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<blockquote data-quote="Living Enworld Judge" data-source="post: 2464718" data-attributes="member: 13889"><p><strong>Prestige Classes - J to R</strong></p><p></p><p><span style="font-size: 15px">LEARNER</span></p><p>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.</p><p></p><p>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.</p><p></p><p>As NPCs, learners are usually not encountered in peaceful settings. They are often found in the wilderness, hunting down and researching monsters.</p><p></p><p><strong>Hit Die:</strong> d6.</p><p></p><p><strong>REQUIREMENTS</strong></p><p>To qualify to become a learner, a character must fulfill the following requirements.</p><p><em>BAB:</em> +4.</p><p><em>Skills:</em> Knowledge (arcana) 6 ranks, Knowledge (nature) 6 ranks.</p><p><em>Feats:</em> Endurance.</p><p><em>Spells:</em> Able to spontaneously cast at least 3rd-level arcane spells.</p><p></p><p><strong>CLASS SKILLS</strong></p><p>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).</p><p></p><p><strong>Skill Points at Each Additional Level:</strong> 4 + Intelligence modifier</p><p></p><p>[code][color=white][b]TABLE L-1: THE LEARNER</p><p></p><p> Fort Will Ref</p><p>Lvl BAB Save Save Save Special[/b]</p><p>1 +0 +0 +2 +0 Observation, Lore, Self-Study</p><p>2 +1 +0 +3 +0 Examine</p><p>3 +2 +1 +3 +1</p><p>4 +3 +1 +4 +1 Conversion</p><p>5 +3 +1 +4 +1</p><p>6 +4 +2 +5 +2 Analyze</p><p>7 +5 +2 +5 +2</p><p>8 +6 +2 +6 +2 Resistance</p><p>9 +6 +3 +6 +3</p><p>10 +7 +3 +7 +3 Continual Learning[/color][/code]</p><p></p><p><strong>CLASS FEATURES</strong></p><p>All the following are class features of the learner prestige class.</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> Learners gain no new proficiencies.</p><p></p><p>When in light armor, a learner does not suffer from arcane spell failure when using her talents (see below).</p><p></p><p><strong>Talents (Sp):</strong> 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:</p><p></p><p>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.</p><p></p><p>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 <a href="http://www.d20srd.org/srd/monsterFeats.htm#abilityFocus" target="_blank">Ability Focus feat</a> (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 <a href="http://www.d20srd.org/srd/monsterFeats.htm#empowerSpellLikeAbility" target="_blank">Empower Spell-Like Ability</a> and <a href="http://www.d20srd.org/srd/monsterFeats.htm#quickenSpellLikeAbility" target="_blank">Quicken Spell-Like Ability</a>; 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).</p><p></p><p>As the learner progresses, she gains the ability to learn more talents, as shown on Table L-2: Learner Talents.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>Finally, unlike other spell-like abilities, talents are subject to arcane spell failure.</p><p></p><p>[code][color=white][b]TABLE L-2: LEARNER TALENTS</p><p></p><p>Lvl Talents/Day Talents Known[/b]</p><p>1 2 + Wis mod 3 + Int mod</p><p>2 3 + Wis mod 5 + Int mod</p><p>3 5 + Wis mod 7 + Int mod</p><p>4 6 + Wis mod 9 + Int mod</p><p>5 8 + Wis mod 11 + Int mod</p><p>6 9 + Wis mod 13 + Int mod</p><p>7 10 + Wis mod 15 + Int mod</p><p>8 12 + Wis mod 17 + Int mod</p><p>9 13 + Wis mod 19 + Int mod</p><p>10 15 + Wis mod 21 + Int mod[/color][/code]</p><p></p><p><strong>Restricted Talents:</strong> 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.</p><p></p><p><strong>TABLE L-3: RESTRICTED TALENTS</strong></p><p>[sblock][code][color=white][b]TABLE L-3: RESTRICTED TALENTS</p><p></p><p>Monster Ability[/b]</p><p>Barghest Feed</p><p>Choker Quickness</p><p>Demon</p><p>--Vrock Dance of Ruin</p><p>Devourer Trap Essence</p><p> Spell Deflection</p><p>Ghost Rejuvenation</p><p>Mohrg Create Spawn</p><p>Nightshade</p><p>--Nightcrawler Summon Undead</p><p>--Nightwalker Summon Undead</p><p>--Nightwing Summon Undead</p><p>Shadow Create Spawn</p><p>Shocker Lizard Stunning Shock</p><p>Spectre Create Spawn</p><p>Vampire Create Spawn</p><p>Wight Create Spawn[/color][/code][/sblock]</p><p><strong>TABLE L-4: RESTRICTED TALENTS - PSIONIC CREATURES</strong>[sblock][code][color=white][b]TABLE L-4: RESTRICTED TALENTS - PSIONIC CREATURES</p><p></p><p>Monster Ability[/b]</p><p>Caller in Darkness Steal Essence</p><p>Cerebrilith Summon Demon</p><p>Intellect Devourer Body Thief[/color][/code][/sblock]</p><p>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.</p><p></p><p>The following lists are abilities that a learner can learn as talents.</p><p></p><p>TABLE L-5: LEARNER TALENT LIST[sblock][code][color=white][b]TABLE L-0: LEARNABLE ABILITY LIST</p><p> Minimum</p><p>Creature Ability (Type) Learner Level Focus[/b]</p><p>Allip Babble (Su) 2nd</p><p> Madness (Su) 1st</p><p> Wisdom Drain (Su) 1st</p><p>Angel</p><p>--Astral Deva Stun (Su) 2nd Astral Deva's Mace</p><p>Aranea Change Shape (Su) 4th</p><p>Archon Aura of Menace (Su) 2nd</p><p> Magic Circle Against Evil (Su) 3rd</p><p> Teleport (Su) 7th</p><p> Tongues (Su) 3rd</p><p>--Hound Change Shape (Su) 4th</p><p>--Trumpet Trumpet (Su) 5th Trumpet Archon's Horn</p><p>Arrowhawk </p><p>--Juvenile Electricity Ray (Su) 2nd</p><p>--Adult Electricity Ray (Su) 3rd</p><p>Assassin Vine Entangle (Su) 1st</p><p>Barghest Change Shape (Su) 4th</p><p>Basilisk Petrifying Gaze (Su) 5th</p><p>Behir Breath Weapon (Su) 8th</p><p>Belker Smoke Form (Su) 3rd</p><p>Blink Dog Blink (Su) 3rd</p><p> Dimension Door (Su) 4th</p><p>Bodak Death Gaze (Su) 7th</p><p>Celestial Smite Evil (Su) 2nd</p><p>Chaos Beast Corporeal Instability (Su) 7th</p><p>Chimera Breath Weapon (Su) 3rd</p><p>Cloaker Shadow Shift (Su) 4th</p><p>Cockatrice Petrification (Su) 5th</p><p>Couatl Ethereal Jaunt (Su) 7th</p><p> Telepathy (Su) 3rd</p><p>Darkmantle Darkness (Su) 2nd</p><p>Demon </p><p>--Babau Protective Slime (Su) 5th</p><p>--Balor Flaming Body (Su) 8th</p><p>--Bebilith Plane Shift (Su) 7th</p><p>--Dretch Telepathy (Su) 2nd</p><p>--Glabrezu True Seeing (Su) 6th</p><p>--Marilith True Seeing (Su) 6th</p><p>--Nalfeshnee Smite (Su) 6th</p><p> True Seeing (Su) 6th</p><p>--Quasit Alternate Form (Su) 3rd</p><p>--Retriever Eye Ray: Fire (Su) 6th</p><p> Eye Ray: Cold (Su) 6th</p><p> Eye Ray: Electricity (Su) 6th</p><p> Eye Ray: Petrification (Su) 5th</p><p> Find Target (Sp) 8th</p><p>--Succubus Energy Drain (Su) 3rd</p><p> Tongues (Su) 3rd</p><p>--Vrock Stunning Screech (Su) 2nd</p><p>Destrachan Destructive Harmonics (Su) 4th</p><p>Devil See in Darkness (Su) 3rd</p><p> Telepathy (Su) 2nd</p><p>--Barbed Fear (Su) 4th</p><p> Barbed Defense (Su) 2nd</p><p>--Bearded Infernal Wound (Su) 3rd</p><p>--Bone Fear Aura (Su) 4th</p><p>--Chain Dancing Chains (Su) 5th</p><p> Unnerving Gaze (Su) 2nd</p><p>--Erinyes True Seeing (Su) 6th</p><p>--Horned Fear Aura (Su) 4th</p><p> Stun (Su) 2nd</p><p> Infernal Wound (Su) 3rd</p><p>--Ice Fear Aura (Su) 4th</p><p> Slow (Su) 3rd</p><p>--Imp Alternate Form (Su) 3rd</p><p>--Pit Fiend Disease (Su) 4th</p><p> Fear Aura (Su) 5th</p><p>Devourer Energy Drain (Su) 3rd</p><p>Displacer Beast Displacement (Su) 4th</p><p> Resist Ranged Attacks (Su) 1st</p><p>Doppelganger Detect Thoughts (Su) 4th</p><p> Change Shape (Su) 4th</p><p>Dragon Turtle Breath Weapon (Su) 4th</p><p>Dragonne Roar (Su) 2nd</p><p>Elemental (Air) </p><p>--Small Whirlwind (Su) 1st</p><p>--Medium Whirlwind (Su) 3rd</p><p>--Large Whirlwind (Su) 5th</p><p>--Huge Whirlwind (Su) 7th</p><p>Elemental (Water) </p><p>--Small Vortex (Su) 1st</p><p>--Medium Vortex (Su) 3rd</p><p>--Large Vortex (Su) 5th</p><p>--Huge Vortex (Su) 7th</p><p>Ethereal Filcher Detect Magic (Su) 1st</p><p> Ethereal Jaunt (Su) 7th</p><p>Ethereal Marauder Ethereal Jaunt (Su) 7th</p><p>Fiendish Smite Good (Su) 2nd</p><p>Formian </p><p>--Worker Cure Serious Wounds (Sp) 3rd</p><p> Make Whole (Sp) 2nd</p><p>--Taskmaster Dominate Monster (Su) 9th</p><p>--Queen Telepathy (Su) 2nd</p><p>Frost Worm Trill (Su) 2nd</p><p> Breath Weapon (Su) 5th</p><p>Genie Plane Shift [Limited] (Su) 7th</p><p>--Djinn Whirlwind (Su) 5th</p><p>--Noble Djinn Wish (Sp) 10th</p><p>--Efreet Change Size (Su) 2nd</p><p>--Janni Change Size (Su) 2nd</p><p>Gaele Gaze (Su) 5th</p><p> Alternate Form (Su) 7th</p><p> Protective Aura (Su) 5th</p><p> Tongues (Su) 3rd</p><p>Ghost Corrupting Gaze (Su) 5th</p><p> Corrupting Touch (Su) 1st</p><p> Draining Touch (Su) 4th</p><p> Frightful Moan (Su) 3rd</p><p> Horrific Appearance (Su) 5th</p><p> Malevolence (Su) 6th</p><p> Manifestation (Su) 3rd</p><p> Telekinesis (Su) 5th</p><p>Ghoul Ghoul Fever (Su) 3rd</p><p>Gibbering Mouther Gibbering (Su) 4th</p><p> Ground Manipulation (Su) 1st</p><p>Golem (Clay) Haste (Su) 3rd</p><p>Golem (Stone) Slow (Su) 3rd</p><p>Gorgon Breath Weapon (Su) 7th</p><p>Hag (Green) Weakness (Su) 5th</p><p>Hag (Sea) Horrific Appearance (Su) 5th</p><p> Evil Eye (Su) 5th</p><p>Half-Celestial Daylight (Su) 3rd</p><p> Smite Evil (Su) 2nd</p><p>Half-Dragon Breath Weapon (Su) 3rd</p><p>Half-Fiend Smite Good (Su) 2nd</p><p>Harpy Captivating Song (Su) 4th</p><p>Hell Hound Breath Weapon (Su) 2nd</p><p> Fiery Bite (Su) 1st</p><p>Inevitables </p><p>--Kolyarut Enervation Ray (Su) 4th</p><p> Vampiric Touch (Su) 3rd</p><p>--Marut Fists of Thunder and Lightning (Su) 5th</p><p>Invisible Stalker Natural Invisibility (Su) 4th</p><p>Krenshar Scare (Su) 2nd</p><p>Lamia Wisdom Drain (Su) 3rd</p><p>Lamasu Magic Circle Against Evil (Su) 3rd</p><p>Leonal Roar (Su) 7th</p><p> Lay on Hands (Su) 6th</p><p> Protective Aura (Su) 5th</p><p> Speak with Animals (Su) 1st</p><p>Lich Fear Aura (Su) 3rd</p><p> Paralyzing Touch (Su) 6th</p><p> Damage Reduction (Su) 4th</p><p>Lycanthrope Alternate Form (Su) 3rd</p><p> Curse of Lycanthropy (Su) 4th</p><p>Medusa Petrifying Gaze (Su) 7th</p><p>Mephit </p><p>--Air Breath Weapon (Su) 2nd</p><p>--Dust Breath Weapon (Su) 2nd</p><p>--Earth Breath Weapon (Su) 2nd</p><p> Change Size (Su) 2nd</p><p>--Fire Breath Weapon (Su) 2nd</p><p>--Ice Breath Weapon (Su) 2nd</p><p>--Magma Breath Weapon (Su) 2nd</p><p>--Ooze Breath Weapon (Su) 2nd</p><p>--Salt Breath Weapon (Su) 2nd</p><p>--Steam Breath Weapon (Su) 2nd</p><p>--Water Breath Weapon (Su) 2nd</p><p>Mohrg Paralyzing Touch (Su) 4th</p><p>Mummy Despair (Su) 4th</p><p> Mummy Rot (Su) 6th</p><p>Naga </p><p>--Dark Naga Detect Thoughts (Su) 2nd</p><p>--Spirit Naga Charming Gaze (Su) 3rd</p><p>Night Hag Dream Haunting (Su) 9th Night Hag's Heartstone</p><p>Nightmare Flaming Hooves (Su) 1st</p><p> Smoke (Su) 1st</p><p> Etherealness (Su) 9th</p><p> Astral Projection (Su) 10th</p><p>Nightshade Desecrating Aura (Su) 3rd</p><p>--Nightcrawler Energy Drain (Su) 4th</p><p>--Nightwalker Crush Item (Su) 2nd</p><p> Evil Gaze (Su) 4th</p><p>--Nightwing Magic Drain (Su) 6th</p><p>Nymph Blinding Beauty (Su) 5th</p><p> Stunning Glance (Su) 3rd</p><p> Unearthly Grace (Su) 2nd</p><p>Ogre Mage Flight (Su) 3rd</p><p>Phantom Fungus Greater Invisibility (Su) 4th</p><p>Phase Spider Ethereal Jaunt (Su) 7th</p><p>Phasm Alternate Form (Su) 4th</p><p>Planetouched </p><p>--Aasimar Daylight (Sp) 3rd</p><p>--Tiefling Darkness (Sp) 2nd</p><p>Pseudodragon Telepathy (Su) 5th</p><p>Rakshasa Detect Thoughts (Su) 2nd</p><p> Change Form (Su) 2nd</p><p>Rast Paralyzing Gaze (Su) 4th</p><p> Flight (Su) 3rd</p><p>Ravid Positive Energy Lash (Su) 3rd</p><p> Animate Objects (Su) 6th</p><p> Flight (Su) 3rd</p><p>Satyr Pipes (Su) 4th Satyr's Pipes</p><p>Shadow Strength Damage (Su) 2nd</p><p>Shadow Mastiff Bay (Su) 6th</p><p> Shadow Blend (Su) 3rd</p><p>Shield Guardian Find Master (Su) 2nd Shield Guardian's Amulet</p><p> Shield Other (Sp) 2nd Shield Guardian's Amulet</p><p> Spell Storing (Sp) 4th</p><p>Shocker Lizard Lethal Shock (Su) 3rd</p><p>Spectre Energy Drain (Su) 4th</p><p> Unnatural Aura (Su) 2nd</p><p>Sphinx </p><p>--Androsphinx Roar (Su) 7th</p><p>Spider Eater Freedom of Movement (Su) 4th</p><p>Sprite </p><p>--Grig Fiddle (Su) 6th Grig's Fiddle</p><p>--Nixie Charm Person (Sp) 1st</p><p> Water Breathing (Sp) 3rd</p><p>--Pixie Greater Invisibility (Su) 4th</p><p>Tarrasque Frightful Presence (Su) 4th</p><p>Treant Animate Trees (Sp) 6th</p><p>Umber Hulk Confusing Gaze (Sp) 4th</p><p>Unicorn Magic Circle Against Evil (Su) 3rd</p><p>Vampire Children of the Night (Su) 2nd</p><p> Dominate (Su) 5th</p><p> Energy Drain (Su) 5th</p><p> Alternate Form (Su) 4th</p><p> Damage Reduction (Su) 4th</p><p> Gaseous Form (Su) 3rd</p><p>Vampire Spawn Domination (Su) 5th</p><p> Energy Drain (Su) 4th</p><p> Gaseous Form (Su) 3rd</p><p>Vargouille Shriek (Su) 6th</p><p> Kiss (Su) 6th</p><p>Wight Energy Drain (Su) 4th</p><p>Winter Wolf Breath Weapon (Su) 3rd</p><p> Freezing Bite (Su) 2nd</p><p>Wraith Unnatural Aura (Su) 1st</p><p> Constitution Drain (Su) 4th</p><p>--Dread Lifesense (Su) 3rd</p><p> Constitution Drain (Su) 5th</p><p>Xill Planewalk (Su) 7th</p><p>Yeth Hound Bay (Su) 2nd</p><p> Flight (Su) 4th</p><p>Yrthak Sonic Lance (Su) 4th</p><p>Yuan-ti </p><p>--Halfblood Produce Acid (Sp) 2nd</p><p> Chameleon Power (Sp) 1st</p><p>--Abomination Aversion (Sp) 6th</p><p> Produce Acid (Sp) 2nd</p><p> Chameleon Power (Sp) 1st[/color][/code][/sblock]</p><p>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).</p><p></p><p>For dragons, all references to frightful presence are ignored; the DCs set by these abilities are set just as they are for other talents.</p><p></p><p><strong>TABLE L-6: LEARNER TALENT LIST - TRUE DRAGONS</strong>[sblock][code][color=white][b]TABLE L-6: LEARNABLE ABILITY LIST - TRUE DRAGONS</p><p></p><p> Minimum</p><p>Creature Ability (Type) Learner Level Focus[/b]</p><p>Black Dragon </p><p>--Wyrmling Breath Weapon (Su) 1st</p><p>--Very Young Breath Weapon (Su) 2nd</p><p>--Young Breath Weapon (Su) 3rd</p><p>--Juvenile Breath Weapon (Su) 4th</p><p> Darkness (Sp) 3rd</p><p>--Young Adult Breath Weapon (Su) 5th</p><p>--Adult Breath Weapon (Su) 6th</p><p> Corrupt Water (Sp) 1st</p><p>--Mature Adult Breath Weapon (Su) 7th</p><p>--Old Breath Weapon (Su) 8th</p><p> Plant Growth (Sp) 3rd</p><p>--Very Old Breath Weapon (Su) 9th</p><p>--Ancient Breath Weapon (Su) 10th</p><p> Insect Plague (Sp) 5th</p><p>--Wyrm Breath Weapon (Su) 10th</p><p>--Great Wyrm Breath Weapon (Su) 10th</p><p> Charm Reptiles (Sp) 2nd</p><p></p><p>Blue Dragon Create/Destroy Water (Sp) 1st</p><p>--Wyrmling Breath Weapon (Su) 1st</p><p>--Very Young Breath Weapon (Su) 2nd</p><p>--Young Breath Weapon (Su) 3rd</p><p>--Juvenile Breath Weapon (Su) 4th</p><p>--Young Adult Breath Weapon (Su) 5th</p><p>--Adult Breath Weapon (Su) 6th</p><p> Ventriloquism (Sp) 1st</p><p>--Mature Adult Breath Weapon (Su) 7th</p><p>--Old Breath Weapon (Su) 8th</p><p> Hallucinatory Terrain (Sp) 4th</p><p>--Very Old Breath Weapon (Su) 9th</p><p>--Ancient Breath Weapon (Su) 10th</p><p> Veil (Sp) 6th</p><p>--Wyrm Breath Weapon (Su) 10th</p><p>--Great Wyrm Breath Weapon (Su) 10th</p><p> Mirage Arcana (Sp) 5th</p><p></p><p>Green Dragon </p><p>--Wyrmling Breath Weapon (Su) 1st</p><p>--Very Young Breath Weapon (Su) 2nd</p><p>--Young Breath Weapon (Su) 3rd</p><p>--Juvenile Breath Weapon (Su) 4th</p><p>--Young Adult Breath Weapon (Su) 5th</p><p>--Adult Breath Weapon (Su) 6th</p><p> Suggestion (Sp) 3rd</p><p>--Mature Adult Breath Weapon (Su) 7th</p><p>--Old Breath Weapon (Su) 8th</p><p> Plant Growth (Sp) 3rd</p><p>--Very Old Breath Weapon (Su) 9th</p><p>--Ancient Breath Weapon (Su) 10th</p><p> Dominate Person (Sp) 5th</p><p>--Wyrm Breath Weapon (Su) 10th</p><p>--Great Wyrm Breath Weapon (Su) 10th</p><p></p><p>Red Dragon </p><p>--Wyrmling Breath Weapon (Su) 1st</p><p>--Very Young Breath Weapon (Su) 2nd</p><p>--Young Breath Weapon (Su) 3rd</p><p>--Juvenile Breath Weapon (Su) 4th</p><p> Locate Object (Sp) 2nd</p><p>--Young Adult Breath Weapon (Su) 5th</p><p>--Adult Breath Weapon (Su) 6th</p><p>--Mature Adult Breath Weapon (Su) 7th</p><p>--Old Breath Weapon (Su) 8th</p><p> Suggestion (Sp) 3rd</p><p>--Very Old Breath Weapon (Su) 9th</p><p>--Ancient Breath Weapon (Su) 10th</p><p> Find the Path (Sp) 6th</p><p>--Wyrm Breath Weapon (Su) 10th</p><p>--Great Wyrm Breath Weapon (Su) 10th</p><p> Discern Location (Sp) 8th</p><p></p><p>White Dragon </p><p>--Wyrmling Breath Weapon (Su) 1st</p><p>--Very Young Breath Weapon (Su) 2nd</p><p>--Young Breath Weapon (Su) 3rd</p><p>--Juvenile Breath Weapon (Su) 4th</p><p> Fog Cloud (Sp) 2nd</p><p>--Young Adult Breath Weapon (Su) 5th</p><p>--Adult Breath Weapon (Su) 6th</p><p> Gust of Wind (Sp) 2nd</p><p>--Mature Adult Breath Weapon (Su) 7th</p><p>--Old Breath Weapon (Su) 8th</p><p> Freezing Fog (Sp) 4th</p><p>--Very Old Breath Weapon (Su) 9th</p><p>--Ancient Breath Weapon (Su) 10th</p><p> Wall of Ice (Sp) 4th</p><p>--Wyrm Breath Weapon (Su) 10th</p><p>--Great Wyrm Breath Weapon (Su) 10th</p><p> Control Weather (Sp) 7th</p><p></p><p>Bronze Dragon Speak with Animals (Sp) 2nd</p><p>--Wyrmling Breath Weapon (Su) 1st</p><p>--Very Young Breath Weapon (Su) 2nd</p><p>--Young Breath Weapon (Su) 3rd</p><p>--Juvenile Breath Weapon (Su) 4th</p><p> Endure Elements (Sp) 1st</p><p>--Young Adult Breath Weapon (Su) 5th</p><p>--Adult Breath Weapon (Su) 6th</p><p> Suggestion (Sp) 3rd</p><p>--Mature Adult Breath Weapon (Su) 7th</p><p>--Old Breath Weapon (Su) 8th</p><p> Control Winds (Sp) 5th</p><p>--Very Old Breath Weapon (Su) 9th</p><p>--Ancient Breath Weapon (Su) 10th</p><p> Control Weather (Sp) 7th</p><p>--Wyrm Breath Weapon (Su) 10th</p><p>--Great Wyrm Breath Weapon (Su) 10th</p><p> Summon Djinni (Sp) 9th</p><p></p><p>Brass Dragon Speak with Animals (Sp) 2nd</p><p>--Wyrmling Breath Weapon (Su) 1st</p><p>--Very Young Breath Weapon (Su) 2nd</p><p>--Young Breath Weapon (Su) 3rd</p><p> Alternate Form (Su) 4th</p><p>--Juvenile Breath Weapon (Su) 4th</p><p>--Young Adult Breath Weapon (Su) 5th</p><p>--Adult Breath Weapon (Su) 6th</p><p> Create Food and Water (Sp) 3rd</p><p> Fog Cloud (Sp) 2nd</p><p>--Mature Adult Breath Weapon (Su) 7th</p><p>--Old Breath Weapon (Su) 8th</p><p> Detect Thoughts (Sp) 2nd</p><p>--Very Old Breath Weapon (Su) 9th</p><p>--Ancient Breath Weapon (Su) 10th</p><p> Control Water (Sp) 4th</p><p>--Wyrm Breath Weapon (Su) 10th</p><p>--Great Wyrm Breath Weapon (Su) 10th</p><p> Control Weather (Sp) 7th</p><p></p><p>Copper Dragon </p><p>--Wyrmling Breath Weapon (Su) 1st</p><p>--Very Young Breath Weapon (Su) 2nd</p><p>--Young Breath Weapon (Su) 3rd</p><p>--Juvenile Breath Weapon (Su) 4th</p><p>--Young Adult Breath Weapon (Su) 5th</p><p>--Adult Breath Weapon (Su) 6th</p><p> Stone Shape (Sp) 3rd</p><p>--Mature Adult Breath Weapon (Su) 7th</p><p>--Old Breath Weapon (Su) 8th</p><p> Transmute Rock to Mud/Mud to Rock (Sp) 5th</p><p>--Very Old Breath Weapon (Su) 9th</p><p>--Ancient Breath Weapon (Su) 10th</p><p> Wall of Stone (Sp) 5th</p><p>--Wyrm Breath Weapon (Su) 10th</p><p>--Great Wyrm Breath Weapon (Su) 10th</p><p> Move Earth (Sp) 6th</p><p></p><p>Gold Dragon Alternate Form (Su) 4th</p><p>--Wyrmling Breath Weapon (Su) 1st</p><p>--Very Young Breath Weapon (Su) 2nd</p><p>--Young Breath Weapon (Su) 3rd</p><p>--Juvenile Breath Weapon (Su) 4th</p><p> Bless (Sp) 1st</p><p>--Young Adult Breath Weapon (Su) 5th</p><p>--Adult Breath Weapon (Su) 6th</p><p> Luck Bonus (Sp) 2nd</p><p>--Mature Adult Breath Weapon (Su) 7th</p><p>--Old Breath Weapon (Su) 8th</p><p> Geas/Quest (Sp) 7th</p><p> Detect Gems (Sp) 2nd</p><p>--Very Old Breath Weapon (Su) 9th</p><p>--Ancient Breath Weapon (Su) 10th</p><p> Sunburst (Sp) 8th</p><p>--Wyrm Breath Weapon (Su) 10th</p><p>--Great Wyrm Breath Weapon (Su) 10th</p><p> Foresight (Sp) 9th</p><p></p><p>Silver Dragon Alternate Form (Su) 4th</p><p> Cloudwalking (Su) 6th</p><p>--Wyrmling Breath Weapon (Su) 1st</p><p>--Very Young Breath Weapon (Su) 2nd</p><p>--Young Breath Weapon (Su) 3rd</p><p>--Juvenile Breath Weapon (Su) 4th</p><p> Feather Fall (Sp) 1st</p><p>--Young Adult Breath Weapon (Su) 5th</p><p>--Adult Breath Weapon (Su) 6th</p><p> Fog Cloud (Sp) 2nd</p><p>--Mature Adult Breath Weapon (Su) 7th</p><p>--Old Breath Weapon (Su) 8th</p><p> Control Winds (Sp) 5th</p><p>--Very Old Breath Weapon (Su) 9th</p><p>--Ancient Breath Weapon (Su) 10th</p><p> Control Weather (Sp) 7th</p><p>--Wyrm Breath Weapon (Su) 10th</p><p>--Great Wyrm Breath Weapon (Su) 10th</p><p> Reverse Gravity (Sp) 7th[/color][/code][/sblock]</p><p>The abilities of some psionic creatures may mention the expenditure of psionic power points; a learner may ignore such requirements.</p><p></p><p>TABLE L-7: LEARNER TALENT LIST - PSIONIC CREATURES[sblock][code][color=white][b]TABLE L-7: LEARNER TALENT LIST - PSIONIC CREATURES</p><p></p><p> Minimum</p><p>Creature Ability (Type) Learner Level [/b]</p><p>Astral Construct Smite (Su) 1st</p><p> Concussion (Ps) 4th</p><p> Dimension Slide (Ps) 3rd</p><p> Energy Bolt (Ps) 5th</p><p> Natural Invisibility (Su) 4th </p><p>Brain Mole Hide Mind (Su) 1st</p><p> Power Conversion (Su) 2nd</p><p>Caller in Darkness Unnatural Aura (Su) 2nd</p><p>Elan Repletion (Su) 3rd</p><p> Resilience (Su) 2nd</p><p> Resistance (Su) 1st</p><p>Gray Glutton Null Psionic Exhalation (Su) 4th </p><p>Neothelid Breath Weapon (Su) 7th</p><p>Psion-Killer Dispel Psionics (Su) 3rd</p><p>Puppeteer Hide Mind (Su) 1st</p><p> Telepathy (Su) 4th</p><p>Temporal Filcher Time Filch (Su) 5th</p><p>Thought Eater Eat Thoughts (Su) 3rd</p><p> Ethereal Jaunt (Su) 7th</p><p>Thought Slayer Mind Consuming Gaze (Su) 6th</p><p> Ethereal Jaunt (Su) 7th</p><p>Unbodied Telekinetic Force (Su) 3rd</p><p> Assume Likeness (Su) 3rd</p><p> Hide Mind (Su) 1st</p><p>Xeph Burst (Su) 1st[/color][/code][/sblock]</p><p><strong>Observation (Su):</strong> 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.</p><p></p><p>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.</p><p></p><p>The specific Knowledge check depends upon the type of the monster the ability is being learned from.</p><p>[code][color=white][b]TABLE L-8: KNOWLEDGE SKILLS USED FOR OBSERVATION</p><p></p><p>Knowledge (...) Monster Types[/b]</p><p>Arcana constructs, dragons, magical beasts</p><p>Dungeoneering aberrations, oozes</p><p>Nature animals, fey, giants, humanoids, monstrous humanoids,</p><p> plants, vermin</p><p>Religion undead</p><p>The Planes elementals, outsiders[/color][/code]</p><p>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.</p><p></p><p><em>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.</em></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Lore:</strong> 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.</p><p>[code][color=white][b]TABLE L-9: LEARNER LORE</p><p></p><p>DC Type of Knowledge Examples[/b]</p><p>10 Common, known by at least a The weaknesses of lycanthropes; more</p><p> substantial minority of the local common learner talents.</p><p> population.</p><p>20 Uncommon but available, known The names of specific types of angels</p><p> by only a few people in the area. and eladrins; unusual learner talents.</p><p>25 Obscure, known by few, hard to The history of a race of monsters;</p><p> come by. powerful learner talents.</p><p>30 Extremely obscure, known by The history of an ancient, lost race;</p><p> very few. talents learned from extinct species.[/color][/code]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.</p><p></p><p>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.</p><p></p><p><strong>Self-Study:</strong> 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.</p><p></p><p>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).</p><p></p><p>The talent gained this way has a minimum learner level equal to its equivalent spell level.</p><p></p><p>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).</p><p></p><p><strong>Examine (Ex):</strong> 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.</p><p></p><p>Effects that prevent the creature from being scryed also prevent the learner from using Examine on it.</p><p></p><p><strong>Conversion (Su):</strong> 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.</p><p></p><p>A learner suffers no adverse effects from losing talent slots in this way.</p><p></p><p><strong>Analyze (Ex):</strong> 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.</p><p></p><p>Effects that prevent the creature from being scryed also prevent the learner from using Analyze on it.</p><p></p><p><strong>Resistance (Ex):</strong> 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.</p><p></p><p><strong>Continual Observation (Su):</strong> 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.</p><p></p><p>The learner can still observe as a standard action.</p><p></p><p><span style="font-size: 15px">LITTLE SNEAK</span></p><p><strong>Hit Die:</strong> d6.</p><p></p><p><strong>Requirements</strong></p><p>To qualify to become a little sneak, a character must fulfill all the following criteria.</p><p><strong>Race:</strong> Any Small or smaller race.</p><p><strong>Feats:</strong> Alertness, Stealthy.</p><p><strong>Skills:</strong> Hide 8 ranks, Listen 4 ranks, Move Silently 8 ranks, Search 4 ranks, Spot 4 ranks.</p><p></p><p><strong>Class Skills</strong></p><p>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). </p><p></p><p><strong>Skill Points at Each Level:</strong> 4 + Int modifier.</p><p></p><p>[code]</p><p>[b]Table: Little Sneak[/b]</p><p></p><p>[b]Level BAB Fort Refl Will Special[/b]</p><p></p><p> 1st +0 +0 +2 +0 Stealth Mastery, Blind Sense 10 ft.</p><p> 2nd +1 +0 +3 +0 Fast Movement +10 ft. </p><p> 3rd +2 +1 +3 +1 Sneak Attack +1d6, Blind Sight 5 ft. </p><p> 4th +3 +1 +4 +1 Traceless</p><p> 5th +3 +1 +4 +1 Blind Sense 20 ft. </p><p> 6th +4 +2 +5 +2 Sneak Attack +2d6</p><p> 7th +5 +2 +5 +2 Hide in Plain Sight, Blind Sight 10 ft.</p><p> 8th +6 +2 +6 +2 Fast Movement +20 ft.</p><p> 9th +6 +3 +6 +3 Sneak Attack +3d6, Blind Sense 30 ft. </p><p>10th +7 +3 +7 +3 Obscure Presence </p><p>[/code]</p><p></p><p><strong>Class Features</strong></p><p>All of the following are <strong>Class Features</strong> of the little sneak prestige class.</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> Little sneaks gain no proficiency with any weapon or armor.</p><p></p><p><strong>Stealth Mastery:</strong> 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. </p><p></p><p><strong>Blindsense (Su):</strong> 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.</p><p></p><p><strong>Fast Movement (Ex):</strong> 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.</p><p></p><p><strong>Blindsight (Su):</strong> 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.</p><p></p><p><strong>Sneak Attack:</strong> 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.</p><p></p><p><strong>Traceless (Ex):</strong> 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.</p><p></p><p><strong>Hide in Plain Sight (Ex):</strong> 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.</p><p></p><p><strong>Obscure Presence (Su):</strong> 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.</p><p>-Created by Pbartender</p><p></p><p></p><p><span style="font-size: 15px">OUTRIDER</span></p><p>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.</p><p></p><p><strong>Hit Die:</strong> d10.</p><p><strong>Requirements</strong></p><p>To qualify to become an Outrider, a character must fulfill all the following criteria.</p><p><strong>Base Attack Bonus:</strong> +5</p><p><strong>Skills:</strong> Handle Animal 8 ranks, Ride 8 Ranks</p><p><strong>Feats:</strong> Mounted Combat, Ride by Attack</p><p></p><p><strong>Class Skills</strong></p><p>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).</p><p><strong>Skill Points at Each Level:</strong> 2 + Int modifier.</p><p></p><p>[code][B]Table: The Outrider</p><p>Level BAB Fort Wil Ref Special[/B]</p><p>1st +1 +2 +0 +0 Mount Bonding</p><p>2nd +2 +3 +0 +0 Ride Proficiency</p><p>3rd +3 +3 +1 +1 Sturdy in the Saddle</p><p>4th +4 +4 +1 +1 Mounted Full Attack</p><p>5th +5 +4 +1 +1 Improved Mount Control[/code]</p><p><strong>Class Features</strong></p><p>All the following are Class Features of the Outrider prestige class.</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> An Outrider is proficient with all simple and martial weapons, light armor, medium armor, and heavy armor, and all shields(Except Tower).</p><p><strong>Mount Bonding (Su):</strong> 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.</p><p>[code][B] Bonus NA Str Int </p><p>Level HD Adj. Adj. Adj. Special[/B]</p><p>1st +1 +1 +1 +1 Empathic link, Share Spells</p><p>2nd +2 +2 +1 +1 Evasion</p><p>3rd +3 +3 +2 +2 Iron Will</p><p>4th +4 +4 +2 +2 Improved Speed</p><p>5th +5 +5 +3 +3 Improved Evasion[/code]</p><p><em>Empathic Link (Ex):</em> 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.</p><p><em>Share Spells (Ex):</em> 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. </p><p>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).</p><p><em>Evasion (Ex):</em> 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.</p><p>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</p><p><em>Improved Speed (Ex):</em> A mount gains a +10 bonus to it’s base speed.</p><p><em>Improved Evasion (Ex):</em> 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.</p><p></p><p><strong>Ride Proficiency (Ex):</strong> An outrider may add his outrider level as a competence bonus to any ride checks.</p><p><strong>Sturdy in the Saddle (Ex):</strong> 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.</p><p><strong>Mounted Full Attack (Ex):</strong> 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.</p><p><strong>Improved Mount Control (Ex):</strong> 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.</p><p> - Created by Bront</p></blockquote><p></p>
[QUOTE="Living Enworld Judge, post: 2464718, member: 13889"] [b]Prestige Classes - J to R[/b] [Size=4]LEARNER[/size] 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. [b]Hit Die:[/b] d6. [b]REQUIREMENTS[/b] To qualify to become a learner, a character must fulfill the following requirements. [i]BAB:[/i] +4. [i]Skills:[/i] Knowledge (arcana) 6 ranks, Knowledge (nature) 6 ranks. [i]Feats:[/i] Endurance. [i]Spells:[/i] Able to spontaneously cast at least 3rd-level arcane spells. [b]CLASS SKILLS[/b] 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). [b]Skill Points at Each Additional Level:[/b] 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][/code] [b]CLASS FEATURES[/b] All the following are class features of the learner prestige class. [b]Weapon and Armor Proficiency:[/b] Learners gain no new proficiencies. When in light armor, a learner does not suffer from arcane spell failure when using her talents (see below). [b]Talents (Sp):[/b] 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 [url=http://www.d20srd.org/srd/monsterFeats.htm#abilityFocus]Ability Focus feat[/url] (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 [url=http://www.d20srd.org/srd/monsterFeats.htm#empowerSpellLikeAbility]Empower Spell-Like Ability[/url] and [url=http://www.d20srd.org/srd/monsterFeats.htm#quickenSpellLikeAbility]Quicken Spell-Like Ability[/url]; 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][/code] [b]Restricted Talents:[/b] 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. [b]TABLE L-3: RESTRICTED TALENTS[/b] [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][/code][/sblock] [b]TABLE L-4: RESTRICTED TALENTS - PSIONIC CREATURES[/b][sblock][code][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][/code][/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][/code][/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. [b]TABLE L-6: LEARNER TALENT LIST - TRUE DRAGONS[/b][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][/code][/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][/code][/sblock] [b]Observation (Su):[/b] 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][/code] 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. [i]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.[/i] 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. [b]Lore:[/b] 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][/code]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. [b]Self-Study:[/b] 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). [b]Examine (Ex):[/b] 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. [b]Conversion (Su):[/b] 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. [b]Analyze (Ex):[/b] 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. [b]Resistance (Ex):[/b] 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. [b]Continual Observation (Su):[/b] 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. [SIZE=4]LITTLE SNEAK[/SIZE] [b]Hit Die:[/b] d6. [b]Requirements[/b] To qualify to become a little sneak, a character must fulfill all the following criteria. [b]Race:[/b] Any Small or smaller race. [b]Feats:[/b] Alertness, Stealthy. [b]Skills:[/b] Hide 8 ranks, Listen 4 ranks, Move Silently 8 ranks, Search 4 ranks, Spot 4 ranks. [b]Class Skills[/b] 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). [b]Skill Points at Each Level:[/b] 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 [/code] [b]Class Features[/b] All of the following are [b]Class Features[/b] of the little sneak prestige class. [b]Weapon and Armor Proficiency:[/b] Little sneaks gain no proficiency with any weapon or armor. [b]Stealth Mastery:[/b] 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. [b]Blindsense (Su):[/b] 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. [b]Fast Movement (Ex):[/b] 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. [b]Blindsight (Su):[/b] 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. [b]Sneak Attack:[/b] 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. [b]Traceless (Ex):[/b] 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. [b]Hide in Plain Sight (Ex):[/b] 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. [b]Obscure Presence (Su):[/b] 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 [SIZE=4]OUTRIDER[/SIZE] 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. [B]Hit Die:[/B] d10. [B]Requirements[/B] To qualify to become an Outrider, a character must fulfill all the following criteria. [B]Base Attack Bonus:[/B] +5 [B]Skills:[/B] Handle Animal 8 ranks, Ride 8 Ranks [B]Feats:[/B] Mounted Combat, Ride by Attack [B]Class Skills[/B] 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). [B]Skill Points at Each Level:[/B] 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[/code] [B]Class Features[/B] All the following are Class Features of the Outrider prestige class. [B]Weapon and Armor Proficiency:[/B] An Outrider is proficient with all simple and martial weapons, light armor, medium armor, and heavy armor, and all shields(Except Tower). [B]Mount Bonding (Su):[/B] 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[/code] [I]Empathic Link (Ex):[/I] 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. [I]Share Spells (Ex):[/I] 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). [I]Evasion (Ex):[/I] 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 [I]Improved Speed (Ex):[/I] A mount gains a +10 bonus to it’s base speed. [I]Improved Evasion (Ex):[/I] 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. [b]Ride Proficiency (Ex):[/b] An outrider may add his outrider level as a competence bonus to any ride checks. [b]Sturdy in the Saddle (Ex):[/b] 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. [b]Mounted Full Attack (Ex):[/b] 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. [b]Improved Mount Control (Ex):[/b] 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 [/QUOTE]
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