relic Hunter may make a special Lore check, similar to the bardic knowledge check, with a bonus equal </p><p>to his Relic Hunter level + his Intelligence modifier to see whether he knows some relevant information </p><p>about local notable people, legendary items, or noteworthy places. (If the Relic Hunter has 5 or more </p><p>ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful Explorer Lore check will </p><p>not reveal the powers of a magic item but may give a hint as to its general function. A Relic Hunter may </p><p>not take 10 or take 20 on this check; this sort of knowledge is essentially random. If the Relic Hunter </p><p>already has Bardic Knowledge skill, then he gains an additional +2 to the skill check and adds his Relic </p><p>Hunter levels to his Bard levels.</p><p></p><p>[code]DC Type of Knowledge</p><p>10 Common, known by at least a substantial minority drinking; common legends of the local population.</p><p>20 Uncommon but available, known by only a few people legends.</p><p>25 Obscure, known by few, hard to come by.</p><p>30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only </p><p> by those who don't understand the significance of the knowledge.</p><p></p><p></p><p>[/code]</p><p></p><p><strong>Trap Finding:</strong></p><p>Relic Hunters can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. </p><p>Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has </p><p>a DC of 25 + the level of the spell used to create it. Relic Hunters can use the Disable Device skill to </p><p>disarm magic traps similar to a Rogue. A magic trap generally has a DC of 25 + the level of the spell used </p><p>to create it. </p><p></p><p><strong>Greater Lore (Ex):</strong></p><p>A Relic Hunter gains the ability to understand magic items, as with the identify spell. A Relic Hunter can use this ability once for every 3 Relic Hunter levels in any given 24 hour period.</p><p></p><p><strong>True Lore (Ex):</strong> </p><p>At 10th level, once per day a Relic Hunter can use her knowledge to gain the effect of a legend lore spell </p><p>or an analyze dweomer spell.</p><p></p><p><strong>Brave (Ex):</strong></p><p>A Relic Hunter gains a +2 bonus to saves against Fear effects cause either by natural or magical sources.</p><p></p><p><strong>Never Lost (Ex):</strong></p><p>A Relic Hunter can never get lost. A Relic Hunter is never lost and gains a +10 Survival bonus versus direction </p><p>and is immune to Maze like effects.</p><p></p><p><strong>Fearless (Ex):</strong></p><p>A Relic Hunter becomes immunes to Fear, both magical and natural. This includes Dragon Fear.</p><p></p><p><strong>Superior Resistance(Ex):</strong></p><p>A Relic Hunter is always around powerful magical auras, as such a Relic Hunter gains spell resistance equal to </p><p>her current HD + 10. In order to affect the Relic Hunter with a spell, a spellcaster must get a result on a </p><p>caster level check (1d20 + caster level) that equals or exceeds the Relic Hunter's spell resistance. This does </p><p>not stack with any other type of non-epic SR.</p><p></p><p></p><p><strong>Sixth Sense (Ex):</strong></p><p>A Relic Hunter is said to have a sixth sense. Being able to detect danger just before it happens or eyes in the </p><p>back of his head are examples of the Relic Hunter's Sixth Sense. Starting at First level and every other level </p><p>after that a Relic Hunter enhances his Sixth Sense. He can select any one of the following Special Abilities as </p><p>a Sixth Sense. (If a ability is an Improved ability the Relic Hunter must first select the lesser (Un-Improved) </p><p>ability). </p><p>He may choose from the following abilities: </p><p>- Danger Sense</p><p>- Eyes in the Back of the Head</p><p>- Improved Eyes in the Back of the Head</p><p>- Trap Sense</p><p>- Treasure Sense</p><p>- Lost Lore</p><p></p><p><em>Danger Sense:</em></p><p>The Relic Hunter and quick on their feet. When in light or no armor, the Relic Hunter may add his Intelligence </p><p>bonus to his armor class as a dodge bonus. They can only add a maximum bonus based on their Relic Hunter levels, </p><p>thus a 2nd Level Relic Hunter with an Intelligence bonus of +3 can only add +2 to their AC.</p><p></p><p><em>Eyes in the Back of the Head:</em></p><p>A Relic Hunter can sense people all around her. They retains their Dexterity bonus to AC (if any) even if they </p><p>are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC </p><p>if immobilized.</p><p></p><p><em>Improved Eyes in the Back of the Head:</em></p><p>A Relic Hunter can no longer be flanked. This defense denies the ability to sneak attack the character by flanking </p><p>her. The Relic Hunter must first select Eyes in the Back of the Head prior to select Improved Eyes in the Back of </p><p>the Head.</p><p></p><p><em>Trap Sense:</em></p><p>A Relic Hunter gains an intuitive sense that alerts them to danger from traps, giving them a +1 bonus on Reflex </p><p>saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Trap sense bonuses gained from </p><p>multiple classes stack.</p><p></p><p><em>Treasure Sense:</em></p><p>A Relic Hunter gains the ability to detect powerful or valuable relics. A Relic Hunter passing within 10' per </p><p>Relic Hunter Level of any item worth over 1000gp or contains a 4th level or higher spell or ability can automatically </p><p>detect its presence. A item that is magically hidden requires a Will save to penetrate the magic. The DC for </p><p>the save is the DC against the caster who cast the spell. This Will save is allowed even if the spell normally </p><p>doesn't allow such a save.</p><p></p><p><em>Lost Lore:</em></p><p>A Relic Hunter gains an innate sense to find lost or hidden lore. When searching tomes, libraries and maps for </p><p>clues about relics they can add their Search bonus to their Explorer Lore bonus to find such information. This </p><p>could be searching tomes for a specific passage about the relic or studying a mural which contains a figure </p><p>holding the relic. They must be actively searching for information to use this ability.</p></blockquote><p></p>
[QUOTE="Vlos, post: 1629675, member: 15447"] This is a PrC I entered back a while ago on MonteCooks site, similar in nature to what you guys have. It was for a PrC contest of Unusual Class Combos, which required a Bard/Ranger to get to quickest, but a straight monk could also qualify for it. I like yours and will probably look at maybe combining the two into a third. [b]PrC: Relic Hunter[/b] [i] Faerosin looks up from the parchment. Holding it gently she scans the ruins of the city. The building was suppose to be the tallest in the city according to the parchment, but everything was destroyed over centuries and only piles of rocks with heavy vegetation can be seen. Off to the south is a large lake that the ancient city once nestled up to. [/i] [i] Rolling up the parchment she pulls another from her pack. Unrolling it she scans the different city streets. Her companion Jero asks "is that Harn?", no she replies not taking her eyes of the map. Using the lake as a reference she traces down the streets to the largest building on the map. Looking up she sees a pile of rocks a bit off to the right. Looking at the others she smiles and dashes off towards the pile… [/i] [i] It took them three days to find an opening into the sub-basement. And from there they had lost Jero to a trap. She had warned him to let her go first, but his lust for the prize overtook him. In the end he paid for it with his life. Now in the center of the room stood the prize. An ancient scepter that ruled over the Undead. Only a glowing sphere was blocking them from the final few steps. They had tried to dispel it, but with no luck. [/i] [i] Faerosin stood at the edge, thinking of all the past times she was able to withstand the powerful magics, wondering if it would be enough. Closing her eyes and taking a breath she stepped through the sphere. She could feel the magics rolling over her, tingling her skin, but when she opened her eyes she was standing on the inside of the sphere. The Scepter an arms reach away... [/i] The Relic is a rogue'ish type of character that hunts for lost relics or artifacts. Using his knowledge deciphering ancient tomes or maps he then uses his rogue skills to hunt down and search for them. Often along the way they encounter ancient guardians and/or traps, which they must defeat. [b]Hit Dice:[/b] d8 [b]Requirements:[/b] [b]Race:[/b] Any [b]Feats/Abilities:[/b] Evaision, Skill Focus(History), Track [b]Skills:[/b] Tumble 10 ranks, Knowledge (History) 6 ranks, Knowledge (Geography) 6 ranks [b]Base Saves:[/b] Fort +5, Ref +5, Will +5 [b]Special:[/b] Must be able to cast a second level spell spontaneously. [b]Skills:[/b] The Relic Hunter's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival(Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). [b]Skill points at each level:[/b] 6 + Int [b]BAB:[/b] Average [b]Good Saves:[/b] Ref, Fort, Will [code]Levels and Special Abilities: Lvl BAB F R W Special Abilities 01 +0 +2 +2 +2 Explorer Lore, Sixth Sense 02 +1 +3 +3 +3 Trap Finding 03 +2 +3 +3 +3 Brave, Sixth Sense 04 +3 +4 +4 +4 Superior Resistance 05 +3 +4 +4 +4 Search Bonus, Sixth Sense 06 +4 +5 +5 +5 Greater Lore 07 +5 +5 +5 +5 Never Lost, Sixth Sense 08 +6 +6 +6 +6 Fearless 09 +6 +6 +6 +6 Sixth Sense 10 +7 +7 +7 +7 True Lore [/code] [b]Explorer Lore:[/b] A Relic Hunter may make a special Lore check, similar to the bardic knowledge check, with a bonus equal to his Relic Hunter level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Relic Hunter has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful Explorer Lore check will not reveal the powers of a magic item but may give a hint as to its general function. A Relic Hunter may not take 10 or take 20 on this check; this sort of knowledge is essentially random. If the Relic Hunter already has Bardic Knowledge skill, then he gains an additional +2 to the skill check and adds his Relic Hunter levels to his Bard levels. [code]DC Type of Knowledge 10 Common, known by at least a substantial minority drinking; common legends of the local population. 20 Uncommon but available, known by only a few people legends. 25 Obscure, known by few, hard to come by. 30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge. [/code] [b]Trap Finding:[/b] Relic Hunters can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Relic Hunters can use the Disable Device skill to disarm magic traps similar to a Rogue. A magic trap generally has a DC of 25 + the level of the spell used to create it. [b]Greater Lore (Ex):[/b] A Relic Hunter gains the ability to understand magic items, as with the identify spell. A Relic Hunter can use this ability once for every 3 Relic Hunter levels in any given 24 hour period. [b]True Lore (Ex):[/b] At 10th level, once per day a Relic Hunter can use her knowledge to gain the effect of a legend lore spell or an analyze dweomer spell. [b]Brave (Ex):[/b] A Relic Hunter gains a +2 bonus to saves against Fear effects cause either by natural or magical sources. [b]Never Lost (Ex):[/b] A Relic Hunter can never get lost. A Relic Hunter is never lost and gains a +10 Survival bonus versus direction and is immune to Maze like effects. [b]Fearless (Ex):[/b] A Relic Hunter becomes immunes to Fear, both magical and natural. This includes Dragon Fear. [b]Superior Resistance(Ex):[/b] A Relic Hunter is always around powerful magical auras, as such a Relic Hunter gains spell resistance equal to her current HD + 10. In order to affect the Relic Hunter with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Relic Hunter's spell resistance. This does not stack with any other type of non-epic SR. [b]Sixth Sense (Ex):[/b] A Relic Hunter is said to have a sixth sense. Being able to detect danger just before it happens or eyes in the back of his head are examples of the Relic Hunter's Sixth Sense. Starting at First level and every other level after that a Relic Hunter enhances his Sixth Sense. He can select any one of the following Special Abilities as a Sixth Sense. (If a ability is an Improved ability the Relic Hunter must first select the lesser (Un-Improved) ability). He may choose from the following abilities: - Danger Sense - Eyes in the Back of the Head - Improved Eyes in the Back of the Head - Trap Sense - Treasure Sense - Lost Lore [i]Danger Sense:[/i] The Relic Hunter and quick on their feet. When in light or no armor, the Relic Hunter may add his Intelligence bonus to his armor class as a dodge bonus. They can only add a maximum bonus based on their Relic Hunter levels, thus a 2nd Level Relic Hunter with an Intelligence bonus of +3 can only add +2 to their AC. [i]Eyes in the Back of the Head:[/i] A Relic Hunter can sense people all around her. They retains their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized. [i]Improved Eyes in the Back of the Head:[/i] A Relic Hunter can no longer be flanked. This defense denies the ability to sneak attack the character by flanking her. The Relic Hunter must first select Eyes in the Back of the Head prior to select Improved Eyes in the Back of the Head. [i]Trap Sense:[/i] A Relic Hunter gains an intuitive sense that alerts them to danger from traps, giving them a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Trap sense bonuses gained from multiple classes stack. [i]Treasure Sense:[/i] A Relic Hunter gains the ability to detect powerful or valuable relics. A Relic Hunter passing within 10' per Relic Hunter Level of any item worth over 1000gp or contains a 4th level or higher spell or ability can automatically detect its presence. A item that is magically hidden requires a Will save to penetrate the magic. The DC for the save is the DC against the caster who cast the spell. This Will save is allowed even if the spell normally doesn't allow such a save. [i]Lost Lore:[/i] A Relic Hunter gains an innate sense to find lost or hidden lore. When searching tomes, libraries and maps for clues about relics they can add their Search bonus to their Explorer Lore bonus to find such information. This could be searching tomes for a specific passage about the relic or studying a mural which contains a figure holding the relic. They must be actively searching for information to use this ability. [/QUOTE]
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