New Prestige Classes

Weapon Savant

Many warriors focus on the mastery of a single weapon. However, there are a few select individuals that realize that the weapon used in a combat is irrelevant. A true master knows that there are underlying concepts that apply to any weapon. These weapon savants can use anything from a polearm to a woodcarving knife with equal proficiency, and all weapons are deadly in the hands of such an individual.

Fighters are the most common weapon savants, though paladins, rangers, and even monks occasionally progress down this path.

Requirements

  • Base Attack Bonus: 6+
  • Feats: 3 Exotic Weapon proficiencies (including at least one ranged and one melee weapon), Combat Reflexes, Expertise, Improved Disarm.
  • Special: The weapon savant cannot have any feat that provides bonuses or special abilities (other than proficiency) in a single weapon. This includes Improved Critical, Weapon Focus, and Weapon Finesse. If the character acquires any such feat permanently, all class abilities are lost. If the feat is gained temporarily (such as through a spell), the weapon savant loses all class abilities as long as they have the feat.

Class Skills
Skill Points at Each Level: 4 + Int modifier.

The weapon savant's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Jump (Str), Knowledge (weaponry) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).

Class Features

  • Armor Proficiency: The weapon savant is proficient with light armor, medium armor, and shields.
  • Total Weapon Proficiency: The weapon savant can use any weapon without suffering a proficiency penalty, including exotic weapons. No matter how strange the weapon, a weapon savant can instantly grasp the nuances of its use.
  • Deflect Attack: The weapon savant gains a +1 parry bonus to AC versus all attacks (melee and ranged) as long as he knows the attack is coming. This bonus rises to +2 at 3rd level, and +3 at 5th level. The weapon savant must have a melee weapon and/or shield in hand to gain this bonus. The character loses this bonus when in heavy armor, or when heavily encumbered.
  • Finesse: At 2nd level, the weapon savant can choose to use his Dexterity bonus instead of his Strength bonus to hit, regardless of the weapon being used. Even large weapons can benefit from this ability. The character loses this bonus when in heavy armor, or when heavily encumbered.
  • Improvised Weapons: At 2nd level, any object can be used as a weapon. Tiny objects do 1d2 damage, Small objects do 1d4 damage, Medium objects do 1d6 damage, and Large objects do 1d8 damage. All such weapons have a critical range of 20, and do x2 damage on a successful critical. If thrown, they have a 10 foot range increment. In addition, the character's skill is such that practice weapons can be used with the same damage and critical range as a real weapon (though the damage type usually changes to blunt). This is an extraordinary ability.
  • Expert Strike: At 3rd level, any weapon used by the weapon savant gets a +1 damage bonus.
  • Close-Combat Fighting: At 4th level, the character may use weapons with reach when adjacent to a foe, and may used ranged weapons in melee without drawing an attack of opportunity. This is an extraordinary ability.
  • Enhanced Criticals: Add 1 to the threat range of any weapon used by the weapon savant (added after multipliers are factored in). This is an extraordinary ability.

Weapon Savant (Hit Die d10)

Level

Attack Bonus

Fortitude Save

Reflex Save

Will Save

Special

1

+1

+2

+2

+0

Total Weapon Proficiency, Deflect Attack +1

2

+2

+3

+3

+0

Finesse, Improvised Weapons

3

+3

+3

+3

+1

Deflect Attack +2, Expert Strike

4

+4

+4

+4

+1

Close-Combat Fighting

5

+5

+4

+4

+1

Deflect Attack +3, Enhanced Criticals

Note: This class was submitted (in an altered form) to the Prestige Class contest on the Wizards.com message boards.

Spellcaller

Sorcery is an undisciplined method of using magic, according to most wizards. Yet some sorcerors have managed to master their gift with years of training. This mastery focuses the raw power coursing through the sorceror's veins, giving the spellcaller far more control over their spells, and unique insight into the nature of metamagic. This control comes at a cost - spellcallers cannot cast spells as often as a normal sorcerer.

Spellcallers are almost always sorcerers. Though it is possible for a bard to become a spellcaller, few bards have the desire to limit themselves in this fashion.

Requirements

  • Spellcasting: Must be able to cast 3rd level arcane spells as a Sorcerer or Bard
  • Skills: Spellcraft 8+, Knowledge (Arcana) 8+
  • Feats: Iron Will, any two metamagic feats
  • Special: The ritual to become a spellcaller limits the character's access to spells. The character can cast two less arcane spells per day for each spell level known (with a minimum of 0 spells per level, not including bonus spells), and this penalty applies to new spell levels gained after becoming a spellcaller. Thus, a 6th level Sorcerer/1st level Spellcaller can only cast 4 0-level spells, 4 1st, 4 2nd, and 2 3rd level spells (not including bonus spells for Charisma). Spells known are not affected by this change.

Class Skills
Skill points at each level: 2 + Int modifier.

The spellcaller's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), Search (Int), and Spellcraft (Int).

Class Features

  • Spells per Day: A spellcaller's training focuses on arcane spells. Thus, when a new spellcaller level is gained, the character gains new spells per day as if he had also gained a level in whatever arcane 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. This essentially means that he adds the level of spellcaller to the level of arcane spellcaster the character has, then determines spells per day, spells known, and caster level accordingly.
  • Spell Studies: Due to their intense study, and their sacrifice of power for control, the spellcaller has access to far more spells than a normal sorcerer. The spellcaller adds 2 to the amount of spells known at each spell level, and can learn additional spells by paying 100 XP per spell level. Spells gained from paying experience points should be tracked separately, as they do not count towards the normal limit of spells known.
  • Metamagic Knowledge: At 2nd level, the character gains a bonus metamagic feat.
  • Spell Mimic: At 3rd level, the spellcaller can learn spells that he has seen cast, even if they are not on the normal list for sorcerers. If a successful Spellcraft check is made (DC 15 + spell level), the character may choose to learn the spell. The character must spend XP to learn the spell (as per the Spell Studies ability), and any spell not native to the sorceror spell list is one level higher for the spellcaller.
  • Metamagic Casting: At 4th level, the spellcaller can cast metamagic spells as a standard action, instead of a full-round action. This also allows the Quicken metamagic ability to be used as if the spell was memorized beforehand.
  • Metamagic Mastery: At 5th level, the spellcaller has gained true insight into the nature of magic. When casting a spell with a metamagic feat, the spellcaller may choose to use levels from another spell slot to account for the levels needed to cast the feat. The caster must be high enough level to cast the spell without using an additional spell slot. For example, a 9/5 sorcerer/spellcaller could cast a maximized Fireball by using a 3rd level spell slot (for the base spell) and a 4th level spell slot (for the metamagic feat). A 5/5 sorcerer/spellcaller could not, because he cannot cast 7th level spells. Only one additional spell slot can be used per spell cast. Thus, a 5th level spellcaller cannot use 3 1st level slots to cast a silent, still Magic Missile. However, it is possible to use a single spell slot for multiple feats. Thus, a spellcaller can cast a silent, still Magic Missile with a 1st level spell slot (for the base spell), and a 2nd level slot (for the two metamagic feats).

Spellcaller (Hit Die d4)

Level

Attack Bonus

Fortitude Save

Reflex Save

Will Save

Special

1

+0

+0

+0

+2

Spell Studies, +1 level of existing class

2

+1

+0

+0

+3

Metamagic Knowledge, +1 level of existing class

3

+1

+1

+1

+3

Spell Mimic, +1 level of existing class

4

+2

+1

+1

+4

Metamagic Casting, +1 level of existing class

5

+2

+1

+1

+4

Metamagic Mastery, +1 level of existing class

Note: This class was submitted (in a slightly altered form) to the Prestige Class contest on the Wizards.com message boards.

The Specialist

Every trade has an elite group of individuals that seem to perform their tasks effortlessly. They are often referred to as masters or gurus of their chosen occupation. When there is no margin of error, the specialists are the ones called in to handle the job.

The specialist is a master of a particular skill, becoming so proficient at his craft that he can perform flawlessly in adverse conditions, and complete difficult tasks much quicker than normal. A specialist must have perfect concentration, in order to focus on what needs to be done and to block out distractions.
The specialist prestige class is designed to be generic, fitting a wide variety of character concepts. Many players like to have a character who is the best at a particular skill or activity. Its requirements allow it to be taken as early as 5th level, if the character is willing to purchase the necessary feats. This allows the character to focus on their chosen area of expertise, rather than staying in a class that may not truly fit their concept. It is a natural outgrowth of the Expert class, and is primarily designed for those with NPC classes.

Some skills are more suited for use with this class than others. Disable Device is a good choice, since it is a skill that could be used in a stressful situation, and requires both speed and precision. On the other hand, Alchemy is a poor choice, since the time to use the skill is so long (1 hour or more) that the benefits of this prestige class are minimal.

Requirements

  • Skill: 8+ ranks in the skill to be specialized. 6+ ranks in two related skills. For example, a Disable Device specialist could choose to have Search and Open Lock as related skills. Note that the skills chosen will be affected by the Skill Mastery and Steady Hands features of the class.
  • Feats: Skill Emphasis in the skill to be specialized, Iron Will.

Class Skills
Skill Points at Each Level: 6 + Int modifier.

The specialist's class skills (and the key abilities for each skill) are Appraise(Int), Craft(Int), Knowledge (all skills, taken individually)(Int), Profession(Wis), Search(Int), and Speak Language(None). In addition, the character can choose three additional class skills, that should be somewhat related to the area of expertise. Any skill used to qualify for the class must be chosen as a class skill, if it is not already a class skill for the specialist.

Class Features

  • Weapon and Armor Proficiency: Specialists are proficient in all simple weapons, and one martial weapon of their choice (generally related to their area of speciality). For example, a blacksmith may have a martial proficiency with the warhammer. Specialists are proficient with light armor, but not with shields.
  • Skill Mastery: At 1st level, the specialist may take 10 when making a skill check with his specialized skill, even if stress and distractions would normally prevent him from doing so. He becomes so certain in his skill that he can use it reliably even under adverse conditions. At 5th level, the specialist gains Skill Mastery with one of the two related skills used to qualify for the prestige class. At 9th level, the specialist gains Skill Mastery with the other related skill used to qualify for the class.
  • Cantrips: At 1st level, the Specialist learns one cantrip (from the Sorceror spell list), and can cast it once per day as a Sorcerer of equal level. The specialist must have a Charisma of at least 10 to utilize this ability. At 3rd, 5th, 7th, and 9th level, the Specialist gets an additional cantrip, and an additional 0-level spell slot. Thus, a 9th level Specialist can cast 5 cantrips per day, and has 5 different cantrips to choose from. Specialists generally choose utility cantrips such as Mage Hand, Mending, and Open/Close.
  • Steady Hands: At 2nd level, the specialist can reroll a failed roll in his area of speciality once per day. He must accept the results of the second roll. The number of uses increases to twice per day at 6th level, and three times per day at 10th level (no more than one reroll is allowed on a single skill use). At 4th level, the specialist can use this ability with one of the two related skills used to qualify for the prestige class. At 8th level, both related skills used to qualify for the class can be used with the ability. Note that the number of times per day applies to all the skills, not each skill individually.
  • Fast Worker: At 3rd level, the specialist can complete tasks in his area of speciality quickly and reliably. When working on tasks that normally take 10 rounds (1 minute) or more to complete (including taking 20), the specialist reduces the amount of time taken by 25%. At 6th level, this reduction increases to 50%. At 9th level, this reduction increases to 75%. Note that this ability will not affect results from a skill roll, or factors not affected by skill. Thus, a Climbing or Riding specialist cannot increase their travelling speed with this ability.
  • Perfect Job: At 10th level, the specialist may take 20 on his specialized skill even if there are penalties for failure. This can be done once per day. This is cumulative with the Fast Worker ability (so using Perfect Job only takes 5 times as long as a normal use of the skill).

Specialist (Hit Die d6)

Level

Attack Bonus

Fortitude Save

Reflex Save

Will Save

Special

1

+0

+0

+2

+2

Skill Mastery (primary skill), Cantrips (1)

2

+1

+0

+3

+3

Steady Hands (primary skill) 1/day

3

+1

+1

+3

+3

Fast Worker (25%), Cantrips (2)

4

+2

+1

+4

+4

Steady Hands (1st related skill)

5

+2

+1

+4

+4

Skill Mastery (1st related skill), Cantrips (3)

6

+3

+2

+5

+5

Steady Hands 2/day, Fast Worker (50%)

7

+3

+2

+5

+5

Cantrips (4)

8

+4

+2

+6

+6

Steady Hands (2nd related skill)

9

+4

+3

+6

+6

Skill Mastery (2nd related skill), Fast Worker (75%), Cantrips (5)

10

+5

+3

+7

+7

Steady Hands 3/day, Perfect Job

Note: This class was submitted (in a slightly altered form) to the Prestige Class contest on the Wizards.com message boards.

© 2001 Casey McGirt



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