Prestige Classes

Acrobat

Description:

Acrobats typically learn their trade as circus performers though some are self-taught as street sideshows. Regardless of their origins, acrobats excel in flexibility, balance, and of course tumbling. Though most acrobats are entertainers, many find that they can earn more by applying their skills to adventuring.

Requirements:

Feats: Dodge, Mobility
Skills: Balance 8 ranks, Climb 5 ranks, Jump 8 ranks, Tumble 8 ranks

Hit Die: 1d6
Skill Points: 6 + Int Modifier
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Move Silently (Dex), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Swim (Str), Tumble (Dex), Use Rope (Dex)

Level Attack Fort Reflex Will Special
1 +0 +0 +2 +0 Agility (+1), Fast Acrobatics
2 +1 +0 +3 +0 Evasion, Acrobatic Stand
3 +2 +1 +3 +1 Uncanny Dodge, Sneak Attack (+1d6)
4 +3 +1 +4 +1 Agility (+2), Spring Attack
5 +3 +1 +4 +1 Acrobatic Speed, Double Jump
6 +4 +2 +5 +2 Improved Uncanny Dodge, Sneak Attack (+2d6)
7 +5 +2 +5 +2 Agility (+3), Acrobatic Dodge
8 +6 +2 +6 +2 Improved Evasion, Run
9 +6 +3 +6 +3 Acrobatic Mastery, Sneak Attack (+3d6)
10 +7 +3 +7 +3 Agility (+4), Acrobatic Fall

Class Features:

Weapon and Armor Proficiency: simple weapons

Agility (Ex) The acrobat gains the listed bonus as a dodge bonus to Armor Class. Additionally, the acrobat gains the listed bonus to Initiative rolls, Reflex saves, Balance checks, Climb checks, Escape Artist checks, Jump checks, and Tumble checks. The acrobat does not benefit from this ability while wearing armor or carrying anything above a light load.

Fast Acrobatics (Ex) The acrobat can make accelerated Balance checks without penalty, accelerated Climb checks without penalty, and accelerated Tumble checks without penalty. In addition, the acrobat can make Jump checks normally without moving 20 feet before the jump (note that an acrobat does not gain the +4 bonus from the Run feat unless he actually takes a running start). The acrobat cannot use this ability while wearing armor or carrying anything above a light load.

Evasion (Ex) If the acrobat makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, then the acrobat instead takes no damage. Evasion can only be used if the acrobat is wearing light armor or no armor.

Acrobatic Stand (Ex) The acrobat can stand up from a prone position as a free action, instead of a move action. In addition, the acrobat does not provoke an attack of opportunity when standing from a prone position. The acrobat cannot use this ability while wearing armor or carrying anything above a light load.

Uncanny Dodge (Ex) The acrobat retains his Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If an acrobat already has uncanny dodge from a different class, then he automatically gains improved uncanny dodge (see below) instead.

Sneak Attack (Ex) If an acrobat can catch an opponent when he is unable to defend himself effectively from his attack, the acrobat can strike a vital spot for extra damage. The acrobat's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the acrobat flanks his target. Should the acrobat score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, an acrobat can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. An acrobat can sneak attack only living creatures with discernible anatomies; undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The acrobat must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A acrobat cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Spring Attack (Ex) The acrobat gains the Spring Attack feat as a bonus feat.

Acrobatic Speed (Ex) The acrobat's speed is increased by 10 feet. The acrobat does not benefit from this ability while wearing armor or carrying anything above a light load.

Double Jump (Ex) When the acrobat attempts a high jump, he can make two jump checks and benefit from the combined result. In order to double jump, the acrobat must be within 5 feet of something to push off of, such as a wall. The acrobat cannot use this ability while wearing armor or carrying anything above a light load.

Improved Uncanny Dodge (Ex) The acrobat cannot be flanked. This defense denies a rogue the ability to sneak attack the acrobat by flanking him, unless the attacker has at least four more rogue levels than the target has acrobat levels. If a character already has uncanny dodge (see above) from a second class, then the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Acrobatic Dodge (Ex) The acrobat can dodge a potentially lethal blow. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the acrobat can attempt to avoid the damage. To use this ability, the acrobat must attempt a Tumble check (DC = damage dealt). If the check succeeds, he takes no damage from the blow; if it fails, he takes full damage. The acrobat must be aware of the attack and able to react to it in order to execute his acrobatic dodge. If he is denied his Dexterity bonus to AC, he can’t use this ability. The acrobat cannot use this ability while wearing armor or carrying anything above a light load.

Improved Evasion (Ex) This ability works like evasion, except that while the acrobat still takes no damage on a successful Reflex saving throw against attacks, henceforth he takes only half damage on a failed save. A helpless acrobat does not gain the benefit of improved evasion.

Run (Ex) The acrobat gains the Run feat as a bonus feat.

Acrobatic Mastery (Ex) The acrobat can take 10 when making Balance, Climb, Escape Artist, Jump, and Tumble checks, even if stress and distractions would normally prevent him from doing so.

Acrobatic Fall (Ex) The acrobat can greatly reduce the damage taken from a fall with a Tumble check. If the acrobat intentionally jumps down, then he can also make a Jump check to reduce the damage even further. For example, an acrobat who intentionally jumps off of a 100-foot cliff makes a Jump check and a Tumble check. The result of the Jump check is 36, reducing the fall by 30 feet. The result of the Tumble check is 28, reducing the fall by another 20 feet. Thus the acrobat takes damage as if he fell 50 feet.

DC - Result
15 - Treat a fall as if it were 10 feet shorter than it really is when determining damage
25 - Treat a fall as if it were 20 feet shorter than it really is when determining damage
35 - Treat a fall as if it were 30 feet shorter than it really is when determining damage
45 - Treat a fall as if it were 40 feet shorter than it really is when determining damage
55 - Treat a fall as if it were 50 feet shorter than it really is when determining damage
And so forth.

Beast Master

Description:

Many druids and rangers become so attuned to the ways of animals that they become beast masters. Though a beast master is physically tough, he mainly relies on the assistance of his animal companions to survive. A beast master will eventually gain several animal companions that he can employ to fill a variety of roles. Additionally, beast masters can communicate and tame animals with impressive skill. By their nature, beast masters tend to live in wild, though it is not uncommon for one to be pulled into an adventure.

Requirements:

Feats: Track
Skills: Handle Animal 8 ranks, Listen 4 ranks, Spot 4 ranks, Survival 8 ranks
Special: Wild Empathy, Animal Companion

Hit Die: 1d10
Skill Points: 4 + Int Modifier

Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)

Level Attack Fort Reflex Will Special
1 +1 +2 +0 +0 Reflexes of the Beast (+1), Will of the Beast (+1), Strong Wild Empathy, 2nd Animal Companion
2 +2 +3 +0 +0 Greater Animal Companions (+1 Hit Die)
3 +3 +3 +1 +1 Speak with Animals
4 +4 +4 +1 +1 Eye of the Beast
5 +5 +4 +1 +1 3rd Animal Companion
6 +6 +5 +2 +2 Greater Animal Companions (+2 Hit Die)
7 +7 +5 +2 +2 Reflexes of the Beast (+2), Will of the Beast (+2)
8 +8 +6 +2 +2 Speed of the Beast
9 +9 +6 +3 +3 4th Animal Companion
10 +10 +7 +3 +3 Greater Animal Companions (+3 Hit Die)

Class Features:

Weapon and Armor Proficiency: simple weapons, martial weapons, light armor

Wild Empathy (Ex) A beast master can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The beast master rolls 1d20 and adds his beast master level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the beast master and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A beast master can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check. If the beast master has levels in another class that also possesses wild empathy (such as the druid or ranger) then those effective levels stack with the beast master's level.

Animal Companion (Ex) See the druid class in core rulebook I for details about this ability. If the beast master has levels in another class that also possesses an animal companion (such as the druid or ranger) then those effective levels stack with the beast master's level.

Reflexes of the Beast (Ex) The beast master gain the listed bonus to his Reflex saving throws.

Will of the Beast (Ex) The beast master gain the listed bonus to his Will saving throws.

Strong Wild Empathy (Ex) Like the alpha of a pack, the beast master can rule over any animal. The beast master gains his Strength bonus to all Wild Empathy and Handle Animal checks, in addition to his Charisma modifier.

2nd Animal Companion (Ex) The beast master gains a second animal companion. However this animal companion functions as if the beast master's effective level is 1/2 what it was for his first animal companion. For example, a druid 5/beast master 1 would have a first animal companion that would be based off of a 6th level druid. And the beast master would also a second animal companion that would be based off of a 3rd level druid.

Greater Animal Companions (Ex) All of the beast master's animal companions gain the listed amount of bonus hit die. This is addition to the bonus hit die the animals normally gain for being animal companions. Remember that extra Hit Dice improve the animal companion’s base attack, base save bonuses, skills, and feats. Like the bonus hit die earned for being an animal companion, these bonus hit die do not increase the animal's size.

Speak with Animals (Su) The beast master can Speak with Animals (as the spell) a number of times per day equal to his beast master level. Use the beast master's class level for any level based effects.

Eye of the Beast (Su) The beast master can see, hear, and smell through one of his animal companions. The distance between the animal and the beast master can be as far as one mile per beast master level. Use of this ability is limited to what the animal senses, any magical effects in effect on the beast master do not confer to the animal (such as Detect Magic). If the beast master loses one or more of his senses then he may use the animal to see or hear. If this is done during combat to negate blindness then the beast master does not suffer from the normal affects of being blind, however he will suffer a -2 penalty to attack rolls and enemies still gain a +2 bonus to hit him. When the beast master uses this ability he loses his own senses. The beast master can only use this ability on one of his animal companions at a time.

3rd Animal Companion (Ex) The beast master gains a third animal companion. However this animal companion functions as if the beast master's effective level is 1/3 what it was for his first animal companion. For example, a druid 7/beast master 5 would have a first animal companion that would be based off of a 12th level druid. The beast master would also a second animal companion that would be based off of a 6th level druid. And a third animal companion that would be based off of a 4th level druid.

Speed of the Beast (Ex) The beast master and all of his animal companions have their speed increased by 10 feet.

4th Animal Companion (Ex) The beast master gains a forth animal companion. However this animal companion functions as if the beast master's effective level is 1/4 what it was for his first animal companion. For example, a druid 9/beast master 9 would have a first animal companion that would be based off of an 18th level druid. The beast master would also a second animal companion that would be based off of a 9th level druid. A third animal companion that would be based off of a 6th level druid. And a forth animal companion that would be based off of a 4th level druid.

Beserker

Description:

It is one thing to face raging barbarians, it something entirely different to face a berserker. While most berserkers are wild savages from barbarian tribes, a few are normal people who have deeply suppressed anger. When confronted with a berserker, it is best to simply flee and return when he is exhausted. It is common for raging berserkers to attack their allies. Thus it is not surprising that berserkers are often distrusted and shunned by others.

Requirements:

Alignment: Must be Non-Lawful
Feats: Endurance, Diehard, Power Attack
Base Attack +5
Special: Rage

Hit Die: 1d12
Skill Points: 4 + Int Modifier

Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), Swim (Str)

Level Attack Fort Reflex Will Special
1 +1 +2 +0 +0 Berserker Rage, Aura of Chaos
2 +2 +3 +0 +0 Berserk Ability
3 +3 +3 +1 +1 Berserk Ability
4 +4 +4 +1 +1 Berserk Ability
5 +5 +4 +1 +1 Greater Berserker Rage

Class Features:

Weapon and Armor Proficiency: simple weapons, marital weapons, light armor, medium armor, shields

Berserker Rage (Ex) When the berserker goes into a rage, he can elevate his rage to bloodlust. Going into a berserker rage causes the rage modifiers to increase as follows; an additional +2 bonus to Strength, an additional +2 bonus to Constitution, an additional +1 morale bonus to Will saves, and an additional -2 penalty to Armor Class. While in this state the berserker is also immune to fear (magical or otherwise). The berserker must use one of his daily rages from another class (such as the barbarian) to go into a berserker rage. Though the berserker can still go into a normal rage if he desires.

After all of his enemies are defeated, the berserker must make a Wisdom check (DC 15) or start attacking his allies (starting with the closest one). Each round thereafter he may attempt another Wisdom check (DC 15) to end his berserker rage. The berserker must also make this check if he is accidentally hit by an ally (such as a wayward arrow, or a poorly aimed spell). Failure results in the berserker attacking the ally who hit him.
When the berserker rage wears off, the berserker becomes exhausted for one hour. He moves at half normal speed, cannot run or change, and suffers a -6 penalty to Strength and Dexterity. After one hour the berserker returns to normal.

Aura of Chaos (Ex) A berserker, regardless of his actual alignment, has a particularly powerful chaos aura (see the detect evil spell for details). The power of the aura is based on the total hit die of the berserker, and the aura is present even if the berserker is not raging.

Berserk Ability (Ex) The berserker gains a special ability chosen from the following list. Each ability can only be selected once, and only function during a berserker rage.

  • Berserker Charge

When performing a charge during a berserker rage, the berserker inflicts an extra 1d6 points of damage per class level. For example, a 4th level berserker would inflict +4d6 points of damage during a charge.

  • Berserker Damage Reduction

During a berserker rage, the berserker gains damage reduction 1/- per class level. For example, a 3rd level berserker would have damage reduction 3/- during a berserker rage. This stacks with similar damage reduction from other sources (such as a barbarian's damage reduction).

  • Berserker Fury

During a berserker rage, the berserker can elect to take an extra attack with the full attack action. This extra attack uses the berserker's highest base attack bonus, however this attack and all other attacks made during the round suffer a -2 penalty to the attack roll.

  • Berserker Resistance

During a berserker rage, the berserker gains acid, cold, electricity, fire, and sonic resistance equal to twice his class level. For example, a 5th level berserker would have energy resistance 10 during a berserker rage.

  • Berserker Speed

During a berserker rage, the berserker's speed increases by 5 feet per class level. For example, a 2nd level berserker would gain +10 feet to his speed during a berserker rage.

  • Mindless Rage

During a berserker rage, the berserker is immune to all mind-affecting effects. In addition, the berserker gains a bonus to Will saves equal to his class level.

  • Painless Rage

During a berserker rage, the berserker is immune to non-lethal damage. In addition, the berserker cannot be dazed, disabled, fatigued, nauseated, sickened, staggered, or stunned.

Greater Berserker Rage (Ex) When the berserker goes into a berserker rage, his rage bonuses increase by an additional +2 bonus to Strength, an additional +2 bonus to Constitution, and an additional +1 morale bonus to Will saves.

Black Knight

Description:

The black knight is a dangerous and corrupt warrior who works to overthrow good governments or enforce evil ones. There are generally two types of black knights, those that serve a villainous ruler, and those that are fallen knights whom now work to undo their former king. Within good governments, black knights are usually part of a secret order working for a corrupt noble or general bent on seizing power. Within evil governments, black knights terrorize the populace and lead attacks on neighboring good governments.

Requirements:

Alignment: Must be Lawful Evil or Lawful Neutral
Feats: Mounted Combat, Ride-By Attack, Spirited Charge
Skills: Bluff 4 ranks, Intimidate 4 ranks, Ride 8 ranks
Base Attack +5

Hit Die: 1d10
Skill Points: 2 + Int Modifier

Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Jump (Str), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex)

Level Attack Fort Reflex Will Special
1 +1 +2 +0 +0 Improved Mount (1 extra trick), Sneak Attack (+1d6), Fallen Knight
2 +2 +3 +0 +0 Improved Mount (1 extra trick, +1 hit die), Burden of Armor, Improved Fast Mount
3 +3 +3 +1 +1 Improved Mount (2 extra tricks, +1 hit die), Merciless (+2)
4 +4 +4 +1 +1 Improved Mount (2 extra tricks, +2 hit die), Trample
5 +5 +4 +1 +1 Improved Mount (3 extra tricks, +2 hit die), Sneak Attack (+2d6)
6 +6 +5 +2 +2 Improved Mount (3 extra tricks, +3 hit die), Improved Feint
7 +7 +5 +2 +2 Improved Mount (4 extra tricks, +3 hit die), Merciless (+4)
8 +8 +6 +2 +2 Improved Mount (4 extra tricks, +4 hit die), Invoke Fear
9 +9 +6 +3 +3 Improved Mount (5 extra tricks, +4 hit die), Sneak Attack (+3d6)
10 +10 +7 +3 +3 Improved Mount (5 extra tricks, +5 hit die), Mow down the Line

Class Features:

Weapon and Armor Proficiency: simple weapons, martial weapons, light armor, medium armor, heavy armor, shields, tower shields

Sneak Attack (Ex) If a black knight can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage. The black knight's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the black knight flanks his target. This extra damage is 1d6 at 1st level, 2d6 at 4th level, and 3d6 at 9th level. Should the black knight score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a black knight can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A black knight can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The black knight must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A black knight cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. If the black knight has other classes that grant the sneak attack ability then they stack.

Fallen Knight A knight who meets the requirements to become a black knight can trade all of his knight level for black knight levels. For example, a fighter 10/knight 5 could become a fighter 10/black knight 5.

Improved Mount (Ex) A mount that spends time training with the black knight becomes bonded to him. A black knight can only have one improved mount at a time. Only an animal large enough to carry the black knight can become his improved mount (magical beasts, dragons, and other creature types cannot become improved mounts). The animal, usually a horse, must spend one week with the black knight, both doing nothing but training. An improved mount gains the listed extra tricks and bonus hit die. Note that extra hit die also increase the animal's base attack bonus and saving throws. As the black knight gains levels, the improved mount gains these benefits automatically. Only new mounts need to be trained to gain the benefits.

Burden of Armor (Ex) While wearing armor, the black knight's Maximum Dexterity bonus improves by +1, and the black knight's armor check penalty is reduced by 1. This ability applies only to armor, not to shields.

Improved Fast Mount (Ex) The black knight can mount his steed as a free action. The black knight no longer needs to use the Ride skill to attempt a fast mount and can do so even if he can’t perform a move action (see the Ride skill, SRD). This ability has no effect on a fast dismount.

Merciless (EX) The black knight gains the listed bonus to attack rolls against creatures that are dazed, dazzled, disabled, entangled, frightened, helpless, nauseated, panicked, prone, shaken, sickened, staggered, or denied their Dexterity bonus to Armor Class.

Trample The black knight gains the Trample feat.

Improved Feint The black knight is treated as having the Improved Feint feat, even if he does not have the normal prerequisites for that feat.

Invoke Fear (Ex) Once per day, as a standard action, the black knight can present a menacing stance. This extraordinary ability has the same effect as the Fear spell. The DC is equal to the result of an Intimidate skill check. For caster level variables, use the black knight’s class level.

Mow down the Line (Ex) As a full-round action, a mounted black knight can move a distance up to his mount's speed and can use his full iterative of attacks against opponents as he moves. Each attack must be against a different opponent and any extra attacks left over are lost. The black knight must move in a straight line and cannot cleave while performing this maneuver. Moving in this way provokes attacks of opportunity.

Blind Master

Description:

The blind masters are warriors who know that they cannot always depend on their eyes. Some become blind masters because they are truly blind, others because they recognize the advantage of not needing to see. Many blind masters wear blindfolds, even if they still have their sight. A favorite tactic of a blind master is to lure his enemies into a dark place where he will have an advantage over them. Monks, rangers, and rogues are most likely to learn this style of fighting.

Requirements:

Feats: Blind-Fight, Combat Reflexes
Skills: Listen 8 ranks
Base Attack +3

Hit Die: 1d8
Skill Points: 6 + Int Modifier

Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis), Swim (Str), and Tumble (Dex)

Level Attack Fort Reflex Will Special
1 +0 +2 +2 +2 Monk Tradition, Blind Sneak Attack, Blind Feint, Blind Uncanny Dodge
2 +1 +3 +3 +3 Blindsight (10-foot Radius), Blind Agility, Blind Strength
3 +2 +3 +3 +3 Blind Move, Blind Senses, Blind Evasion
4 +3 +4 +4 +4 Blindsight (20-foot Radius)
5 +3 +4 +4 +4 Blind Attack (+1), Improved Blind Uncanny Dodge
6 +4 +5 +5 +5 Blindsight (30-foot Radius)
7 +5 +5 +5 +5 Fast Blind Feint, Deflect Arrows
8 +6 +6 +6 +6 Blindsight (40-foot Radius)
9 +6 +6 +6 +6 Blind Attack (+2)
10 +7 +7 +7 +7 Blindsight (50-foot Radius)

Class Features:

Note: Blinded Condition - The character cannot see. He takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

Weapon and Armor Proficiency: simple weapons, light armor

Monk Tradition (Ex) Although the blind master does not gain the monk's flurry of blows ability, if the blind master has levels in monk then his blind master levels stack with his monk levels to determine the effectiveness of his flurry of blows ability. Additionally, the multiclassing restrictions placed on monks do not apply to the blind master.

Blind Sneak Attack (Ex) If the blind master has the sneak attack ability then he retains his sneak attack damage when attacking opponents that have concealment.

Blind Feint (Ex) While blind, the blind master can use the Bluff skill to feint in combat as a move action instead of a standard action.

Blind Uncanny Dodge (Ex) While blind, a blind master can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized. If a blind master already has uncanny dodge from a different class then he automatically gains improved blind uncanny dodge (see below) instead.

Blindsight (Ex) While blind, the blind master has the blindsight ability with the listed radius.

Blind Agility (Ex) The blind master no longer suffers the -4 penalty to Dexterity based skill checks while blind.

Blind Strength (Ex) The blind master no longer suffers the -4 penalty to Strength based skill checks while blind.

Blind Move (Ex) The blind master no longer suffers reduction in movement speed while blind.

Blind Senses (Ex) While blind, the blind master gains a bonus to Listen checks equal to his class level. In addition, the blind master no longer suffers the -4 penalty to Search checks while blind.

Blind Evasion (Ex) While blind, the blind master gains the evasion ability. If the blind master makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, then the blind master instead takes no damage. Evasion can only be used if the blind master is wearing light armor or no armor.

Blind Attack (Ex) While blind, the blind master gains the listed bonus to his base attack bonus. Note that an increase in the blind master's base attack bonus may allow him to take additional attacks using the full-attack action.

Improved Blind Uncanny Dodge (Ex) While blind, the blind master can no longer be flanked. This defense denies another rogue the ability to sneak attack the blind master by flanking him, unless the attacker has at least four more rogue levels than the target does. If a blind master already has uncanny dodge (see above) from a second class, then he automatically gains improved blind uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Fast Blind Feint (Ex) While blind, the blind master can use the Bluff skill to feint in combat as a free action. This ability can be used once per round.

Deflect Arrows The blind master is treated as having the Deflect Arrows feat, even if he does not have the normal prerequisites for that feat.

Elven Shaman

Description:

Long ago, the elves were members of the fey. At some point the elves broke away from the fey, but they retained a connection to their fairy relatives. Some elves take this connection a bit farther and become shamans able to call upon the spirits of fairies. This is commonly known as fairy magic. Elven shamans can call upon five distinct fairy spirits. The salamander, the shee, the spriggan, the sylph, and the undine. Each elven shaman specializes in summoning one of these five spirits, much the same way a wizard can specialize in a school of magic. Most elven shamans are druids and rangers, but any spellcaster can join their ranks. Like the fey, elven shamans tend to be elusive and untrusting of strangers, even to other elves. Combining fairy magic with alertness, speed, and stealth, an elven shaman can be a valuable ally, or a dangerous opponent.

Requirements:

Skills: Hide 4 ranks, Knowledge (nature) 4 ranks, Listen 4 ranks, Move Silently 4 ranks, Spellcraft 4 ranks, Spot 4 ranks, Survival 4 ranks
Race: Must be an elf or half-elf
Spells: Can cast 3rd level spells
Special: Must speak Sylvan

Hit Die: 1d6
Skill Points: 6 + Int Modifier

Class Skills: Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

Level Attack Fort Reflex Will Special
1 +0 +0 +2 +2 Fairy Magic, Way of the Fey
2 +1 +0 +3 +3 Resist the Fey, Speed of the Fey
3 +2 +1 +3 +3 Fairy Light, Skin of the Fey
4 +3 +1 +4 +4 Animal Friendship
5 +3 +1 +4 +4 Fairy Dust
6 +4 +2 +5 +5 Fairy Charm
7 +5 +2 +5 +5 Fairy Flight
8 +6 +2 +6 +6 Fey Touched
9 +6 +3 +6 +6 Timeless Body
10 +7 +3 +7 +7 One with the Fey

Class Features:

Weapon and Armor Proficiency: simple weapons

Fairy Magic The elven shaman learns fairy magic, an exotic blend of elemental spells. Fairy magic is divine, its power comes from fairy spirits summoned by the elven shaman. There are five types of fairy magic (described below). An elven shaman must choose one type of fairy magic to be his favored type of fairy magic, and gains a special bonus from that type. Elven shamans gain bonus spells for the key ability of their favored type of fairy magic. The DC for an elven shaman’s spells is governed by the key ability of the fairy magic to which the spell belongs. To casts spells from a type of fairy magic, the elven shaman must have a high enough score in the key ability of that type of fairy magic. Elven shamans cast their spells spontaneously like a sorcerer. The caster level of the elven shaman equals his class level plus the level of his highest spellcasting class. The "F" in the spells per day chart and spells known chart represents a bonus spell that must come from the elven shaman's favored type of fairy magic. Every even-numbered level (2, 4, 6, 8, and 10) the elven shaman can "lose" an old spell in exchange for a new spell of the same level. The spell must also be at least 2 levels lower than the highest level spell the elven shaman can cast.

  • Salamander (Con) - The salamander represents the fairy spirit of fire. The key ability for salamander fairy magic is Constitution. In order to cast a level of spells from this type of fairy magic, the elven shaman must possess the minimum required Constitution score. Elven shamans that choose salamander to be their favored type of fairy magic gain fire resistance 10.
  • Shee (Cha) - The shee represents a mix of fey powers including charms, information gathering, communication, and illusions. The key ability for shee fairy magic is Charisma. In order to cast a level of spells from this type of fairy magic, the elven shaman must possess the minimum required Charisma score. Elven shamans that choose shee to be their favored type of fairy magic become immune to fear, magical or otherwise.
  • Spriggan (Str) - The spriggan represents the fairy spirit of earth. The spriggan also has the power to change the size of objects. The key ability for spriggan fairy magic is Strength. In order to cast a level of spells from this type of fairy magic, the elven shaman must possess the minimum required Strength score. Elven shamans that choose spriggan to be their favored type of fairy magic gain the ability to burrow, speed 5 ft.
  • Sylph (Dex) - The sylph represents the fairy spirit of air. The sylph also has the power to affect movement and transportation. The key ability for sylph fairy magic is Dexterity. In order to cast a level of spells from this type of fairy magic, the elven shaman must possess the minimum required Dexterity score. Elven shamans that choose sylph to be their favored type of fairy magic gain the uncanny dodge ability. If the elven shaman already has uncanny dodge from a different class, then he automatically gains improved uncanny dodge instead.
  • Undine (Wis) - The undine represents the fairy spirit of water. The undine also has the power to heal. The key ability for undine fairy magic is Wisdom. In order to cast a level of spells from this type of fairy magic, the elven shaman must possess the minimum required Wisdom score. Elven shamans that choose undine to be their favored type of fairy magic gain the ability to breathe under water.

Way of the Fey In an attempt to be as close to the fey as possible, the elven shaman will wear loose fitting clothing (and possibly none at all). Wearing armor of any kind is forbidden, as are shields. If armor or a shield is ever worn then the elven shaman will lose all of his class abilities and spells while doing so, and for 24 hours thereafter.

Resist the Fey (Ex) The elven shaman gains a +4 bonus to saving throws against the spell-like abilities of fey. This bonus stacks with the druid's Resist Nature's Lure ability.

Speed of the Fey (Ex) The elven shaman's speed increases by 10 feet.

Fairy Light (Sp) As a standard action, the elven shaman can create light (as the spell Light, page 248 of core rulebook I). This is a spell-like ability can be used an number of times per day equal to the elven shaman's class level. Use the elven shaman’s caster level for caster level variables.

Skin of the Fey (Ex) The elven shaman gains a natural armor bonus equal to his Constitution bonus.

Animal Friendship (Sp) Once per day, as a standard action, the elven shaman can charm an animal (as the spell Charm Animal, page 208 of core rulebook I). This is a spell-like ability. Use the elven shaman’s caster level for caster level variables. The Will saving throw DC is equal to 11 plus the bonus from the key ability of the elven shaman's favored type of fairy magic.

Fairy Dust (Sp) Once per day, as a standard action, the elven shaman can cause creatures to sleep (as the spell Sleep, page 280 of core rulebook I). This is a spell-like ability. Use the elven shaman’s caster level for caster level variables. The Will saving throw DC is equal to 11 plus the bonus from the key ability of the elven shaman's favored type of fairy magic.

Fairy Charm (Sp) Once per day, as a standard action, the elven shaman can charm another creature (as the spell Charm Person, page 209 of core rulebook I). This is a spell-like ability. Use the elven shaman’s caster level for caster level variables. The Will saving throw DC is equal to 11 plus the bonus from the key ability of the elven shaman's favored type of fairy magic.

Fairy Flight (Sp) Once per day, as a standard action, the elven shaman can give himself or another creature the ability to fly (as the spell Fly, page 232 of core rulebook I). This is a spell-like ability. Use the elven shaman’s caster level for caster level variables.

Fey Touched (Su) The elven shaman becomes so close to the fey that he gains damage reduction 1/cold iron.

Timeless Body (Ex) The elven shaman no longer suffers ability penalties for aging and cannot be magically aged. Any penalties that already have been accumulated remain in place. Bonuses still accrue, but the elven shaman still dies of old age when his time is up.

One with the Fey (Su) The creature type of the elven shaman changes to fey and he is forevermore treated as such. Additionally the elven shaman's damage reduction increases to 5/cold iron.

Spells per Day
Level 0-Level 1st Level 2nd Level 3rd Level 4th Level 5th Level 6th Level 7th Level 8th Level 9th Level
1 - 1+F 1+F 1+F - - - - - -
2 - 1+F 1+F 1+F 1+F - - - - -
3 - 2+F 2+F 1+F 1+F - - - - -
4 - 2+F 2+F 1+F 1+F 1+F - - - -
5 - 2+F 2+F 2+F 2+F 1+F - - - -
6 - 2+F 2+F 2+F 2+F 1+F 1+F - - -
7 - 3+F 2+F 2+F 2+F 2+F 1+F - - -
8 - 3+F 2+F 2+F 2+F 2+F 1+F 1+F - -
9 - 3+F 3+F 2+F 2+F 2+F 2+F 1+F - -
10 - 3+F 3+F 2+F 2+F 2+F 2+F 1+F 1+F -
Spells Known
Level 0-Level 1st Level 2nd Level 3rd Level 4th Level 5th Level 6th Level 7th Level 8th Level 9th Level
1 - 2+F 2+F 2+F - - - - - -
2 - 2+F 2+F 2+F 2+F - - - - -
3 - 3+F 3+F 2+F 2+F - - - - -
4 - 3+F 3+F 2+F 2+F 2+F - - - -
5 - 3+F 3+F 3+F 3+F 2+F - - - -
6 - 3+F 3+F 3+F 3+F 2+F 2+F - - -
7 - 4+F 3+F 3+F 3+F 3+F 2+F - - -
8 - 4+F 3+F 3+F 3+F 3+F 2+F 2+F - -
9 - 4+F 4+F 3+F 3+F 3+F 3+F 2+F - -
10 - 4+F 4+F 3+F 3+F 3+F 3+F 2+F 2+F -

Spell List

  • 1st Level
    • Salamander - Burning Hands, Endure Elements, Faerie Fire, Produce Flame
    • Shee - Cause Fear, Charm Person, Chill Touch, Comprehend Languages, Disguise Self, Ghost Sound, Hypnotism, Message, Silent Image, Sleep, Ventriloquism
    • Spriggan - Enlarge Person, Magic Stone, Reduce Person
    • Sylph - Expeditious Retreat, Feather Fall, Longstrider, Obscuring Mist, Mage Hand
    • Undine - Acid Splash, Bless Water, Create Water, Cure Light Wounds, Curse Water, Grease, Obscuring Mist, Ray of Frost
  • 2nd Level
    • Salamander - Continual Flame, Flame Blade, Flaming Sphere, Heat Metal, Pyrotechnics, Resist Energy (cold or fire only), Scorching Ray, Summon Nature’s Ally II (fire elemental only)
    • Shee - Darkvision, Hypnotic Pattern, Invisibility, Minor Image, Scare, See Invisibility, Spectral Hand, Whispering Wind
    • Spriggan - Bull's Strength, Reduce Animal, Soften Earth and Stone, Summon Nature’s Ally II (earth elemental only)
    • Sylph - Cat's Grace, Fog Cloud, Gust of Wind, Levitate, Summon Nature’s Ally II (air elemental only), Whispering Wind
    • Undine - Chill Metal, Cure Moderate Wounds, Delay Poison, Fog Cloud, Lesser Restoration, Resist Energy (cold or fire only), Summon Nature’s Ally II (water elemental only)
  • 3rd Level
    • Salamander - Fireball, Flame Arrow, Protection from Energy (cold or fire only), Quench
    • Shee - Arcane Sight, Deep Slumber, Invisibility Sphere, Major Image, Suggestion, Tongues, Vampiric Touch
    • Spriggan - Meld into Stone, Shrink Item, Stone Shape
    • Sylph - Fly, Gaseous Form, Haste, Stinking Cloud, Wind Wall
    • Undine - Cure Serious Wounds, Neutralize Poison, Protection from Energy (cold or fire only), Remove Disease, Sleet Storm, Water Breathing, Water Walk
  • 4th Level
    • Salamander - Fire Shield, Summon Nature’s Ally IV (fire elemental only), Wall of Fire
    • Shee - Arcane Eye, Bestow Curse, Charm Monster, Confusion, Crushing Despair, Fear, Greater Invisibility, Locate Creature, Phantasmal Killer, Scrying
    • Spriggan - Mass Enlarge Person, Mass Reduce Person, Spike Stones, Stone Skin, Summon Nature’s Ally IV (earth elemental only)
    • Sylph - Air Walk, Freedom of Movement, Solid Fog, Summon Nature’s Ally IV (air elemental only)
    • Undine - Control Water, Cure Critical Wounds, Ice Storm, Restoration, Rusting Grasp, Solid Fog, Summon Nature’s Ally IV (water elemental only), Wall of Ice
  • 5th Level
    • Salamander - Flame Strike, Summon Nature’s Ally V (fire elemental only)
    • Shee - Contact Outer Plane, Dream, Nightmare, Persistent Image, Prying Eyes, Seeming, Sending
    • Spriggan - Animal Growth, Passwall, Summon Nature’s Ally V (earth elemental only), Transmute Mud to Rock, Transmute Rock to Mud, Wall of Stone
    • Sylph - Cloudkill, Control Winds, Overland Flight, Summon Nature’s Ally V (air elemental only), Teleport, Telekinesis
    • Undine - Cone of Cold, Mass Cure Light Wounds, Summon Nature’s Ally V (water elemental only)
  • 6th Level
    • Salamander - Fire Seeds, Summon Nature’s Ally VI (fire elemental only)
    • Shee - Legend Lore, Mass Suggestion, Permanent Image, Programmed Image, Repulsion, Symbol of Fear, True Seeing, Veil
    • Spriggan - Flesh to Stone, Mass Bull's Strength, Move Earth, Stone to Flesh, Stone Tell, Summon Nature’s Ally VI (earth elemental only)
    • Sylph - Mass Cat's Grace, Summon Nature’s Ally VI (air elemental only), Wind Walk
    • Undine - Acid Fog, Freezing Sphere, Heal, Mass Cure Moderate Wounds, Summon Nature’s Ally VI (water elemental only)
  • 7th Level
    • Salamander - Delayed Blast Fireball, Fire Storm, Summon Nature’s Ally VII (fire elemental only)
    • Shee - Greater Arcane Sight, Greater Scrying, Insanity, Mass Invisibility, Sequester, Vision
    • Spriggan - Statue, Summon Nature’s Ally VII (earth elemental only)
    • Sylph - Control Weather, Greater Teleport, Summon Nature’s Ally VII (air elemental only), Teleport Object
    • Undine - Greater Restoration, Mass Cure Serious Wounds, Regeneration, Summon Nature’s Ally VII (water elemental only)
  • 8th Level
    • Salamander - Incendiary Cloud
    • Shee - Antipathy, Demand, Discern Location, Greater Prying Eyes, Mass Charm Monster, Symbol of Insanity
    • Spriggan - Earthquake, Repel Metal or Stone
    • Sylph - Whirlwind
    • Undine - Horrid Wilting, Mass Cure Critical Wounds, Polar Ray
  • 9th Level
    • were not listed in the source document.

Helpful Sidekick

Description:

The sidekick is an icon firmly attached to heroes (and sometimes villains). Helpful sidekicks often do the dirty work but get little credit. Whether its busting the hero out of jail or jumping on an enemy’s back, the helpful sidekick does whatever he can to give his allies an advantage. Other tasks left to the helpful sidekick include spying and information gathering. Helpful sidekicks are the perfect cohort and work well assisting a single hero, or an entire party. Most helpful sidekicks are rogues.

Requirements:

Feats: Dodge, Mobility
Skills: Listen 8 ranks, Spot 8 ranks
Special: The character cannot be a loner. He must attach himself to a hero or group of heroes (though his presence need not be welcome).

Hit Die: 1d6
Skill Points: 8 + Int Modifier

Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)

Level Attack Fort Reflex Will Special
1 +0 +0 +2 +0 Sidekick Sacrifice, Carry Supplies
2 +1 +0 +3 +0 Combat Helper (+2)
3 +2 +1 +3 +1 Sneak Attack (+1d6)
4 +3 +1 +4 +1 Uncanny Dodge, Alert Allies
5 +3 +1 +4 +1 Sneak Attack (+2d6)
6 +4 +2 +5 +2 Combat Helper (+4)
7 +5 +2 +5 +2 Sneak Attack (+3d6)
8 +6 +2 +6 +2 Improved Uncanny Dodge, Guard Ally's Back
9 +6 +3 +6 +3 Sneak Attack (+4d6)
10 +7 +3 +7 +3 Combat Helper (+6)

Class Features:

Weapon and Armor Proficiency: simple weapons, light armor

Sidekick Sacrifice (Ex) If an ally standing adjacent to the helpful sidekick is struck by a melee or ranged attack, then the helpful sidekick can elect to suffer the damage instead of his ally. The use of this ability must be declared before the damage is rolled.

Carry Supplies (Ex) The helpful sidekick's Strength is effectively 4 points higher when determining his carrying capacity. The helpful sidekick's Strength score is not affected in any other way, only with respect to his carrying capacity.

Combat Helper (Ex) When the helpful sidekick flanks an opponent, he grants his ally (but not himself) an additional bonus to attack rolls equal to the listed amount. Additionally, when the helpful sidekick uses the aid another action, the bonus that he grants to his ally's Armor Class or attack rolls is increased by the listed amount.

Sneak Attack (Ex) If a helpful sidekick can catch an opponent when he is unable to defend himself effectively from his attack, the helpful sidekick can strike a vital spot for extra damage. The helpful sidekick's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the helpful sidekick flanks his target. Should the helpful sidekick score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a helpful sidekick can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A helpful sidekick can sneak attack only living creatures with discernible anatomies; undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The helpful sidekick must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A helpful sidekick cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Uncanny Dodge (Ex) The helpful sidekick retains his Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a helpful sidekick already has uncanny dodge from a different class, then he automatically gains improved uncanny dodge (see below) instead.

Alert Allies (Ex) All allies standing adjacent to the helpful sidekick (within 5 feet) are considered to have the Uncanny Dodge ability. Allies that already have the Uncanny Dodge ability do not gain any additional benefits (they do not gain the Improved Uncanny Dodge Ability). If the helpful sidekick has the Improved Uncanny Dodge ability, then he does not grant it to his allies until he gains the Guard Ally's Back ability.

Improved Uncanny Dodge (Ex) The helpful sidekick cannot be flanked. This defense denies a rogue the ability to sneak attack the helpful sidekick by flanking him, unless the attacker has at least four more rogue levels than the target has helpful sidekick levels. If a helpful sidekick already has uncanny dodge (see above) from a second class, then the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Guard Ally's Back (Ex) All allies standing adjacent to the helpful sidekick (within 5 feet) are considered to have the Improved Uncanny Dodge ability. Use the helpful sidekick's effective level to determine if rogues can flank his allies or not. Allies that already have the Improved Uncanny Dodge ability can use their effective level or the help sidekick's effective level, whichever is better.

Hunter Slayer

Description:

The vampire hunter, the dragon slayer, the giant killer, the demon hunter - there are some that dedicate their lives to the destruction of a particular group of monsters. The hunter slayer is the ultimate of such specialists. A hunter slayer chooses one type of creature and hunts it almost exclusively. Each hunter slayer becomes what he is for different reasons. Some lost their families to the creatures they hunt. Others were scarred by a brutal encounter. Still others are born into a tradition of tracking and slaying a specific type of monster. Obviously, rangers are the ones who most often take up this profession.

Requirements:

Feats: Track
Skills: Listen 8 ranks, Hide 8 ranks, Move Silently 8 ranks, Search 8 ranks, Spot 8 ranks, Survival 8 ranks
Base Attack +5
Special: Favored Enemy

Hit Die: 1d8
Skill Points: 6 + Int Modifier

Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)

Level Attack Fort Reflex Will Special
1 +1 +2 +2 +0 Hunter Slayer Enemy Bonus (+2)
2 +2 +3 +3 +0 Hunter Slayer Ability
3 +3 +3 +3 +1 Hunter Slayer Ability
4 +4 +4 +4 +1 Hunter Slayer Enemy Bonus (+4)
5 +5 +4 +4 +1 Hunter Slayer Ability
6 +6 +5 +5 +2 Hunter Slayer Ability
7 +7 +5 +5 +2 Hunter Slayer Enemy Bonus (+6)
8 +8 +6 +6 +2 Hunter Slayer Ability
9 +9 +6 +6 +3 Hunter Slayer Ability
10 +10 +7 +7 +3 Hunter Slayer Enemy Bonus (+8)

Class Features:

Weapon and Armor Proficiency: simple weapons, martial weapons, light armor, medium armor, shields

Hunter Slayer Enemy Bonus (EX) At 1st level, the hunter slayer chooses a type of creature that he already has a favored enemy. This creature type is now the hunter slayer's enemy. The hunter slayer adds the listed bonus to his favored enemy bonus (but only against the chosen creature).

Hunter Slayer Ability - The hunter slayer selects one of the following abilities. Each ability can only be selected once.

  • Target Enemy (EX) - The hunter slayer adds his favored enemy bonus to attack rolls against his enemy creature type.
  • Know Enemy (EX) - The hunter slayer adds his favored enemy bonus to Intimidate and Knowledge checks against his enemy creature type.
  • Dodge Enemy (EX) - The hunter slayer adds his favored enemy bonus to his Armor Class against attacks made by his enemy creature type. This bonus is a dodge bonus.
  • Uncanny Dodge Enemy (EX) - The hunter slayer is treated as having the uncanny dodge ability when attacked by his enemy creature type.
  • Evade Enemy (EX) - The hunter slayer is treated as having the evasion ability against his enemy creature type.
  • Rage against Enemy (EX) - Once per day, the hunter slayer can enter a rage (like a 1st level barbarian) if he has an encounter with his enemy creature type.
  • Resist Enemy's Poison (EX) - The hunter slayer adds his favored enemy bonus to Fortitude saving throws against his enemy creature type.
  • Resist Enemy's Blast (EX) - The hunter slayer adds his favored enemy bonus to Reflex saving throws against his enemy creature type.
  • Resist Enemy's Control (EX) - The hunter slayer adds his favored enemy bonus to Will saving throws against his enemy creature type.
  • Resist Enemy's Magic (EX) - The hunter slayer is treated as having spell resistance against his enemy creature type's spells and spell-like abilities. The amount of spell resistance is equal to 10 plus the hunter slayer's favored enemy bonus.

Knight

Description:

There is perhaps no hero more famous than the knight. Though many try, few actually join the knighthood. To become a knight, one must swear loyalty to the king (or equivalent ruler). Usually one must prove his worth by completing a quest or performing a great deed before he can be knighted. Knights must protect the people of kingdom and uphold its laws. A knight cannot refuse service to a statesman unless it goes against the law of the king, or the knight is currently on a more important quest. Knights that are stripped of their knighthood lose all of their special abilities until they redeem themselves. However, fallen knights often become black knights.

Requirements:

Alignment: Must be Lawful Good or Lawful Neutral
Feats: Mounted Combat, Ride-By Attack, Spirited Charge
Skills: Diplomacy 4 ranks, Knowledge (nobility and royalty) 4 ranks, Ride 8 ranks
Base Attack +5

Hit Die: 1d10
Skill Points: 2 + Int Modifier

Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Jump (Str), Handle Animal (Cha), Knowledge (nobility and royalty) (Int), Profession (Wis), Ride (Dex)

Level Attack Fort Reflex Will Special
1 +1 +2 +0 +0 Improved Mount (1 extra trick), Horsemanship (+1), Bravery (+1), Call of the Paladin
2 +2 +3 +0 +0 Improved Mount (1 extra trick, +1 hit die), Burden of Armor, Improved Fast Mount
3 +3 +3 +1 +1 Improved Mount (2 extra tricks, +1 hit die), Horsemanship (+2), Bravery (+2)
4 +4 +4 +1 +1 Improved Mount (2 extra tricks, +2 hit die), Leadership
5 +5 +4 +1 +1 Improved Mount (3 extra tricks, +2 hit die), Horsemanship (+3), Bravery (+3)
6 +6 +5 +2 +2 Improved Mount (3 extra tricks, +3 hit die), Inspire Allies
7 +7 +5 +2 +2 Improved Mount (4 extra tricks, +3 hit die), Horsemanship (+4), Bravery (+4)
8 +8 +6 +2 +2 Improved Mount (4 extra tricks, +4 hit die), Lance Master
9 +9 +6 +3 +3 Improved Mount (5 extra tricks, +4 hit die), Horsemanship (+5), Bravery (+5)
10 +10 +7 +3 +3 Improved Mount (5 extra tricks, +5 hit die), Mow down the Line

Class Features:

Weapon and Armor Proficiency: simple weapons, martial weapons, light armor, medium armor, heavy armor, shields, tower shields

Improved Mount (EX) A mount that spends time training with the knight becomes bonded to him. A knight can only have one improved mount at a time. Improved mounts should not be confused with a paladin's special mount, the two are different and separate creatures. Only an animal large enough to carry the knight can become his improved mount (magical beasts, dragons, and other creature types cannot become improved mounts). The animal, usually a horse, must spend one week with the knight, both doing nothing but training. An improved mount gains the listed extra tricks and bonus hit die. Note that extra hit die also increase the animal's base attack bonus and saving throws. As the knight gains levels, the improved mount gains these benefits automatically. Only new mounts need to be trained to gain the benefits.

Horsemanship (EX) The knight gains the listed bonus to his Ride checks.

Bravery (EX) The knight gains the listed bonus to saving throws against fear.

Call of the Paladin The multi-classing restrictions placed on paladins does not apply to the knight. A paladin who gains knight levels may continue to gain paladin levels. In addition, the knight's level stacks with the paladin’s level to determine the abilities of the paladin’s special mount.

Burden of Armor (EX) While wearing armor, the knight's Maximum Dexterity bonus improves by +1, and the knight's armor check penalty is reduced by 1. This ability applies only to armor, not to shields.

Improved Fast Mount (EX) The knight can mount his steed as a free action. The knight no longer needs to use the Ride skill to attempt a fast mount and can do so even if he can’t perform a move action (see the Ride skill, page 80 core rulebook I). This ability has no effect on a fast dismount.

Leadership The knight gains the leadership feat. Typically, a knight will take a squire as his cohort. Squires are usually fighters attempting to become knights themselves.

Inspire Allies (EX) Once per day, as a standard action, the knight can inspire courage in his allies (and himself). The knight and all allies within 30 feet receive a +4 morale bonus to saving throws against charm and fear effects and a +2 morale bonus to attack and weapon damage rolls. To be affected, an ally must be able to see or hear the knight. The effect lasts one round per class level, even if the knight is killed during this time.

Lance Master The knight gains a feat of his choice that will give him greater mastery of the lance. The knight need not be a fighter of the appropriate level, but all other requirements must be met. The feat must be chosen from the following list: Weapon Focus (any lance), Weapon Specialization (any lance), Improved Critical (any lance), Greater Weapon Focus (any lance), Greater Weapon Specialization (any lance). Additionally, the knight can select these feats with the feats that he gains normally every three levels (again, the knight need not be a fighter of the appropriate level).

Mow down the Line (EX) As a full-round action, a mounted knight can move a distance up to his mount's speed and can use his full iterative of attacks against opponents as he moves. Each attack must be against a different opponent and any extra attacks left over are lost. The knight must move in a straight line and cannot cleave while performing this maneuver. Moving in this way provokes attacks of opportunity.

Mana Corrupted Mage

Description:

Some sorcerers and wizards have been known to become a little too obsessed with their magic. They are seduced by the arcane knowledge that they possess, and they crave for more. As their power grows beyond that of other spellcasters, their bodies corrode under the stress of raw arcane energies. Thus they walk the path of a mana corrupted mage, one who sacrifices his health for power. A few mana corrupted mages go too far and die from their all consuming magic. Because most mana corrupted mages are obsessed with magic they tend to be neutral or evil, but there are exceptions. Due to their physical weakness, mana corrupted mages usually tolerate the company of others for protection. However, after a mana corrupted mage reaches a high level of power it is not uncommon for him to seek solitude.

Requirements:

Feats: At least one metamagic feat, Iron Will, Spell Focus (any school)
Skills: Concentration 8 ranks, Knowledge (arcana) 8 ranks, Spellcraft 8 ranks
Special: Can cast 3rd level arcane spells, can cast Detect Magic, Read Magic, Identify, Arcane Sight

Hit Die: 1d4
Skill Points: 2 + Int Modifier

Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int)

Level Attack Fort Reflex Will Special
1 +0 +0 +0 +2 Improve Existing Caster Level, Physical Sacrifice, Bonus Spells I
2 +1 +0 +0 +3 Improve Existing Caster Level, Short of Breath, Channel
3 +1 +1 +1 +3 Improve Existing Caster Level, Mental Acceleration
4 +2 +1 +1 +4 Improve Existing Caster Level, Physical Sacrifice, Bonus Spells II
5 +2 +1 +1 +4 Improve Existing Caster Level, Sickly Form
6 +3 +2 +2 +5 Improve Existing Caster Level, Arcane Skill Mastery
7 +3 +2 +2 +5 Improve Existing Caster Level, Physical Sacrifice, Bonus Spells III
8 +4 +2 +2 +6 Improve Existing Caster Level, Mental Acceleration
9 +4 +3 +3 +6 Improve Existing Caster Level, Arcane Detection
10 +5 +3 +3 +7 Improve Existing Caster Level, Physical Sacrifice, Bonus Spells IV

Class Features:

Improve Existing Caster Level A mana corrupted mage continues training in magic as well as his field of research. Thus, when this ability is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking un dead, metamagic or item creation feats, and so on). This essentially means that he adds one to the level of some other spellcasting class the character has, then determines spells per day, spells know, and caster level accordingly. If a character had more than one spellcasting class before he became a mana corrupted mage, he must decide to which class he improves for purposes of determining spells per day when he adds the new level. This ability can only be applied to arcane spellcasters.

Physical Sacrifice The mana corrupted mage permanently loses one point of Strength, Dexterity, and Constitution.

Bonus Spells I The mana corrupted mage gains one bonus 1st level spell and one bonus 2nd level spell to cast each day.

Short of Breath The mana corrupted mage's speed is decreased by 10 feet.

Channel Each day the mana corrupted mage has number of channel points, equal to his class level, which can be used to modify or cast spells. Using channel points is a free action, and using them does not increase the casting time of a spell. These channel points are regained the same manner that the mana corrupted mage regains his spells. If the mana corrupted mage runs out of channel points then he becomes fatigued until he regains them. Additionally, after expending all of his channel points, the mana corrupted mage can willingly take temporary ability damage to any of his physical ability scores (Strength, Dexterity, or Constitution) and spend those points as if they were channel points. Channel points can be spent to create the following effects:

Cost Effect
1 Increase the DC of a spell by 1
2 Increase the DC of a spell by 2
4 Increase the DC of a spell by 3
6 Increase the DC of a spell by 4
9 Increase the DC of a spell by 5
2 Increase the mana corrupted mage’s effective caster level for a spell by 1
4 Increase the mana corrupted mage’s effective caster level for a spell by 2
7 Increase the mana corrupted mage’s effective caster level for a spell by 3
1 Regain any previously cast spell of 1st level (sorcerers regain a 1st level spell slot)
3 Regain any previously cast spell of 2nd level (sorcerers regain a 2nd level spell slot)
6 Regain any previously cast spell of 3rd level (sorcerers regain a 3rd level spell slot)
10 Regain any previously cast spell of 4th level (sorcerers regain a 4th level spell slot)
1 Apply a metamagic feat to a spell, if the metamagic feat only increases the spell’s level by 1
3 Apply a metamagic feat to a spell, if the metamagic feat only increases the spell’s level by 2
6 Apply a metamagic feat to a spell, if the metamagic feat only increases the spell’s level by 3
10 Apply a metamagic feat to a spell, if the metamagic feat only increases the spell’s level by 4

Mental Acceleration The mana corrupted mage gains a +1 bonus to one mental ability score of his choosing (Intelligence, Wisdom, or Charisma). This is in addition to the ability increases normally gained every four levels.

Bonus Spells II The mana corrupted mage gains one bonus 3rd level spell and one bonus 4th level spell to cast each day.

Sickly Form The mana corrupted mage continuiously suffers from some ailment, usually accompanied by coughing, sneezing, and/or wheezing breath. The mana corrupted mage suffers a -4 penalty to Diplomcy, Disguise, Move Silently, and Perform checks. However, he gains a +4 bonus to Intimidate checks.

Arcane Skill Mastery The mana corrupted mage can take 10 when making Craft (alchemy) checks, Concentration checks, Knowledge (arcana) checks, and Spellcraft checks even if stress and distractions would normally prevent him from doing so. The mana corrupted mage can also take 10 with these skills even if they don’t normally allow him to do so.

Bonus Spells III The mana corrupted mage gains one bonus 5th level spell and one bonus 6th level spell to cast each day.

Arcane Detection (SP) The mana corrupted mage can Detect Magic and Read Magic at will. Additionally, he can Identify and use Arcane Sight as a spell-like ability, each once per day.

Bonus Spells IV The mana corrupted mage gains one bonus 7th level spell and one bonus 8th level spell to cast each day.

Savage Butcher

Description:

One of the most feared enemies on the frontier is the savage butcher. They have a persistent bloodlust that can only be satisfied by massacring many lesser opponents with their large swords and axes. They usually act alone or in small bands, though evil armies may employ them as shock troops. Ogres and minotaurs often become savage butchers, but smaller humanoid races do as well, including humans. Though rare, some good warriors become savage butchers to defend their homelands. This is especially true among barbarian tribes.

Requirements:

Alignment: Must be Chaotic
Feats: Weapon Focus (any slashing two-handed weapon), Power Attack, Cleave, Great Cleave
Skills: Intimidate 5 ranks
Base Attack +6

Hit Die: 1d12
Skill Points: 2 + Int Modifier

Class Skills: Climb (Str), Intimidate (Cha), Jump (Str), Ride (Dex), Survival (Wis), Swim (Str)

Level Attack Fort Reflex Will Special
1 +1 +2 +0 +0 Butchering Slash
2 +2 +3 +0 +0 Awesome Cleave
3 +3 +3 +1 +1 Savage Howl (1/day)
4 +4 +4 +1 +1 Mobility
5 +5 +4 +1 +1 Charge through the Ranks
6 +6 +5 +2 +2 Savage Howl (2/day)
7 +7 +5 +2 +2 Butchering Cleave
8 +8 +6 +2 +2 Savage Speed
9 +9 +6 +3 +3 Savage Howl (3/day)
10 +10 +7 +3 +3 Savage Cleave

Class Features:

Weapon and Armor Proficiency: simple weapons, martial weapons, light armor

Butchering Slash (EX) When the savage butcher wields a slashing two-handed weapon, he gains double his Strength bonus on damage rolls instead of 1-1/2 times his Strength bonus on damage rolls.

Awesome Cleave (EX) Once per round, the savage butcher can take a single 5-foot step before making a cleave attack. Thus a savage butcher can cleave opponents that may otherwise be out of reach. This 5-foot step does not provoke attacks of opportunity, and the savage butcher can still take his normal 5-foot step if applicable.

Savage Howl (EX) As a standard action, the savage butcher can release a frightening howl. This extraordinary ability has the same effect as the Fear spell. The DC is equal to the result of an Intimidate skill check. For caster level variables, use the savage butcher’s class level. This ability may be used the listed number of times per day.

Mobility The savage butcher is treated as having the Mobility feat, even if he does not have the normal prerequisites for that feat. The savage butcher loses the benefit of this feat when wearing medium or heavy armor.

Charge through the Ranks (EX) As a full-round action, the savage butcher can move a distance up to his speed and can use his full iterative of attacks against opponents as he moves. Each attack must be against a different opponent and any extra attacks left over are lost. The savage butcher must move in a straight line and cannot cleave while performing this maneuver. Moving in this way provokes attacks of opportunity.

Butchering Cleave (EX) If the savage butcher drops a foe after using his Awesome Cleave ability, then the savage butcher can take another 5-foot step and can make another cleave attack. This 5-foot step does not provoke attacks of opportunity, and the savage butcher can still take his normal 5-foot step if applicable. Thus, the savage could move 10 feet while cleaving.

Savage Speed (EX) The savage butcher's speed increases by 10 feet. The savage butcher loses this benefit when wearing medium or heavy armor.

Savage Cleave (EX) If the savage butcher drops a foe after using his Butchering Cleave ability, then the savage butcher can take another 5-foot step and can make another cleave attack. This 5-foot step does not provoke attacks of opportunity, and the savage butcher can still take his normal 5-foot step if applicable. Thus, the savage could move 15 feet while cleaving.

Warrior of Resolve

Description:

Some warriors in the world have the capacity to continue fighting well beyond that which would break any other man. For their resolve is so strong that the physical no longer concerns them. Where do they get this resolve? Perhaps a god watches over them, perhaps a past traumatic experience changed them, or perhaps they fight for a cause so important that they simply choose not to die. No matter where their resolve comes from, to fight such a warrior is to push a boulder up an ever-steeping slope. If you knock him down, he will get back up. If you wound him deeply, he will not bleed. And even as you beat his body, he only seems to get stronger.

Requirements:

Feats: Endurance, Diehard, Great Fortitude, Iron Will, Toughness
Base Attack Bonus +8

Hit Die: 1d12
Skill Points: 2 + Int Modifier
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str)

Level Attack Fort Reflex Will Special
1 +1 +2 +0 +2 Wounded Strength, Toughness
2 +2 +3 +0 +3 Fearless, Second Wind (1/day)
3 +3 +3 +1 +3 Awesome Comeback, Toughness
4 +4 +4 +1 +4 Iron Man, Second Wind (2/day)
5 +5 +4 +1 +4 Firm Resolve, Toughness

Class Features:

Weapon and Armor Proficiency: simple weapons, marital weapons, light armor, medium armor, shields

Wounded Strength (EX) If the warrior of resolve’s current hit points drops to 75% or less of his maximum hit points then his Strength increases by 2. He retains this bonus to his Strength as long as his hit points remain at 75% or less of his maximum hit points. This bonus ends when his current hit points return to more than 75% of his maximum hit points.

Toughness The warrior of resolve gains the Toughness feat for free.

Fearless (EX) The warrior of resolve is immune to fear, magical or otherwise.

Second Wind (EX) If the warrior of resolve’s current hit points drops to 50% or less of his maximum hit points then he may elect to invoke his second wind and instantly heal a number of hit points equal to his Constitution score plus his class level. The warrior of resolve can choose to invoke his second wind at anytime, even if it is not his turn (unless the damage would drop him to -10 hit points, thus killing him outright). This ability can used the listed number of times per day.

Awesome Comeback (EX) If the warrior of resolve’s current hit points drops to 50% or less of his maximum hit points then his Strength increases by 2. He retains this bonus to his Strength as long as his hit points remain at 50% or less of his maximum hit points. This bonus ends when his current hit points return to more than 50% of his maximum hit points. This ability stacks with the Wounded Strength ability.

Iron Man (EX) If the warrior of resolve’s current hit points drop to 50% or less of maximum hit points then he gains damage reduction 3/- and he gains a +3 natural armor bonus. He retains his damage reduction and natural armor bonus as long as his hit points remain at 50% or less of his maximum hit points. These benefits end when his current hit points return to more than 50% of his maximum hit points. If the warrior of resolve also has damage reduction from another class (such as the barbarian) then they stack.

Firm Resolve (EX) If the warrior of resolve’s current hit points drops to 25% or less of his maximum hit points then his Strength increases by 2. He retains this bonus to his Strength as long as his hit points remain at 25% or less of his maximum hit points. This bonus ends when his current hit points return to more than 25% of his maximum hit points. This ability stacks with the Wounded Strength ability and the Awesome Comeback ability.

Warrior Poet

Description:

Many bards find that adventure often leads to combat. And what better legends are there than those of great warriors. Thus, it was only naturally that some bards would turn their abilities to a more martial path. They become warrior poets. Although they all but give up their ability to cast spells and recall interesting facts, warrior poets can sing battle songs that make men fight with great courage, or tremble in fear. Not surprisingly, many bards that become warrior poets are also fighters or barbarians.

Requirements:

Feats: Combat Expertise
Skills: Intimidate 4 ranks, Perform 8 ranks
Special: Bardic Music

Hit Die: 1d8
Skill Points: 4 + Int Modifier

Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Swim (Str), Tumble (Dex)

Level Attack Fort Reflex Will Special
1 +1 +2 +0 +2 Bardic Music, Extra Courage
2 +2 +3 +0 +3 Song of Speed
3 +3 +3 +1 +3 -
4 +4 +4 +1 +4 Song of Rest
5 +5 +4 +1 +4 -
6 +6 +5 +2 +5 Song of Fear
7 +7 +5 +2 +5 -
8 +8 +6 +2 +6 Song of Stunning
9 +9 +6 +3 +6 -
10 +10 +7 +3 +7 Song of Destruction

Class Features:

Weapon and Armor Proficiency: simple weapons, martial weapons, light armor, medium armor, shields

Bardic Music The warrior poet's class level stacks with his bard level to determine the effects of his bardic music, the number of times per day he can use his bardic music, and the types of bardic music available to him.

Extra Courage (Su) When the warrior poet uses his bardic music to Inspire Courage, the morale bonus to attack and weapon damage rolls, and the morale bonus to saving throws against charm and fear effects increase by 1.

Song of Speed (Su) A warrior poet with 10 or more ranks in a Perform skill can use his bardic music to encourage speed into his allies (including himself ). To be affected, an ally must be able to hear the warrior poet sing. The effect lasts for as long as the ally hears the warrior poet sing and for 5 rounds thereafter. An affected ally receives a morale bonus to speed equal to 10 feet. Song of Speed is a mind-affecting ability.

Song of Rest (Su) A warrior poet with 12 or more ranks in a Perform skill can use his bardic music to relax himself and his allies. The warrior poet sings various songs over the course of an hour. To be affected, an ally must be able to hear the warrior poet sing for the full hour and cannot take any actions other than simple movement. At the end of the performance all of those affected heal a number of hit points equal to the warrior poet's class level. Song of Rest is a mind-affecting ability.

Song of Fear (Su) A warrior poet with 14 or more ranks in a Perform skill can invoke Fear (as the spell) with the use of his bardic music. A Will saving throw (DC 10 + 1/2 the warrior poet's effective bard level + the warrior poet's Cha modifier) negates the effect. Song of Fear is a mind-affecting ability.

Song of Stunning (Su) A warrior poet with 16 or more ranks in a Perform skill can stun an opponent with the use of his bardic music. The target must be within 30 feet and must be able to hear the warrior poet. A Will saving throw (DC 10 + 1/2 the warrior poet's effective bard level + the warrior poet's Cha modifier) negates the effect. If the target fails its Will save then it is stunned for a number of rounds equal to the warrior poet's Charisma bonus. Song of Stunning is a mind-affecting ability.

Song of Destruction (Su) A warrior poet with 18 or more ranks in a Perform skill can generate a sonic wave with the use of his bardic music. The area of affect is a 30-foot cone. All creatures in the area of affect must make a Fortitude saving throw (DC 10 + 1/2 the warrior poet's effective bard level + the warrior poet's Cha modifier) or suffer 5d6 points of sonic damage. Creatures that succeed their saving throw take half damage. Objects that are vulnerable to sonic damage are also affected.

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