Silver Spires has the following Custom Prestige Classes
Shadow Dragon Disciple
NOTE: DM permission must be obtained before taking this class.
(Prestige Class)
The Shadow Dragon Disciples have sworn an oath of servitude and devotion to Azulios, the great Shadow Dragon of Sadekat. In exchange for unyielding loyalty and strength, great power is bestowed.
Statistics
- Hit Die: d8
- Proficiencies: -
- Skill Points: 2 + Int Modifier
Requirements
Arcane Trickster
(Prestige Class)
Arcane Tricksters combine their knowledge of spells with a taste for intrigue, larceny or just plain mischief. They are among the most adaptable of adventurers. Arcane Tricksters tend to use a seat of the pants approach to adventuring, loading up on spells that improve their stealth and mobility.
Statistics
- Hit Dice: d4.
- Proficiencies: Arcane Tricksters gain no weapon, armor or shield proficiencies.
- Skill Points: 4 + Int Modifier.
Requirements
Upon gaining a level in Arcane Trickster, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his Abilities. He does not, however, gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats)
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Tempest
(Prestige Class)
The Tempest is the point of calm within a whirling barrier of deadly blades. Poets use colorful terms such as dancer to describe the movement of a tempest and her two blades, but mastery of this fighting style is not about dancing, nor is it about impressing anyone -- least of all poets. The tempest focuses on learning the ultimate secrets of two-weapon fighting for a single purpose - the destruction of her enemies.
Statistics
- Hit Die: d10.
- Proficiencies: Tempests gain no weapon or armor proficiencies.
- Skill Points: 2 + Int Modifier.
Requirements
Scion Of Endar
(Prestige Class)
Endar himself is long dead and gone, but his legacy is still felt on the face of Sadekat. Scions of Endar are warriors who dedicate themselves to the pursuit of what Endar did: stand before an unstoppable force and stop it. Martial might, indomitable will, and dedication to protecting those who cannot are the ideals the Scion strives for. The Scion draws a line in the sand and declares, "This point, none shall pass." In times of great need, his iron will channels into feats of great strength and prowess. Recent Scions believe that with the opening of Alvarone's Keep, the spirit of their hero has returned to Sadekat as well, as they find themselves unmatched in their ability to stand face to face with the fiends of the Keep and defeat them. Whether or not the return of Endar's spirit is true, no one has dared challenge a Scion for proof.
Statistics
- Skill Points: 2 + INT mod/level
- Hit Die: D10
Requirements
Battleskald
(Prestige Class)
Bards are usually witnesses to the events around them, earning renown among other bards by being a first hand witness to their own tales. Some cultures however have developed a different sort of bard, one who stands in the thick of battle by his allies and uses his mastery of voice and sound to bring unheard of strength to his comrades and woe to his foes. Each culture on Sadekat has their own name for these 'war bards' - the mountain tribes and the dwarves call them Battleskalds, the nomads of the Il'kesh call them Screaming Winds, and the orcs of the mountains call them Rage Bringers.
Statistics - Hit Die: d8
- Proficiences Gained: None
- Skill Points: 4 + INT/modifier per level
- Saving Throw Table: Bard
- Attack Bonus Table: Fighter
Class Skills
Healing Hymn: Once per day, the Battleskald can utter a tone that opens a small rift into the positive elemental plane that floods the area around the battleskald with healing energies. This has the same effect of Healing Circle and Undeath's Eternal Foe.
Inspiring Song: Once per day, the Battleskald can begin a stirring song that gives his allies faith in a coming victory and shields their minds and bodies from the magic of their enemies. This song combines the effects of Mind Blank and Mass Haste.
Death's Aria: Once per day, the Battleskald can mimic the sould of the grim reaper's call. This weakens his foes and inspires his allies. Combines the effects of Aura of Glory and Dirge.
Hero's Warcry: Once per day, the Battleskald can let loose a warcry of such power, the ancient heroes of the land take notice and bless the battleskalnd and his companions for victory. This song combines Mass Heal, Circle of Doom, and Warcry.
Battle Performance
The battleskald improves their ability to perform and concentrate in battle (+10 to concentration and +10 to perform at levels 3, 6, and 9)
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Dohendial Buccaneer
(Prestige Class)
The siren call of the sea, sweat, salt and tar......these are things that the buccaneer love. Every port in every city along the coast of Sadekat has those that claim to be buccaneers or pirates. Feared by every captain of every ship that must weigh anchor and travel the seas, buccaneers are sought after and chased after. Whether through fear or the hope of having their ship left in one piece, crews and officers alike hope to out run or out maneuver buccaneers in their small fast ships.
Any class may have the desire to be a buccaneer and the reputation that precedes one when their name becomes legend in ports of call.
Statistics
- Hit Die: d6
- Proficiences Gained: None
- Skill Points: 4 + INT/modifier per level
- Saving Throw Table: Rogue
- Attack Bonus Table: Fighter
- Bonus Feats: 3rd, 6th, and 9th levels
Class Skills
Dance The Yardarm: Swinging from ropes and masts is the stuff of pirates. The buccaneer receives this feat as mobility.
Hoist The Black Flag: Rallying the crew and instilling fear in the enemies is the result of hoisting the pirate flag, as the prayer spell.
Sea Legs: Whether it's a calm sea or a thunderous storm the pirate has the ability to maintain his feet (immunity to paralysis) and move at normal speed (immunity to specific spell: slow).
Master Of The Rigging: Fighting from a rope or mast rigging, buccaneers receive a +5 to their tumble skill
Blessing of Blackbeard: Once per day, the Dohendial buccaneer can call upon everything he has learned in a long career and make good his escape from whatever has set upon him, as Expeditious Retreat plus Rogue's Cunning.
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Snagduk Chirurgeon
(Prestige Class)
With the constant attacks of Orc Pirates at Snagduk Point, a new practice of battlefield medicine has emerged. Those who devote themselves to helping defenders in battle began organizing themselves and created a group that calls themselves the Chirurgeons of Snagduk Point, or Snagduk Chirurgeon for short. The organization spread like wildfire amongst other healers and medics and soon Saint Galano, the patron saint of healers and disciple of Lathander, began granting special Abilities to these Chirurgeons to afford them benefits when practicing their healing skills.
Note: The Abilities the Chirurgeon possesses are not divine gifts, and consequently no devotion to a deity is required (though it is perfectly acceptable to profess faith, if desired). Their healing Abilities come from experience and lore, making them more scientists, herbalists, and doctors. Statistics
- Hit Die: d10
- Proficiences Gained: None
- Skill Points: 6 + INT/modifier per level
- Saving Throw Table: High (Paladin)
- Attack Bonus Table: Low (Wizard)
Class Skills
Create Healing Kits: The healer is able to create 3 healing kits one time per day. The quality of these healing kits improve as the healer increases in level. 1st level: +1, 3rd Level: +3, 5th Level: +6, 7th Level: +10, 9th Level: +20.
Medical Expertise: The healer gains +10 to the healing skill per two PrC levels.
Restorative Presence: The presence of the healer can give confidence and a general feeling of wellness to those in close proximinity. All party members (within 10+2*PrC level feet) experience monstrous regeneration, temporary hitpoints (2*PrC level), and improved skills (concentration, discipline, heal; bonus is equal to PrC level) for 30+10 seconds/prc level. Increases to 2 uses at level 5, and 3 uses at level 10.
Draw From the Brink: The chirurgeon is able to aid a fallen foe by pulling them "from the brink" (raise dead). The player may use this one time per day at 4th level, and two times at 8th level. At 8th level and above, raised targets are returned to full HP.
Nonhostile Chirurgeon: The healer is not attacked while tending to the wounds of the injured. This lasts for 2 minutes at level 5, and 3 minutes at level 10; however, the effect will end immediately if the character makes a hostile action. At tenth level this increases to two uses per day.
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Il'kesh Dragoon
(Prestige Class)
The Dragoons are the devoted guardians and firmly loyal servants of the Queen of Il'Kesh, blue dragon mother of Sadekat. Though they have not been seen or heard from in ages, history records that these ancient warriors once mastered the sky by jumping and leaping down from the heavens above, impaling their enemies with javelins of lightning.
Any race or gender can become a Dragoon, but they are most commonly Human males.
Statistics - Hit Die: d8
- Proficiences Gained: None
- Skill Points: 4 + INT/modifier per level
- Saving Throw Table: Custom (Medium Fort, Medium Reflex, Low Will)
- Attack Bonus Table: Medium Class Skills
Improved Dragoon Jump: The Dragoon is able to launch himself into the air and land on a target with incredible force (all enemies within 5 feet are knocked down: DC 16 + PrC Level reflex save, target creature: 10 + d4(PrC Level) piercing + d4(PrC Level) bludgeoning damage + d25 electrical damage). The Dragoon must wait 60 seconds between jumps. This feat requires the use of medium armor or lower, and a spear or halberd. Note that this ability can only be used outdoors.
Superior Dragoon Jump: The Dragoon is able to launch himself into the air and land on a target with incredible force (all enemies within 7 feet are knocked down: DC 18 + PrC Level reflex save, target creature: 10 + d6(PrC Level) piercing + d6(PrC Level) bludgeoning damage + d50 electrical damage). The Dragoon must wait 120 seconds between jumps. This feat requires the use of a spear or halberd. Note that this ability can only be used outdoors.
Dragoon Hammer: The Dragoon is able to leap into the sky and pull down blasts of lightning from the clouds above. He returns with such force that the ground tremors uncontrollably (call lightning, earthquake).
Dragoon Energy Immunity: The Dragoon gains 5/- reduction to lightning per level.
Dragoon Stability: The Dragoon becomes immune to knockdown.
Imbue Weapon (Lightning): The Dragoon can summon a bolt of lightning to imbue their weapon with electrical energy. The lightning bolt has the potential to injure the player (Weapon bonus: 1d2 at 3-4 level, 1d4 at 5-6 level, 1d6 at 7-8 level, 1d8 at 9-10 level). This feat requires the use of a spear or halberd.
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Templar
NOTE: Character MUST profess faith in a specific deity to take this class
(Prestige Class)
Nearly every church has a section of their faithful dedicated to the martial protection of it's cleregy and property, the most regognizable being paladins and blackguards. However, the unsung heroes of faith are the templars. A templar was once a cleric who felt he could better serve his god by taking up arms and defending the values he believed in. These clerics, instead of training in the traditional weapons of war, look to their god to turn their bodies into the true Avengers of their faith.
Good or evil, lawful or chaotic, the Templar is a powerful force to aim at the enemies of the faith.
Statistics - Hit Die: d8
- Proficiences Gained: None
- Skill Points: 2 + INT/modifier per level
- Saving Throw Table: Cleric
- Attack Bonus Table: Cleric
- Class Skills: Cleric
Requirements
Heroes' Favor: The Templar receives bonuses to damage and attack for 20+(10*prc level) seconds.
Moral Miasma: All hostile creatures in 30' radius are slowed for 10+d20 seconds (DC14+WIS modifier, reflex).
Blood of the Righteous: The champion first gains immunity to poison at level 4, and then gains immunity to disease at level 7.
Champion's Health: Regeneration +1
Shackle the Infidel: All hostile creatures in 30' radius are paralyzed for 10+d20 seconds (DC16+WIS modifier, will)
Aura of Morality: All creatures within 30 feet of the templar, excluding the caster, emit an aura based on their current alignment for 10 seconds (evil: red, neutral: green, good: white).
Smite Foes: All hostile creatures in 30' radius >= 12 hit die are destroyed (DC18+WIS modifier, fortitude); those that pass the fortitude check are stunned for 10+d20 seconds with no save. Creatures above 12 hit die must make a fortitude save or be stunned.
Divine Recovery: 1/day the Templar automatically recovers from death to 1 HP.
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- Shadow Dragon Disciple
- Arcane Trickster
- Tempest
- Scion Of Endar
- Battleskald
- Dohendial Buccaneer
- Snagduk Chirurgeon
- Il'kesh Dragoon
- Templar
Shadow Dragon Disciple
NOTE: DM permission must be obtained before taking this class.
(Prestige Class)
The Shadow Dragon Disciples have sworn an oath of servitude and devotion to Azulios, the great Shadow Dragon of Sadekat. In exchange for unyielding loyalty and strength, great power is bestowed.
Statistics
- Hit Die: d8
- Proficiencies: -
- Skill Points: 2 + Int Modifier
Requirements
- Base attack: 10
- Race: Elf or Half-Elf
- Skills: 10 ranks in lore, 10 ranks in spot
- Feats: Toughness
- Level 1: Shadow Dragon Disciple Armor I
- Level 1: Dragon Disciple Sight
- Level 2: Shadow Dragon Disciple Abilities I
- Level 3: Negative Energy Breath Weapon (1x/day)
- Level 4: Shadow Dragon Disciple Abilities II
- Level 5: Shadow Dragon Disciple Armor II
- Level 6: Negative Energy Breath Weapon (2x/day)
- Level 7: Shadow Dragon Disciple Abilities III
- Level 8: Shadow Dragon Disciple Armor III
- Level 9: Shadow Dragon Disciple Abilities IV
- Level 9: Negative Energy Breath Weapon (3x/day)
- Level 10: Shadow Dragon Disciple Armor IV
- Level 10: Half-Shadow Dragon
- Level 10: Shadow Dragon Disciple Abilities V
Arcane Trickster
(Prestige Class)
Arcane Tricksters combine their knowledge of spells with a taste for intrigue, larceny or just plain mischief. They are among the most adaptable of adventurers. Arcane Tricksters tend to use a seat of the pants approach to adventuring, loading up on spells that improve their stealth and mobility.
Statistics
- Hit Dice: d4.
- Proficiencies: Arcane Tricksters gain no weapon, armor or shield proficiencies.
- Skill Points: 4 + Int Modifier.
Requirements
- Alignment: Non Lawful
- Skills: Lore 4 ranks, Disable Trap 7, Pick Lock 7
- Feats: 2d6 Sneak Attack
- Spells: Must be able to cast at least 3rd level Arcane spells
- Level 1: Ranged Legerdemain - Disarm Trap & Pick Lock at 30' range, once per day
- Level 2: Sneak Attack 1d6
- Level 3: Impromptu Sneak Attack - Arcane Trickster causes a sneak attack on target, can be used once per day
- Level 4: Sneak Attack 2d6
- Level 5: Ranged Legerdemain - Improves to two uses a day
- Level 6: Sneak Attack 3d6
- Level 7: Impromptu Sneak Attack - Improves to two uses a day
- Level 8: Sneak Attack 4d6
- Level 9: Ranged Legerdemain - Three uses a day
- Level 10: Sneak Attack 5d6
Upon gaining a level in Arcane Trickster, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his Abilities. He does not, however, gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats)
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Tempest
(Prestige Class)
The Tempest is the point of calm within a whirling barrier of deadly blades. Poets use colorful terms such as dancer to describe the movement of a tempest and her two blades, but mastery of this fighting style is not about dancing, nor is it about impressing anyone -- least of all poets. The tempest focuses on learning the ultimate secrets of two-weapon fighting for a single purpose - the destruction of her enemies.
Statistics
- Hit Die: d10.
- Proficiencies: Tempests gain no weapon or armor proficiencies.
- Skill Points: 2 + Int Modifier.
Requirements
- Base Attack: +9
- Feats: Ambidexterity
- Dodge
- Mobility
- Spring Attack
- Two-Weapon Fighting
- Weapon Finesse
- Level 1: Improved Two Weapon Fighting
- Level 2: Two Weapon Defense I
- Level 3: Dual-Wield Adept I
- Level 4: Two Weapon Defense II
- Level 5: Tempest Dexterity I
- Level 6: Dual-Wield Adept II
- Level 7: Two Weapon Defense III
- Level 8: Absolute Ambidexterity
- Level 9: Dual-Wield Adept III
- Level 10: Tempest Dexterity II
- The Tempest is best in light armor. While wearing heavy or medium armor a tempest loses all bonus Abilities
- Tempest Dexterity: The tempest grows more agile with time (+1 to DEX at level 5, +2 to DEX at level 10)
- Two-Weapon Defense: The tempest gains a dodge bonus to AC. (+1 at 2, +2 at 4, +3 at 7)
- Dual-Wield Adept: The tempest becomes more deadly when dual-wielding (+1 to attack and damage at level 3, +2 at level 6, and +3 and level 9)
- Absolute Ambidexterity: Decreases the two-weapon fighting penalties (+2 to attack bonus)
Scion Of Endar
(Prestige Class)
Endar himself is long dead and gone, but his legacy is still felt on the face of Sadekat. Scions of Endar are warriors who dedicate themselves to the pursuit of what Endar did: stand before an unstoppable force and stop it. Martial might, indomitable will, and dedication to protecting those who cannot are the ideals the Scion strives for. The Scion draws a line in the sand and declares, "This point, none shall pass." In times of great need, his iron will channels into feats of great strength and prowess. Recent Scions believe that with the opening of Alvarone's Keep, the spirit of their hero has returned to Sadekat as well, as they find themselves unmatched in their ability to stand face to face with the fiends of the Keep and defeat them. Whether or not the return of Endar's spirit is true, no one has dared challenge a Scion for proof.
Statistics
- Skill Points: 2 + INT mod/level
- Hit Die: D10
Requirements
- Must be Lawful in alignment
- Iron Will
- Weapon Specialization in a melee weapon
- Toughness
- Base Attack: +9
- Level 1: Scion Defense I (damage reduction +1/5, +1 AC vs. Outsiders)
- Level 1: Scion Offense I (+1 attack bonus vs. Outsiders)
- Level 2: Scion Energy Resistance I (negative energy 10/-, fire 10/-)
- Level 3: Endar's Rage (1x/day)
- Level 3: Bonus fighter feat
- Level 4: Scion Defense II (damage reduction +2/5, +2 AC vs. Outsiders)
- Level 1: Scion Offense II (+2 attack bonus vs. Outsiders)
- Level 5: Scion Bravery (immunity to fear)
- Level 6: Endar's Rage (2x/day)
- Level 6: Bonus fighter feet
- Level 7: Scion Defense III (damage reduction +3/5, +3 AC vs. Outsiders)
- Level 7: Scion Offense IIII (+3 attack bonus vs. Outsiders)
- Level 8: Scion Energy Resistance II (negative energy 20/-, fire 20/-)
- Level 9: Endar's Rage (3x/day)
- Level 9: Bonus fighter feat
- Level 10: Scion Defense IV (damage reduction +4/5, +4 AC vs. Outsiders)
- Level 10: Scion Offense IV (+4 attack bonus vs. Outsiders)
Battleskald
(Prestige Class)
Bards are usually witnesses to the events around them, earning renown among other bards by being a first hand witness to their own tales. Some cultures however have developed a different sort of bard, one who stands in the thick of battle by his allies and uses his mastery of voice and sound to bring unheard of strength to his comrades and woe to his foes. Each culture on Sadekat has their own name for these 'war bards' - the mountain tribes and the dwarves call them Battleskalds, the nomads of the Il'kesh call them Screaming Winds, and the orcs of the mountains call them Rage Bringers.
Statistics - Hit Die: d8
- Proficiences Gained: None
- Skill Points: 4 + INT/modifier per level
- Saving Throw Table: Bard
- Attack Bonus Table: Fighter
Class Skills
- Appraise
- Bluff
- Concentration
- Discipline
- Heal
- Hide
- Intimidate
- Listen
- Lore
- Move Silently
- Parry
- Perform
- Persuade
- Spellcraft
- Taunt
- Tumble
- UMD
- Base Attack Bonus: +5
- Feats: Bard Song, Curse Song, Barbarian Rage 2x/day
- Level 01: Inspiring Presence I
- Level 02: Healing Hymn (1x/day)
- Level 03: Battle Performance I
- Level 04: Inspiring Song (1x/day)
- Level 05: Inspiring Presence II
- Level 06: Battle Performance II
- Level 07: Death's Aria (1x/day)
- Level 08: Inspiring Presence III
- Level 09: Battle Performance III
- Level 10: Hero's Warcry (1x/day)
Healing Hymn: Once per day, the Battleskald can utter a tone that opens a small rift into the positive elemental plane that floods the area around the battleskald with healing energies. This has the same effect of Healing Circle and Undeath's Eternal Foe.
Inspiring Song: Once per day, the Battleskald can begin a stirring song that gives his allies faith in a coming victory and shields their minds and bodies from the magic of their enemies. This song combines the effects of Mind Blank and Mass Haste.
Death's Aria: Once per day, the Battleskald can mimic the sould of the grim reaper's call. This weakens his foes and inspires his allies. Combines the effects of Aura of Glory and Dirge.
Hero's Warcry: Once per day, the Battleskald can let loose a warcry of such power, the ancient heroes of the land take notice and bless the battleskalnd and his companions for victory. This song combines Mass Heal, Circle of Doom, and Warcry.
Battle Performance
The battleskald improves their ability to perform and concentrate in battle (+10 to concentration and +10 to perform at levels 3, 6, and 9)
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Dohendial Buccaneer
(Prestige Class)
The siren call of the sea, sweat, salt and tar......these are things that the buccaneer love. Every port in every city along the coast of Sadekat has those that claim to be buccaneers or pirates. Feared by every captain of every ship that must weigh anchor and travel the seas, buccaneers are sought after and chased after. Whether through fear or the hope of having their ship left in one piece, crews and officers alike hope to out run or out maneuver buccaneers in their small fast ships.
Any class may have the desire to be a buccaneer and the reputation that precedes one when their name becomes legend in ports of call.
Statistics
- Hit Die: d6
- Proficiences Gained: None
- Skill Points: 4 + INT/modifier per level
- Saving Throw Table: Rogue
- Attack Bonus Table: Fighter
- Bonus Feats: 3rd, 6th, and 9th levels
Class Skills
- Disable Trap
- Heal
- Hide
- Listen
- Lore
- Move Silently
- Open Lock
- Parry
- Persuade
- Pick Pocket
- Search
- Set Trap
- Spot
- Use Magic Device
- Alignment: Any Non-lawful
- Skills: 6 Taunt
- Base Attack: +4
- Feats: Dodge, Weapon Finesse, Martial Weapons
- Level 1: Two-Weapon Fighting
- Level 2: Fearsome Reputation +2
- Level 3: Dance The Yardarm, Black Flag 1x/day
- Level 4: Fearsome Reputation +4
- Level 5: Sea Legs, Black Flag 2x/day
- Level 6: Fearsome Reputation +6
- Level 7: Spring Attack, Master of the Rigging
- Level 8: Fearsome Reputation +8
- Level 9: Black Flag 3x/day, Whirlwind Attack
- Level 10: Fearsome Reputation +10, Blessing of Blackbeard 1x/day
Dance The Yardarm: Swinging from ropes and masts is the stuff of pirates. The buccaneer receives this feat as mobility.
Hoist The Black Flag: Rallying the crew and instilling fear in the enemies is the result of hoisting the pirate flag, as the prayer spell.
Sea Legs: Whether it's a calm sea or a thunderous storm the pirate has the ability to maintain his feet (immunity to paralysis) and move at normal speed (immunity to specific spell: slow).
Master Of The Rigging: Fighting from a rope or mast rigging, buccaneers receive a +5 to their tumble skill
Blessing of Blackbeard: Once per day, the Dohendial buccaneer can call upon everything he has learned in a long career and make good his escape from whatever has set upon him, as Expeditious Retreat plus Rogue's Cunning.
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Snagduk Chirurgeon
(Prestige Class)
With the constant attacks of Orc Pirates at Snagduk Point, a new practice of battlefield medicine has emerged. Those who devote themselves to helping defenders in battle began organizing themselves and created a group that calls themselves the Chirurgeons of Snagduk Point, or Snagduk Chirurgeon for short. The organization spread like wildfire amongst other healers and medics and soon Saint Galano, the patron saint of healers and disciple of Lathander, began granting special Abilities to these Chirurgeons to afford them benefits when practicing their healing skills.
Note: The Abilities the Chirurgeon possesses are not divine gifts, and consequently no devotion to a deity is required (though it is perfectly acceptable to profess faith, if desired). Their healing Abilities come from experience and lore, making them more scientists, herbalists, and doctors. Statistics
- Hit Die: d10
- Proficiences Gained: None
- Skill Points: 6 + INT/modifier per level
- Saving Throw Table: High (Paladin)
- Attack Bonus Table: Low (Wizard)
Class Skills
- Concentration
- Discipline
- Healing
- Lore
- Spot
- Search
- Tumble
- Alignment: Any Non-evil
- Skills: 10 heal, 5 lore, 5 concentration
- Abilities: 14 WIS
- Feats: skill focus: healing
- Level 1: Healing Touch I, Create Healing Kits I, Restorative Presence I
- Level 2: Medical Expertise I
- Level 3: Healing Touch II, Create Healing Kits II
- Level 4: Medical Expertise II, Draw From the Brink I
- Level 5: Healing Touch III, Create Healing Kits III, Nonhostile Chirurgeon I, Restorative Presence II
- Level 6: Medical Expertise III
- Level 7: Healing Touch IV, Create Healing Kits IV
- Level 8: Medical Expertise IV, Draw From the Brink II
- Level 9: Healing Touch V, Create Healing Kits V
- Level 10:Medical Expertise V, Nonhostile Chirurgeon II, Restorative Presence III
Create Healing Kits: The healer is able to create 3 healing kits one time per day. The quality of these healing kits improve as the healer increases in level. 1st level: +1, 3rd Level: +3, 5th Level: +6, 7th Level: +10, 9th Level: +20.
Medical Expertise: The healer gains +10 to the healing skill per two PrC levels.
Restorative Presence: The presence of the healer can give confidence and a general feeling of wellness to those in close proximinity. All party members (within 10+2*PrC level feet) experience monstrous regeneration, temporary hitpoints (2*PrC level), and improved skills (concentration, discipline, heal; bonus is equal to PrC level) for 30+10 seconds/prc level. Increases to 2 uses at level 5, and 3 uses at level 10.
Draw From the Brink: The chirurgeon is able to aid a fallen foe by pulling them "from the brink" (raise dead). The player may use this one time per day at 4th level, and two times at 8th level. At 8th level and above, raised targets are returned to full HP.
Nonhostile Chirurgeon: The healer is not attacked while tending to the wounds of the injured. This lasts for 2 minutes at level 5, and 3 minutes at level 10; however, the effect will end immediately if the character makes a hostile action. At tenth level this increases to two uses per day.
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Il'kesh Dragoon
(Prestige Class)
The Dragoons are the devoted guardians and firmly loyal servants of the Queen of Il'Kesh, blue dragon mother of Sadekat. Though they have not been seen or heard from in ages, history records that these ancient warriors once mastered the sky by jumping and leaping down from the heavens above, impaling their enemies with javelins of lightning.
Any race or gender can become a Dragoon, but they are most commonly Human males.
Statistics - Hit Die: d8
- Proficiences Gained: None
- Skill Points: 4 + INT/modifier per level
- Saving Throw Table: Custom (Medium Fort, Medium Reflex, Low Will)
- Attack Bonus Table: Medium Class Skills
- Discipline
- Heal
- Spot
- Search
- Tumble
- Base Attack: +10
- Skills: 10 Discipline
- Abilities: 18 STR
- Feats: Weapon Focus (Halberd) OR Weapon Focus (Spear)
- Level 1: Dragoon Jump, Dragoon Energy Resistance
- Level 3: Imbue Weapon (Lightning)
- Level 5: Improved Dragoon Jump
- Level 7: Dragoon Hammer
- Level 9: Dragoon Stability
- Level 10: Superior Dragoon Jump
Improved Dragoon Jump: The Dragoon is able to launch himself into the air and land on a target with incredible force (all enemies within 5 feet are knocked down: DC 16 + PrC Level reflex save, target creature: 10 + d4(PrC Level) piercing + d4(PrC Level) bludgeoning damage + d25 electrical damage). The Dragoon must wait 60 seconds between jumps. This feat requires the use of medium armor or lower, and a spear or halberd. Note that this ability can only be used outdoors.
Superior Dragoon Jump: The Dragoon is able to launch himself into the air and land on a target with incredible force (all enemies within 7 feet are knocked down: DC 18 + PrC Level reflex save, target creature: 10 + d6(PrC Level) piercing + d6(PrC Level) bludgeoning damage + d50 electrical damage). The Dragoon must wait 120 seconds between jumps. This feat requires the use of a spear or halberd. Note that this ability can only be used outdoors.
Dragoon Hammer: The Dragoon is able to leap into the sky and pull down blasts of lightning from the clouds above. He returns with such force that the ground tremors uncontrollably (call lightning, earthquake).
Dragoon Energy Immunity: The Dragoon gains 5/- reduction to lightning per level.
Dragoon Stability: The Dragoon becomes immune to knockdown.
Imbue Weapon (Lightning): The Dragoon can summon a bolt of lightning to imbue their weapon with electrical energy. The lightning bolt has the potential to injure the player (Weapon bonus: 1d2 at 3-4 level, 1d4 at 5-6 level, 1d6 at 7-8 level, 1d8 at 9-10 level). This feat requires the use of a spear or halberd.
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Templar
NOTE: Character MUST profess faith in a specific deity to take this class
(Prestige Class)
Nearly every church has a section of their faithful dedicated to the martial protection of it's cleregy and property, the most regognizable being paladins and blackguards. However, the unsung heroes of faith are the templars. A templar was once a cleric who felt he could better serve his god by taking up arms and defending the values he believed in. These clerics, instead of training in the traditional weapons of war, look to their god to turn their bodies into the true Avengers of their faith.
Good or evil, lawful or chaotic, the Templar is a powerful force to aim at the enemies of the faith.
Statistics - Hit Die: d8
- Proficiences Gained: None
- Skill Points: 2 + INT/modifier per level
- Saving Throw Table: Cleric
- Attack Bonus Table: Cleric
- Class Skills: Cleric
Requirements
- Base Attack: +9
- Divine Spell Casting Ability (5th Level)
- Level 1: Exhalted Perseverance
- Level 2: Heroes' Favor
- Level 3: Moral Miasma
- Level 4: Blood of the Righteous I
- Level 5: Champion's Health
- Level 6: Shackle the Infidel
- Level 7: Blood of the Righteous II
- Level 8: Aura of Morality
- Level 9: Smite Foes
- Level 10: Divine Recovery
Heroes' Favor: The Templar receives bonuses to damage and attack for 20+(10*prc level) seconds.
Moral Miasma: All hostile creatures in 30' radius are slowed for 10+d20 seconds (DC14+WIS modifier, reflex).
Blood of the Righteous: The champion first gains immunity to poison at level 4, and then gains immunity to disease at level 7.
Champion's Health: Regeneration +1
Shackle the Infidel: All hostile creatures in 30' radius are paralyzed for 10+d20 seconds (DC16+WIS modifier, will)
Aura of Morality: All creatures within 30 feet of the templar, excluding the caster, emit an aura based on their current alignment for 10 seconds (evil: red, neutral: green, good: white).
Smite Foes: All hostile creatures in 30' radius >= 12 hit die are destroyed (DC18+WIS modifier, fortitude); those that pass the fortitude check are stunned for 10+d20 seconds with no save. Creatures above 12 hit die must make a fortitude save or be stunned.
Divine Recovery: 1/day the Templar automatically recovers from death to 1 HP.
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