Prestige Classes

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Angel Ascendant

“The power of celestial might manifests in only the purest of souls.”
- Gilora Panatrax, Sage of Lakoria​

Alsteir-Seracia is a world heavily steeped in planar roots. There are many creatures that have made their way from their outer planes to the prime material. Angels have been sent by divine patrons from their home plane to Seracia in order to act as guardians and protectors of key persons and locations. More than once has the angel found a romantic interest in a mortal and sometimes they consummate their relationship in the ceremony of holy matrimony and produce offspring. More often than not the child brought into the world has innate abilities.

The child is either born as a full blooded half-celestial or is further removed from her angelic ancestry. Those that realize their ancestry and wish to further the cause of justice and righteousness often take up the mantle of their angelic ancestor. These are the individuals that advance in this class fully realizing their heritage when they reach tenth level.

Angel ascendants prefer to travel with a group of companions dedicated to righting the wrongs they encounter in their travels. Literally anyone that realizes their heritage has the potential to become a half-celestial but the more common petitioners are sorcerers that trace their innate abilities for the arcane to their celestial roots, though she does so at the expense of sheer spellpower. Clerics and soul channelers are also naturally drawn to their roots and are as likely to advance an angel ascendant as a sorcerer, if not more so. All angel ascendants are eventually drawn to areas that are still pure and untainted by evil.

HP/Level Gained: 6

REQUIREMENTS
To qualify to become an angel ascendant the character must fulfill the following criteria:
Alignment: Any non-evil
Race: Any non-celestial (cannot already be a half-celestial).
Bloodline: Angelic Ancestry
Skills: Knowledge (Angels & Celestials) 13 ranks
Feat: Otherworldly
Incarnum Ability: Angelic Aura

CLASS SKILLS
The angel ascendant’s class abilities (and the key ability for each skill are) Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hypnosis (Int), Investigate, Knowledge (Incarnum), Knowledge (Law) (Int), Knowledge (Religion), Knowledge (The Planes), Read Magic Text (Int), Sense Motive (Wis), and Spirit Lore (Wis).

Skill Points/Level Gained: 6 + Int Modifier

Code:
[b]       Base                       Ability
Class  Attack  Fort  Ref   Will    Score
Level  Bonus   Save  Save  Save  Increases  Special                         Spell-like Abilities[/b]
  1      +0     +3    +3    +3    +2 DEX    Darkvision, Elemental           Bless, Cure Wounds*,
                                            Resistances, Poison Rsistance   Protection From Evil 3/Day
  2      +1     +4    +4    +4    +2 WIS    Natural Armor Improvement       Aid, Detect Evil
  3      +2     +4    +4    +4    +2 CHA    Daylight, Divine Health         Neutralize Poison
  4      +3     +5    +5    +5    +2 STR    Angel's Wings (Average)         Holy Smite, Remove Disease
  5      +3     +5    +5    +5    +2 CON    Spell Resistance                Dispel Evil[sup][b]9[/b][/sup]
  6      +4     +6    +6    +6    +2 STR    Damage Reduction                Holy Word[sup][b]11[/b][/sup]
  7      +5     +6    +6    +6    +2 INT    Sacred Strike                   Hallow[sup][b]13[/b][/sup], Holy Aura[sup][b]13[/b][/sup]
  8    +6/+1    +7    +7    +7    +2 CON    Smite Evil                      Mass Charm Monster[sup][b]15[/b][/sup]
  9    +6/+1    +7    +7    +7    +2 WIS    Angel's Wings (good)            Summon Monster IX[sup][b]17[/b][/sup]
 10    +7/+2    +8    +8    +8    +2 CHA    Angelic Apotheosis              Resurrection[sup][b]19[/b][/sup]

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CLASS FEATURES
All of the following are class features of the angel ascendant.

Weapon and Armor Proficiency: Angel ascendants gain no proficiency with weapons, armor or shields of any type.

Ability Score Increases: Each level the angel ascendant gains gives one of her ability scores a slight boost. For each level gained add the appropriate bonus to the ability score that gains an increase at that level.

Spell-like Abilities: Each level gained as an angel ascendant gives the character a spell-like ability or two. The character only gains these spell-like abilities if she has an Intelligence or Wisdom score of 8 or higher. If the spell-like ability has a superscript number after it, it is only available if the sum of her hit dice and/or class levels is at least equal to the superscripted value.

For example Lorana, a human Soul Channeler 3/Angel Ascendant 5 does not gain smite evil as spell-like abilitt because the sum of her class levels is 8, which is 1 hit dice/level less than she needs to be able to use theis spell-like abilities.

Hit dice and/or levels gained after the prestige class is started or completed count toward acquiring these spell-like abilities. For example if Lorana gains 1 more level, such as by taking five levels in any base, prestige or advanced class she gains the ability to use holy word.

Unless otherwise noted each spell-like ability is usable only once per day. Caster level for these abilities is equal to the sum of the character’s class levels and/or hit dice.

*Cure Wounds is a spell-like ability that stems from a scalable spell. This spell-like ability is usable once per day for every two class levels and/or hit dice the character has. Whenever it is used it cures Xd8 points of damage, where x is equal to the level of the spell. To figure x take the sum of your class levels and/or hit dice, then add one and take that sum and divide two. The dividend is the spell level that cure wounds is cast at, which can be no higher than 9th (which is achieved when the sum of your class levels and/or hit dice equals 17).

Darkvision: The character gains darkvision out to 60 feet.

Elemental Resistances: The character gains resistance to Acid 1, Cold 1 and Electricity 1. For each further level gained as an angel ascendant all of her resistances increase by 1. At 10th level all of her resistances cap out at Acid 10, Fire 10 and Electricity 10.

Poison Resistance: The character gains a +4 racial bonus on all Fortitude saves against poison.

Natural Armor Improvement: The characters natural armor improves by +1. This stacks with any natural armor the character already has.

Daylight (Su): The character can use the spell daylight at will.

Divine Health: The character becomes immune to all normal and magical diseases and can never contact any of them ever again.

Angel’s Wings: At 4th level the angel ascendant undergoes a skeletal transformation. The character grows a long pair of white feathery wings. The characters wings grant her the ability to fly at a speed equal to her base land speed with average maneuverability.

At 9th level the character is extraordinarily quick of wing. The characters fly speed doubles and her maneuverability class increases from average to good.

Spell Resistance: The character gains spell resistance. Her spell resistance is the sum of her class levels and/or hit dice +5, to a maximum of 25.

Damage Reduction: If the sum of the characters class levels and/or hit dice is 11 or less she gains Damage Reduction 5/ Magic. If the sum of the characters class levels and/or hit dice is 12 or more she gains Damage Reduction 10/Magic.

Sacred Strike: The characters unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.

Smite Evil (Su): Once per day the character can make a normal melee attack to deal extra damage equal to the sum of the characters class levels and/or hit dice (maximum of +20) against an evil foe.

Angelic Apotheosis: At 10th level the character has completed her journey towards becoming a half-celestial. Her spell Resistance reaches its full strength (the sum of her class levels and/or hit dice +10, to a maximum of 35), her natural armor bonus increases to +2 and she gains immunity to petrification and polymorph effects.
 

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Woodland Archer

"Some are born to the steel, but others are masters of the
bow. Even then, it is those that respect the wood that gave itself
to become the bow that is the true legitimate heir of its power.”
– Vatashta Sengranna, Master Carpenter of Castle Kalawynn​

The woodland archer is an elite wilderness warrior unique among those that truly make their home in the uncivilized lands. There are specific orders among the arboreal elves and the saelvhik that span vast tracks of forested land.

Woodland Archers are elite archers and skirmishers, capable of doing tricks with bows that urbane archers only dream about. They are also capable of sniping from greater distances than one would think is possible. Their ability to fight and survive in the timberlands is only matched (or some would say surpassed) by barbarian hordes and tribes.

HP/Level Gained: 6

REQUIREMENTS
To qualify to become an angel ascendant the character must fulfill the following criteria:
Race: Any that is mostly uncomfortable in a town larger than a hamlet (mostly arboreal elves and saelvhik)
Skills: Knowledge (Nature) 8 ranks, Survival 8 ranks
Feats: Far Shot, Point Blank Shot, Precise Shot, Track, Weapon Focus (any bow that isn’t a crossbow)

CLASS SKILLS
The woodland archer’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Nature) (Int), Move Silently (Dex), Profession (Wis), Survival (Wis), Swim (Str) and Use Rope (Dex).

Skill Points/Level Gained: 4 + Int Modifier

Code:
[b]Class      Base      Fort  Ref   Will                      Extended  Spells/Day[/b]
Level  Attack Bonus  Save  Dave  Save  Special              Range      1  2  3
  1         +1        +3    +3    +0   1st Favored Enemy,   +15 ft.    0  -  -
                                       Archery Style               
  2         +2        +4    +4    +1   Heightened Senses,   +30 ft.    1  -  -
                                       Trailblazer                 
  3         +3        +4    +4    +1   2nd Favored Enemy    +45 ft.    1  0  -
  4         +4        +5    +5    +2   Keen Arrows,         +60 ft.    1  1  -
                                       Swift Tracker               
  5         +5        +5    +5    +2   3rd Favored Enemy    +75 ft.    2  1  0 
  6       +6/+1       +6    +6    +3   Bow Strike           +90 ft.    2  1  1
  7       +7/+2       +6    +6    +3   4th Favored Enemy   +105 ft.    2  2  1
  8       +8/+3       +7    +7    +4   Anitcipation        +120 ft.    3  2  2
  9       +9/+4       +7    +7    +4   5th Favored Enemy   +135 ft.    3  2  2
 10       +10/+5      +8    +8    +5   Arrow Cleave        +150 ft.    3  3  3
CLASS FEATURES
All of the following are class features of the woodland archer.

Weapon and Armor Proficiency: Woodland archers are proficient with all simple weapons, all bows that aren’t crossbows and with light armor. In addition woodland archers are proficient in the use of arrows as a melee weapon, meaning they do not suffer the standard -4 penalty for using an arrow in melee.

Extended Range (Ex): The woodland archer gains the bonus listed in this column to the range increment of all bows and crossbows she uses (added in after all multipliers). Thus a 10th level woodland archer with a composite longbow would have a ((110 feet x 1.5 for Far Shot) + 150 feet) 315 foot range increment.

Favored Enemy (Ex): At 1st level, the woodland archer may select a type of creature as a favored enemy, chosen from among those listed on the Ranger’s Favored Enemy chart. Due to her extensive study of her foes and training in the proper techniques for combating them, the woodland archer gains a +2 bonus on her Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures.

At 3rd level and every two levels thereafter (5th, 7th and 9th level), the woodland archer may select an additional favored enemy from those listed on the Ranger’s Favored Enemy chart. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the woodland archer chooses humanoids or outsiders as a favored enemy, she must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; she simply uses whichever bonus is higher.

Archery Style (Ex): At 1st level, the woodland archer receives the Rapid Shot feat, even if she does not have the normal prerequisites for it. At 6th level, the woodland archers’ talent with using bows improves; she receives the benefit of the Manyshot feat even if she doesn’t meet the prerequisites for it. At 10th level the woodland archers reaches the pinnacle of this class ability; she receives the benefit of Improved Precise Shot even if she doesn’t meet the prerequisites for it.

The woodland archer only gains the benefits of these bonus feats when wearing light armor or is unarmored; when wearing medium or heavy armor and/or carrying a heavy load she does not gain any benefits associated with this ability.

Spells: Beginning at first level, the woodland archer gains the ability to cast a small number of divine spells. She may prepare and cast any spell from the ranger spell list, provided that she can cast spells of that level. Her base daily spell allotment is shown on her class progression chart. In addition she receives bonus spells per day if she has a high enough Wisdom score. When the woodland archer gets zero spells of a given level, she can only use any bonus spells she may have.

The woodland archer must choose a time of the day during which she spends an hour in quiet contemplation to regain her daily allotment of spells (most woodland archers choose first dawn as this time). This period of contemplation is not the direct worship of a deity, but is rather a meditative state in which the archer connects with nature spirits or the land itself. Time spent resting has no effect on whether the archer can prepare spells. The archer may prepare and cast any spell on the spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Heightened Senses (Ex): At 2nd level the woodland archer’s perception sharpens and allows her to be more aware of her surroundings. The woodland archer gains a bonus on her listen and search checks as well as generalized perception checks equal to half her archer level.

Trailblazer (Ex): Starting at 2nd level the woodland archer may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect her.

Keen Arrows (Ex): At 4th level all arrows or bolts that the woodland archer fires are considered keen in addition to any other properties they might have. A keen arrow’s threat range is doubled, so a normal arrow in a woodland archer’s hands would have a threat range of 19-20/x2. If the woodland archer fires an arrow or bolt that already has the keen special ability, these effects do not stack.

Swift Tracker (Ex): At 4th level the woodland archer can move at her normal speed while following tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Bow Strike (Ex): At 6th level the woodland archer may use her bow in melee as if it were a quarterstaff in a manner that does not damage the bow.

Anticipation (Ex): At 8th level the woodland archer is adept at noticing enemies’ tiny movements and other visual and auditory clues. This ability allows her to react more quickly in combat, granting her a bonus equal to half her archer level to all initiative checks. In addition she may select one target to observe each round; for the remainder of that round, this target cannot make attacks of opportunity against the woodland archer when she leaves or enters that opponent’s threat area. Finally this opponent cannot flank the woodland archer, although she may still be flanked by other enemies.

Arrow Cleave (Ex): At 10th level, when the woodland archer deals enough damage with an arrow or bolt to drop it(typically by dropping it to 0 hit points, killing it and so forth), she receives a second attack with the same ranged weapon against another creature directly in the path of the arrow. The creature must be in the same range increment as the original target and the second attack is at the same bonus as the original attack that dropped the previous creature.
 

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