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Mystics-At-Arms

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These are some prestige classes to add to a high magic campaign setting

Mystics-At-Arms (Part 1)
I recently acquired a book called Masters-of-Arms by www.second-world-simulations.com - In it they describe various weapons specialists. The ones I found most intriguing were the fighters who specialized in magic items; Cloak Fighter, Immovable Rod Master, Blinking Master (blinking ring), Rod of Lordly Might Master, Telekinesis Master, and Testile Mercury Master. This inspired me to make my own Magic Object Masters.

Magic Object Masters
The Weapon Master Prestige Class is very good for your martial weapon specialist, but it doesn’t cover all types of “weapon” specialists. Some men at arms have stumbled across innocuous magic items that can be used for deadly effect on the battlefield. Many ply their special skills as cat burglars, spies, and mercenaries.  Below are a number of these special Prestige Classes.
 



Wand Duelist
This weapon duelist has specialized in wielding wands. Unfortunately, many duelists acquire the arrogance and ruthlessness of gunslingers and commonly engage in pointless duels and daredevilry. Many mages see this class as a quick path to power, but it is also common to rogue magicians and bards who use the "Use Magic Device" skill to widen their wand arsenal.

Requirements:
Feats: Quick Draw, Lightning Reflexes, Craft Wand
Skills: Concentration: 8 ranks, Sense Motive:8 ranks, Bluff: 8 ranks

Hit Dice: 1d6

Class Skills: Bluff (
WIS), Concentration (CON), Craft (INT), Knowledge: Any (INT), Perform (CHA), Sense Motive (WIS), Spot (WIS), Use Magic Device (CHA).
Class Skill Points: 2 plus INT modifier per level

CLASS FEATURES:
BAB: Same as Bard
Saving Throws: Same as Bard
Weapon and Armor Proficiencies: No new proficiencies.

Class Level.....Special Abilities

1 to 10……......Gain one “Wand Ranged Weapon Feat” per Prestige Class level.


Spell-casting: The character continues gains spell casting levels at half normal rate. Every two levels gained as a Wand Duelist count as one spell-casting level in their main magic caster class, but gains no other abilities of that class.

SPECIAL ABILITIES:
Wand Ranged Weapon Feats: At each level of Wand Mastery the character can choose one ranged weapon feat that only applies to wands.
Basic Choices Include: Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Shot on the Run, Mounted Archery, Weapon Focus, Improved Critical, and Zen Archery (S&F).

Additional Wand Feat Choices Are:

Wand Focus (Special): +2 DC for all wand attacks

Evade Wand Blast (Special): Requirements: Dodge, Wand Focus. Benefit: +2 saving throw bonus on any wand attacks from the target of your Dodge feat.

Counter Shot (Special): Requirments: Precise Shot, Wand Focus, Lightning Reflexes, DEX: 15+. Benefit: The character can attempt to block an opponents wand blast with their own wand blast. This requires a reflex check {DC= 10 plus opponents effective class level (ECL)}. This can only affect a single attack in any single round and it can not be a suprise attack.

Piercing Wand Blast (Special): +2 to penetrate spell resistance with ward attacks

Recharge Wand (Special): Requirements: Craft Wand, Benefit: Instead of remaking a wand the character can simply spend the XP to create a wand and recharge a depleted wand.

Detonate Wand (Special): Requirements: Knowledge (Arcane): 10, Benefit: The character sets the wand to overload so that he can use it as a grenade (Range Increment: 10ft). The wand inflicts (# of Remaining Charges)d(Spell level) force damage to a 5ft x 5ft area.

Paired Wands (Special): Requirements: Ambidexterity. Benefit: Fire from two different wands for -2 to AB for each. (Same as TWF with two light weapons)

 



Ioun Stone Miser
The Ioun Stone Miser is very conspicuous with his orbiting halo of Ioun Stones. This fighter uses them not only for their granted powers but also as weapons for assault and defense. Commonly, these masters represent fighters who value intelligence and wisdom as highly as dexterity and strength.

Requirements: BAB: +5
Feats: Alertness, Expertise, Iron Will, Exotic Weapon Proficiency: Ioun Stones.
Special: Must have access to Ioun Stones, WIS: 13+, INT: 13+

Hit Dice: 1d10
Class Skills: Craft (INT), Concentration (CON), Knowledge: The Planes (INT), Intimidate (CHA), Intuit Direction (WIS), Profession: Soldier (WIS), Listen (WIS), Spot (WIS), Search (WIS), Use Magical Devices (CHA)
Class Skill Points: 2 plus INT modifier

Class Features:
BAB: Same as fighter
Saves: Same as wizard
Weapon and Armor Proficiencies: No new armor or weapon proficiencies except for Exotic Weapon Proficiency: Ioun Stone

Exotic Weapon: Ioun Stone

Size: Diminutive

Damage: 1d3 (All types), CRIT: x2

Type: Bludgeoning

Stone AC: 24, Hardness: 5, Hit Points: 10.
Combat Properties: The flight path of a ioun stone is not controlled by the body but by the mind. Instead of STR and DEX,
WIS and INT modifiers are applied respectively to Damage and AB. For example: A master with an INT: 14 and a WIS: 9 is -1 to damage but has +2 to AB.

Class Level......Special Abilities
1 to 10... .........Gain one Ioun Stone Orbital Feat

Ioun Stone Orbital Feats
Alter Orbital Path (Special): Req: INT: 13+
The master can control the orbital path of an orbital so that he can use it to strike a target and still remain in orbit around the master. While the master has an orbital circling him he is considered armed with a melee weapon, and any attacks with an orbital take the place of any hand weapon attacks.

Empower Orbitals (Special): Req:
WIS
: 13+
The orbitals gyrate around the master faster and therefore strike harder. Subtract up to 5 from BAB and add it to the damage bonus.

Enlarge Orbital Path (Special): Req: Alter Orbital Path.
Benefit: The master can put the orbital in an extreme elliptical path which will stretch the attack range of the orbital another 5ft to a max of 10ft so that it acts as a reach weapon. While the orbital is acting as a reach weapon for the round it can not be used to attack closer targets.

Hurl Orbitals (Special): Req: Enlarge Orbital Path, Empower Orbitals
Benefit: The orbitals spin so fast that they break orbit and acts as a missile weapon. The range increment of the missile is 50ft. Dull gray stones are usually used for this to prevent the loss of valuable stones.

Increase Controlled Orbitals (Special): Req: Alter Orbital Path.
Benefit: The number of orbital that can be actively controlled is equal to the masters CHA modifier. Attacking with multiple orbitals is 6 AB with the primary orbital and 10 with each additional orbital.

Multi-orbital Adroitness (Special): Req.: Increased Controlled Orbitals, INT: 15+
The master is adept at using all its orbitals in combat. Ignore the non-primary orbital penalty (-4) for all additional orbital attacks.

Multi-orbital Fighting (Special): Req: Increased Controlled Orbitals, Multi-orbital Adroitness.
Benefit: Each stone that is actively controlled beyond one can make an extra attack in the melee round. Additionally the AB penalty for these additional attacks is reduced by two. With both Multi-orbital feats the penalty is 4 AB on primary and each extra stone. For Example: A ISM with an AB of +10 attacks with three orbitals as +6/+6/+6/+1 instead of +4/+0/+0/-1.

Orbital Shield (Special): Req: Alter Orbital Path
Benefit: Each stone that is actively controlled by the master grants a +1 AC armor bonus but risks damage to the orbital(s). Roll for damage when the strike roll is greater than 10 but less that the masters AC. Every 15 points of damage will destroy one orbital used in defense. As with hurled orbitals, dull gray stones are generally used for shielding.

Orbital Field (Special): Req.: Orbital Shield
Benefit: In addition to protecting the master by blocking attacks as per Orbital Shield, anyone who attempts an unarmed strike on the master suffers an attack of opportunity from one orbital. This attack of opportunity is in addition to any by the master.

Orbital Whirlwind (Special): Orbital Field
Benefit: Just like a Whirlwind Attack, by sacrificing his usual full attack action the master can give one attack at full base attack bonus all opponents within 5 feet.

 

 

Grease Apt
The Grease Apt is skilled in using magic unguents to enhance grappling attacks and movement abilities. Most make use of oil of slipperiness, but others make use of “grease” spells and magically “slick” armor. This class is favored by agile fighters, rogues, and some monks. Sorcerer GSM commonly cast grease on themselves and also on the fighting ground to maximize their skills. Commonly this PrC uses no weapons since they are hard to hold on to when oiled head to foot. Fighters that use weapons employ locked gauntlets and spiked gloves and boots (treat as spiked gauntlets for both). Visually the best example of this class is in the movie Getaway.

Requirements:
Base Reflex Save: +3
Feats: Improved Unarmed Strike, Prone Attack (S&F) (Or replace with Improved Trip)
Skills: Escape Artist: 8, Balance: 8

Class Features:
Hit Dice: 1d10
Base Reflex Save: Same as fighter
Saves: Same as rogue
Skill Points: 2 + INT Modifier
Class Skills: Balance, Climb, Escape Artist, Jump, Profession, Swim, Tumble
Armor and Weapon Proficiencies: No new proficiencies.


Level Advancement:
1-10: Gains one “grease” feat per class level that only works in conjunction with a “grease” spell effect
Note: At first level the master also gains Uncanny Balance

Uncanny Balance (EX): The master never has to make a Balance or Reflex check while moving on a surface affected by a “grease” spell or spell-like effect.

”Grease” Feats:

Greased Lightning (Special): Benefit: Add 10ft to foot speed
Greased Charge (Special): REQ: Grease Feet, Benefit: Increase by half the normal charge distance of the charter when greased (Generally for humans that would be 90ft)
Hit’em Low (Special): REQ: Greased Charge, Benefit: The character falls on his back just before collision to hit the target in the legs. If the master makes a successful charge or bulrush, he can attempt a trip attack as a free action. The master ends this attack lying prone.
Prone Foot Sweep (Special): REQ: Prone Attack, Benefit: While lying prone the character can make can spin on his or her back and make a trip attempt against everyone in his or her threat squares. This is a full round attack and takes the place of all other attacks
Pole Slide (Special): Benefit: By holding on to a pipe, post, pillar, column, rope, chain, or similar object, the master can rapidly descend from any height without damage (treat as feather fall spell)
Roll to Feet (Special): REQ: Tumble: 5, Benefit: Stand upright as a free action.
Reverse Hold (Special): REQ: Improved Grappling, Benefits: On a successful escape artist check freeing the master from a pin, the master can attempt a pin of his or her own as an attack of opportunity.
Scissors Lock (Special): REQ: Reverse Hold, Benefit: A successful pin by the master can be held by his or her legs freeing the arms to continue to attack or take other actions. In this hold both of the grapplers are prone.
Slide By (Special): REQ: Greased Charge, Benefit: With a successful tumbling roll (DC: 20), the master can slide past his or her opponent(s) by sliding prone past them negating attacks of opportunity by them or attacks from the master. This ability is limited to the range of the greased charge and the character is prone at the end of his action.
Sliding Grapple (Special): REQ: Hitem Low, Benefit: With a successful charge or bulrush and a successful trip attack, the master on his next attack can attempt to grapple his opponent with a situational bonus of +2 in addition to the attack bonus versus a prone target (usually +4).

 

 

Cliff Hanger

The Cliff Hanger is skilled in incorporating his or her magical climbing ability in combat techniques. This prestige class is most common in urban settings and underground where the master can make use of the walls and ceiling. Most fighters rely on potions or magic items (ie Spider Boots), but scroll using rogues and spell casters can also become proficient in this style. The drow claim to have invented the technique, but no one knows who was the first master of spider climbing. A good tactic in fighting the master is to cast "grease" on him. These characters are deadly rivals to the Greased Surface Masters.

Requirements:
BAB: +4
Feats: Run, Improved Bullrush
Skills: Climb:8
Special: Must have access to spider climb spell.

Class Features:
Hit Dice: 1d10
Base Attack Bonus: Same as fighter
Saves: Same as rogue

Skill Points: 2 +INT Modifier
Class Skills: Balance, Climb, Craft, Jump, Profession, Tumble, Use Rope.

Level Advancement:
1-10: Choose one special spider climbing feat per level.

Spider Climb Feats:
Back to the Wall (special), REQ: Wall to Wall Jump, Benefit: On a successful Jump check and spending a move equivlant action, the master can attempt to leap over his opponent using an adjacent wall for leverage. If the character can leap far enough, he catches his opponent flat footed. The master must at least be able to leap more than 5ft standing still.

Ceiling Drop (special), REQ: Spider Charge, Benefits: On a successful charge, the master can use gravity to increase the damage of his charge by running down a wall at his opponent. Add the fall's damage to the damage inflicted by the charge. If the charge fails, the master suffers full damage from the fall with no saving throw.

Hold Tight (special), Benefit: The master can use his is spider climb ability to increase his hold. Add a +2 supernatural bonus to resist disarm, disarm, and maintain his pins and grapples.

Hold Your Position (special), Benefit: The master can use his "Climb" skill to resist being knocked prone, moved, or lifted against his will. The DC of check is equal to his opponents STR score or attack roll(ie Bull Rush).

Spider Charge (special): REQ: Run Anywhere, Benefit: You can charge in a straigt line even up a wall and across the ceiling.

Sticky Fall (special), REQ: Sticky Fingers, Benefit: By brushing against the wall with his hand and/or feet, the master can roll a "Reflex Check" to negate any falling damage. The DC of the roll is equal to the number of feet fallen.

Sticky Fingers (special), Benefit: +4 to any check for Pick Pockets skill.

Stuck on You (special): REQ: Hold Tight, Benefit: You cling to an opponent at least one size level larger than you on a successfull grapple attack. While clinging you gain a +4 Cover bonus from all attacks and other opponents risk hitting your victim as well as you (50% chance).

Run Anywhere (special), REQ: Hold Tight, Benefit: The master can run on any floor, wall, or ceiling. A grease spell will negate this ability and all other abilities of the master.

Wall to Wall Jump (special): REQ: Run Anywhere, Benefit: On a successful Tumbling Check, the master can attempt on a successful jump to land on his feet on when traveling from one horizontal surface to another. This feat is useful when the character has his hands full or weilding a large shield and sword.

 

 

Shift Stick Adept

The Shift Stick Adept is trained to use the properties of the size alteration staff in combat. Though arcane study, the master can manipulate the size of a S.A. Staff without expending staff charges. By quickly altering the size of the staff the master can inflict surprise attacks and combat combinations. The most famous user of this style is the Monkey King of myth and legend. This class is commonly taken by magic users and rogues with the Use Magic Device skill. This class is also common to tightrope walkers and stage magicians for its theatrical aspects.

Additionally, the Enlarge and Reduce spells can be used in a variety of ways. Cast on a person the spells can increase or reduce STR up to five points. If cast on a suit of armor the victim is wearing the enlarge spell will increase the armor check of the suit by 50% (round up), and a reduce spell makes armor more confining and negates any armor proficiency. If these spells are cast on a weapon, the size category as well as the damage die changes by one rank (i.e. a long sword becomes large or small and is 1d10 or 1d6). Another use of these spells is to jam or unjam a door by altering its size.

Requirements:
BAB: +5
Feats: Weapon Proficiency: Club, Staff, and War Club, Expertise, TWF.
Skills: Knowledge: Arcane: 8 ranks, Use Magic Device: 8 ranks
Special: Must have a staff of size alteration and be capable of using it.

Class Features:
Hit Dice: 1d8
BAB: Same as Fighter
Saving Throws: Same as Rogue

Skill Points: 4 + INT modifier per class level
Class Skills: Balance (DEX), Bluff (CHA), Climb (STR), Craft (INT), Escape Artist (DEX), Jump (STR), Knowledge: Arcane (INT), Profession (WIS), Tumbling (DEX), Use Magic Device (CHA).

Level Advancement:
1st level: Bond With Staff, Rapid Resize, Choose one special feat
2nd to 10th level: Your choice of one special feat per class level.

Special Feats/Techniques:

Bond With Staff (SU): At first level, the master develops a strong spiritual bond with the staff and no longer needs to spend a charge to alter the size of the staff. Altering any other object still requires expending a staff charge.
Rapid Resize (EX): At first level, you can alter the staff as a free action. Casting a spell with the staff still counts as a standard action. This effectively makes the staff three different weapons: a club, a quarter staff, and a war club.

Special Feats:
Heavy Blows (Special): Benefits: The master can increase the size and weight of his staff just before impact to increase the damage of a blow by one die size (1d6 to 1d8).

Pole Vault (Special): Benefits: The master can expand his staff during a jump to double his jumping distance on a successful tumble check (DC: 20)

Keep Away (Special): Benefits: The master can protect his staff from sundering or disarming blows by shrinking it in size. The character must make a Reflex check versus the attack roll of his opponent to do this successfully.

Long Blow (Special): Benefits: By stretching his staff long and thin, the character can use it as a reach weapon inflicting one die size less damage (1d6 to 1d4). After the blow the staff is reduced to normal to prevent over balancing.
Dexterous Thrust (Special): REQ: Heavy Blows, Benefit: By aiming the size increase of the staff outward, the staff can be used as a missile weapon and substitute the DEX modifier for his STR. This attack inflicts damage as a heavy blow.

Magic Feint (Special): REQ: Bluff: 8, Benefit: By altering the staff in mid-attack, the wielder can make a move equivalent feint followed by a weapon blow. The altered speed and direction of the attack catches many opponents unaware.

Magic Feint Expertise (Special): REQ: Magic Feint, Benefit: The master improves upon his technique and can now feint with the staff as a free action.

Maintain Balance (Special): REQ: Balance: 8, Benefit: By using the staff as a balancing prop the master can add a +10 circumstance bonus to all balancing checks.

Two Hits With One Blow (Special): REQ: Dexterous Thrust, Benefit: By placing the staff in club form between to adjacent targets then expanding it. The master can attempt to strike both with his staff (A flat 1d6 to each). Roll one strike roll to compare against both AC values to determine if either blow hits.

Throw Staff (Special): REQ: Long Blow, Benefit: By shrinking the staff to club size for the throw and then expanding it to war club size at release, the master can inflict 1d8 with a range increment of 10ft.

 

 

Flying Shield Gyro
The flying shield gyro has mastered the unusual weapon of a throwing returning magic spiked shield. This usual weapon is usually merged with a magic shield defensive enchantment as well and represents a massive investment of time and money into this unusual fighting form. This is most commonly a discipline of flashy gladiators and sun worshiping clerics and paladins.  This idea is roughly based on an old video game and the movie exploits of a certain British secret agent.

Requirements:
BAB: +5
Skills: Climb: 5, Craft (Armor Smith): 5, Jump: 5, Tumbling: 5, Use Rope: 5
Feats: Shield Proficiency, Weapon Focus: Spiked Shield, Point Blank Shot, Far Shot
Other: Must possess an enchanted throwing, returning, spiked shield.

Class Skills (Gain 2 points per class level): Climb, Craft, Profession, Tumbling, Use Rope.

Advancement: Levels 1-10

BAB: Same as Fighter

Saves: Same as Fighter

Hit Dice: 1d10

 

Gains the use of "one" flying shield technique per gain of class level in FSG.

Flying Shield Techniques:
Boomerang Shield: Shield can be used to strike an opponent on its return. The throw is minus two to hit but catches the target flat footed.
Loop
: (Req: Boomerang) By attaching a rope or light chain to the shield, the wielder can snare or climb objects. Against enemies a successful throw inflicts no damage but can be use as a trip or disarming attack.
Shield Discus: (Req: Tumbling: 6) Increase throwing range of the magic shield to 20ft RI.
Swing Charge: (Req:
Loop
, Improved Bull Rush) By snaring an overhead projection the wielder can plant both of his feet into an opponent in a Bull Rush. Every 5ft swung increases adds one to the opposed strength check of the rush. The maximum reach of the charge is half the height of the pivot of the swing.
Ricochet: (Req: Boomerang) With one throw the wielder can attempt to strike two adjacent targets at the cost of a full melee action. Subtract two from the AB of the throw and roll once for each target. If the first strike misses then the second misses as well. (Example: +10 AB is +8 AB for both rolls)
Ricochet Chain (Req: Ricochet) More powerful than the ricochet technique, this improved skill can strike up to four adjacent targets except that each one greater than two inflicts an additional negative two to the attack bonus. (Ex: If 2 targets at +8 AB, then 4 targets at +4 AB). The first miss breaks the chain.
Knock Down Throw (Req: Shield Discus,
Loop
) This skill is throwing your shield with the intent to knock down your opponent. Treat the throw as a Bull Rush but dont apply any STR Modifier for a fall.
This technique requires a full melee action for wind up and throw.
Buzz Saw (Req: KD Throw) This is a single powerful throw which has the same effect as a Cleave feat by cutting through one opponent and into the one behind.
Mighty Buzz Saw (Req: Buzz Saw) An improvement over Buzz Saw, this throw has the same effect as a Mighty Cleave and will continue travelling in a straight line up to the maximum range of the throw.
Guillotine (Req: Mighty Buzz Saw) By taking a full melee action with this throw, the magic shield can be treated as "vorpal". This technique can be combined with any other flying shield technique.

 


Fan Dancer
The fan dancer is a specialist in using magic fans such as Qual's Feather Token or a Wind Fan to fight. This prestige character is as much a performer as combatant, and tends to dress colorfully and provocatively. Most fan dancers are prone to melodrama and often toy with their opponents. Many fan dancers incorporate a war fan into their magic wind fans in order to use the weapon's superior statistics and durability. Fan Dancers who use a feather token fan can use it up to eight hours before it expires. This character fits well in to an Asian theme campaign.

Requirements:
BAB: +4
Skills: Perform(Dance): 4, Bluff: 4
Feats: Combat Expertise, Dodge, Quick Draw
Other: Requires a magic fan with the ability to affect the wind.

Hit Dice: 1d8

Class Skills (Gain 4 points per class level): Appraise, Bluff, Climb, Craft, Disguise, Perform, Profession, Move Silently, Sense Motive, Read Lips.

Advancement: (Levels 1 to 10) Gains BAB as a fighter, Saves as a rogue, and 1 Fan Dancer technique per PrC Level

Fan Dancer Techniques:
Wield Fan: Using an enchanted fan as a weapon is difficult. A fragile paper or silk fan inflicts 1d3/x2 slashing damage. A "war fan" is an exotic weapon that is a paper or silk fan reinforced with sharp steel spines found in the OA book as well as S&F supplement book.

Throw Fan (Req: Wield Fan): Tapping into the wind magic of the fan the dancer can treat his fan as possessing both throwing and returning magic weapon features (Making it a +2 magic weapon).
Fan Dance (Req: Wield Fan, Perform: 8): Using a fan in a intricate dance the fan dancer can cast a Hypnotic Pattern spell once per day as a sorcerer of equal level in PrC.
Wind Blast: The fan dancer can unleash a blast of air to knock someone off their feet. Treat this attack as a Bull Rush with a range of 10 feet and a strength of 10 plus the prestige class level.
Glide (Req: Wind Blast): Using fans the dancer can "feather fall" once per day the same as the spell.
Straying Arrows (Req: Wind Blast): With a blast of wind the dancer can deflect arrows. Treat as the Deflect Arrows feat but requires a magic fan in hand.
Fan Flames (Req: Wind Blast): Once per day the dancer can cause all flames within 20ft of him or her to shoot up in a jet of flame. This effect can be used as a distraction (Adding a +4 to Bluff, Slight of Hand, Move Silently, Intimidate, and Perform) or to start fires (30% chance to ignite combustibles)
Two Fan Fighting (Req: Wield Fan, DEX: 15): When using fans as weapons the dancer can wield one in each hand as if he or she possesses two weapon fighting and ambidexterity.
Fan Shield (Req: Two Fan Fighting): The fan dancer can use one fan as a buckler, but not as a weapon when it is used protectively.
Fan Language (Req: Wield Fan): A non-verbal message of 10 words or less can be sent to any one in Line Of Sight once per day. Additionally all fan dancers can communicate in code to one another through fan manipulation. This technique is a great way to send instructions without being overheard.

 


Winged Fighter
This class applies to all characters with some sort of flight power either from winged cloak, magic carpet, broom stick, or other.
Requirement:
BAB: +5
Skills: Tumble: 4 ranks, Balance: 4 ranks, Profession (Rug Merchant): 4 ranks
Feats: Acrobatic, Agile, Endurance, Dodge, Mobility
Other: Flying device

Class Skills (Gain 2 skill points per PrC Level gained): Balance (DEX), Climb (STR), Craft (any) (INT), Profession (WIS), Tumble (DEX)
Hit Dice: 1d10

Advancement (Levels one to five): BAB as Fighter, Saves as Rogue, Gain one Winged Fighter technique per prestige level.

Techniques:
Flyby Attack: Same as in MM1

Wingover: Same as in MM1

Dive Bomb: Add a +1 to strength check per five foot drop in altitude on a flying Bull Rush

Dog Tail: As a move equilavent action, on a successful Tumbling skill roll contest you succeed in flanking your opponent in mid air and can add the flanking bonus and any sneak attacks. If you fail, your opponent flanks you. It is impossible to dog tail an opponent who is more mobile in the air than you are.

Mid-Air Jink: Your unpredictable flight path makes you harder to hit with projectile weapons. Add a +2 dodge bonus versus one of your chosen opponents.

 

 

Ogre Fist

The Ogre Fist is an unarmed fighter that uses his or her magic gauntlets of ogre power to enhance hand attacks and grappling holds. This prestige class is most common among wrestlers, bodyguards, and monks.

Requirements: BAB: +4, Skills: Intimidate: 3 ranks, Feats: Improved Unarmed Strike, Improved Grappling, Stunning Fists

Hit Points: 1D10
BAB Advancement: Same as fighter
Save Advancement: Same as fighter

Skill Points: 2 + INT mod. Per prestige class
Prestige Class Skills: Bluff, Climb, Craft (Any), Intimidate, Ride, Swim

Special Feats: (Pick one feat every gain in Ogre Fist PrC level of 1 to 10)

One-Two Jab: (Req.: +6 BAB): This two step attack combination is two rapid punches which attempt to catch the target off guard. The first attack is minus two to hit and the second attack is +3 to hit giving both attacks the same bonus to hit.

Rip Off Armor: (Req.: Improved Grappling): On a successful grapple attack, instead of holding the target the gauntlet master makes a STR check (DC=15 + AC bonus of the armor). On a successful check, the master breaks the armors buckles and clasps and strips it from his opponent. The armor may be repaired at one-fourth the cost of the armor. This action provokes an attack of opportunity.

Smashing Blows: The master can use the magic of his or her gauntlets to overcome an inanimate object’s hardness. Subtract the master’s CHA from any object’s hardness value on any punch.

Grab Weapon-Tip: (Req.: Improved Grapple): The master can use his gloves to grasp even an edged weapon without harm. This feat has the same effect as the Improved Disarm Feat.

Fist Shield: (Req.: Buckler Proficiency). The master can use one of his or her gauntlets as buckler (+1 AC).

Rend Asunder: (Req.: Power Attack). This two step attack is an attempt to grab your opponent with both hands and rip him in two. Make two grappling attempts on your target. If both succeed then the master automatically inflicts 2D6 plus any 2-handed damage bonus to your target for this round and every round the master can maintain his or her hold.

Crushing Grasp: (Req.: Smashing Blows) Add the PrCs level to any attempt to destroy an object in the grip of the masters gauntlet.

Thunder Clap: (Req.: Crushing Grasp). As a full melee action the PrC can slam his two hands together and release a wave of force. All within 5ft of the master must make a DEX check (DC= 10 + PrC level) or will be tripped by the blast.

Punch Hand-Holds: (Req.: Crushing Grasp): The strong grasp of the ogre gauntlets adds the PrC level to any Climb skill checks on any surface softer than metal.

Hand Walk: (Req.: 10th level Gauntlet Master): The master developes a spiritual link with his or her personal gauntlets of ogre power and can cast "animate object" on them once per day as a cleric with a casting level equal to GOPM level. No other ogre gauntlets are affected

 

 

Tree Token Master (a.k.a. Re-forester)

The Tree Token Master specializes in the use of Qual's Feather Token of a Tree for use in combat. Most of these masters are also called Re-foresters since they are generally dedicated conservationist and wish to restore forests ravaged by fire, disease, or man. Many Re-foresters come from the ranks of rangers and druids and are most comfortable outside where there abilities have full use. Evil Re-forester are terrorists that use there abilities with out regard for the consequences. These villains destroy urban areas, block roads, and kill lumberjacks to protect there way of life.

Tree Token Combat is expensive since a token can only used once, can't be summoned in areas where there is no room for them, and are not easily moved. An average tree token costs 100gp so many masters seeks to fight opponent in a prepare area. It is up to the individual DM whether tree master abilities can be use with any tree or just with summoned trees.

Requirements:

Skill Ranks: Craft (traps): 6, Climb: 6, Balance: 6;

Feats: Dodge, Mobility, Spring Attack, Self-Sufficient

Hit Points: 1d8 per PrC level
Skill Points: 6 + INT Mod. Per PrC lvl
Class Skills: Balance, Climb, Crafts (Any), Jump, Knowledge (Nature), Profession, Survival, Use Rope

Special Feats: Choose one per gain in Re-forester PrC level 1 to 10.

Log Bridge
: The master can create a log bridge up to 60 ft long with a tree feather token.

Log Jam: (Req.:
Log Bridge
) By manipulating the summoning of a tree, the master can create a living wall of tangled branches that covers a 40ft cube.

Eagles Roost: (Req.: Log Jam): The master can summon a living platform 40 ft in diameter and 60 ft tall. Many masters build their homes and forts on these platforms.

Dead Fall (Req.: Craft (traps): 8): With a feather token the master can create an instant wooden trap involving a tree. The CR of the trap is equal to the PrC level of the master. Other traps can be made normally with the Craft (Traps) skill at any CR but not without additional expense and construction time. In Song and Silence trap construction is described.

Log Riding (Req.: Balance: 8): After long practice the master can ride logs downhill, down river, and across lakes while standing. Additionally, add a PrC level competence bonus to any sport involving logs.

Rooted in Place (Req.: Log Jam): During a successful grapple the master can activate a token to pin his opponent until cut free or the tree is dispelled.

Understory Master (Req. Climb: 8): The master can move at full racial speed and even run in any wooded area. This represents his or ability to duck, jump, and dodge local flora.

Canopy Master (Req.: Understory Master): While climbing trees the master can fight without any penalty to hit.

Tree Top Master (Req.: Canopy Master): A Tree Top Master has mastered ambushing from trees and gains a PrC level bonus to Hide, Spot, and Jump skills while in wooded areas. Additionally, the master can climb as fast as he can move or run.


Rot-Iron

The Rot-Iron man or maiden is a specialist in wielding the spell rusting grasp. Most Rusting Grasp Masters equip themselves with magic items that cast the spell like the gauntlet of rust, but some militant druids also take this class to better wield their divine gift. Many masters scorn the use of any metal weapons and armor (i.e. monks) while others cover themselves with it. This Rusting Grasp Master is most dangerous to heavily armed and armored enemies, but is much more vulnerable to weapons of wood and stone. The most famous group of rusting grasp masters is a tribe of Luddite Barbarians that live stone age lives and prey upon the godless metal users that travel in their woods.

Requirements: Base
Fort Save: +4; Skill Ranks: Craft (Armorsmith): 8, Craft (Weaponsmith): 8; Feats: Stunning Fists, Iron Will; Spell: Must cast the rusting grasp spell by artifact (wand, scroll, gauntlet, etc.) or divine prayer.

Hit Points: 1d8
BAB Advancement: Same as Cleric
Save Advancement: Same as Cleric
Skill Points: 4 +INT Mod. Per PrC level
Class Skills: Climb, Craft(Any), Concentration, Jump, Knowledge (Arcana), Profession, Swim, Use Magic Device

Special Feats: Pick one per PrC level 1 to 10

Detect Iron (Req.: Concentration: 6): The master gains a +10 SEARCH circumstance bonus whenever he or she is looking for a iron alloy item. This ability can be used at will.

Rusting Strike: This feat allows the master to inflict the rusting grasp spell in combination with any unarmed blow. Additionally, any body part of the master may be used to deliver the spell not just the gauntlet or wand of rust. Two touch spells can not be delivered with the same strike.

Rusting Fists: (Req.: Rusting Strike): Instead of a stunning fist blow, the master can exchange it for a rusting grasp spell at PrC casting level. This still costs the master one of her daily stunning fist attacks. When all are expended the master must rely on a different source for rust spells.

Stainless Steel: (Req.: Rusting Fists): The master can negate a rusting grasp spell by expend one of his own spells. This ability wont restore weapon eaten by a rust monster.

Rusting Sunder: (Req.: Rusting Strike): Using the rusting grasp spell does not incur an AOO from your opponent.

Rusting Riposte (Req.: Rusting Sunder, +6 BAB): This two step attack first requires a touch attack against your victims iron weapon, and if successful grants a +5 circumstance bonus to hit to the following attack.

Rusting Smash (Req.: Rusting Strike, +6 BAB): This ability allows the master to take advantage of rust weakened armor to inflict a final devastating blow. By dedicating your attacks against one opponent each strike reduces his metal armor AC. If the armor AC drops to zero before the final attack, the master can add his PrC level as a damage bonus to his final attack by driving the rusty metal fragments into his victim.

Rusting Aura (Req.: Concentration: 8): As a full round action, the rust master can radiate a rusting field affects all unprotected iron-alloys that touch him or her the same as a rusting grasp spell. This ability effectively makes the master invulnerable to iron alloy weapons and iron restraints. This ability cost one of the masters daily rusting grasp attacks.

Iron Rations (Req.: Rusting Aura): By eating one pound of iron the master recovers 1 hit point. Up to five pounds per PrC level can be eaten every day. The master can survive entirely on metal if necessary.

Rusting Breath (Req.: Rusting Aura): The master can breath a 20 ft cone of rusting breath that will affect all target as a rusting grasp spell unless the victim rolls a reflex save (DC=15+PrC level). Rusting Breath can be used once per day.

 

 

Sphere Shaper

The Sphere Shaper uses beads of force not only as weapons but as tools for protection from harm. Since beads are one use items only the wealthiest of adventures or magic users can make use of this his or her Prestige Class.

Bead of Force Master (BFM) Prestige Class

Requirements:

Skills: Balance: 8 ranks, Knowledge (Arcane): 8 ranks

Feats: Quick Draw, Combat Expertise, Lightning Reflexes, Precision Shot

Class Advancement:

Hit Dice: D8
BAB advancement: As fighter
Saves: As rogue

Class Skills: Balance, Bluff, Climb, Craft, Jump, Listen, Profession, Sense Motive, Spot, Tumble.
Class Skill Points: 4 +INT Mod.

Armor and Weapon Proficiencies: No new proficiencies.

Class Abilities
: Pick one for every gain in prestige level


*Capture Missiles: (Req: Lightning Reflexes): Similar to the Deflect Arrows Feat the master can use the bead to swallow missiles, including spell missiles and fireballs. Any one within the 10ft radius bubble when it closes will be affected by any area affect spells or explosions. The master must notice the attack and can only affect one missile per round.

*Bubble Boy: (Req: Combat Expertise) This ability uses a bead to encapsulate the master in an immobile wall of force for 3d6 min.

*Bubble Boat: (Req: Vapor Lock): The master can create a floating bubble to cross liquids for 3d6 min.

*Bubble Bounce: (Req: Bubble Boy): While encased in a bubble, the master can add her PrC level to any Jump checks.

*Bubble Fall: (Req: Bubble Boy): On a successful reflex save (DC:20), the master can save herself from falling damage.

*Bubble Walk: (Req: Balance: 8): With this ability the master can use a 20ft tall bubble like a giant balance ball to cross harsh terrain and reach high places. The bubble lasts 3d6 minutes.

*Rolling Power: (Req: Ten Pins): The master can run to roll her encapsulating bubble to perform a “Ten Pins” Bullrush on distant targets and add his PrC level to his BAB.

*Stun Bubble (Req: Precise Shot): A thrown bead can inflict nonlethal damage with no BAB penalty.

*Ten Pins: (Req: Bubble Boy) While encapsulated the master can roll a bullrush against all creatures in a 10ft radius of the master. Resolve each bullrush separately.

*Vapor Lock (Req: Bubble Boy): The master can use a bead to block all gases, liquids, and survive in any environment for 3d6 minutes.

 

 

Sovereign Glue Master (a.k.a. Paste Pot Poacher)

The Sovereign Glue Master is a strategic fighter. He uses sovereign glue to prepare himself, lay traps, and create weapons to use on the battlefield. Generally any fighter that wishes to take this prestige class must also have one or two levels of bard or rogue. Many glue masters are bounty hunters since their skills are tailored to live captures. Others specialize as security guards or cat burglars. Each of the masters abilities cost at least one dose of glue per use.

Requirements: BAB: +5, Craft (Trap-making): 5, Sleight of Hand: 5.

Hit Dice: D8
Saves: As a fighter
BAB advancement: As a fighter
Skill Points: 6 +INT Mod. per level
Class Skills: Bluff, Climb, Craft, Disable Device, Escape Artist, Listen, Profession, Search, Spot, Use Rope.
Armor and Weapon Proficiencies: No new proficiencies.

Prestige Class Abilities: Pick one ability every gain in PrC level.

*Conserve Glue (Sleight of Hand: 5): The master knows how to preserve her glue. She can utilize sovereign glue without retreating the vial with “oil of slipperiness” after each use.

*Fly Paper (Req: Wall Paste): By applying glue to an object, the master can turn the object into a glue trap that requires a DC 30 escape artist or STR check to escape. Universal solvent will immediately free the victim.

*Glue Bomb (Req: Trap-making: 12): Similar to a tangle-foot bag, using her craft (DC: 25) the master can make an artifact that acts as a “web” spell cast by a sorcerer of PrC level.

*Repair Equipment (Req: Conserve Glue): The master can restore any object destroyed by the sunder feat.

*Spider Net (Req: Sticky Rope): A dose of glue is used to cover a net used as a weapon or a trap. The treated net gains a +10 DC on any escape artist check by its next victim.

*Sticky Buns (Req: Trap-making: 8): This trap is created by applying glue to food. Anyone who eats the food has his mouth sealed shut until treated with universal solvent or purify food and drink spell.

*Sticky Rope (Req: Sticky String): A treated rope add a +10 bonus to Use Rope and Climb checks. This treats no more than a 50ft of rope per dose of glue.

*Sticky String (Req: Conserve Glue): Drawing a line of glue, the master creates a spider-like thread. This thread can be used to fish for objects no heavier than five pounds or it can be used to make trip wires that add a +10 DC to any disable device check. The thread is no longer than 5 feet per dose.

*Tacky Touch (Req.: Conserve Glue): By applying a thin coat of glue to her hands, the master gains a PrC level bonus to climb, sleight of hand, grappling, and resist disarm checks. One application lasts for eight hours.

*Wall Paste (Req.: Conserve Glue): By applying glue while building a masonry wall, the wall is improved. A five by five foot section of wall glued together with sovereign glue is treated as reinforced masonry. Also any secret compartment sealed with sovereign glue is at +10 DC for search checks.

 

 

Iron Flask Master (a.k.a. Bottle Mage)

The Iron Flask Master (or Bottle Mage) advances his own powers through siphoning the powers of outsiders trapped in his iron flask. Many people consider this abhorrent, and no good aligned character will take this prestige class. In addition, outsiders generally attack him on sight. The abilities of the Iron Flask Master rely on his captive and without one or his iron flask he is powerless.

Requirements:

Feats: Iron Will, Deceitful

Concentration: 10 ranks, Knowledge (Planes): 10 ranks

Special: Must posses an iron flask with an outsider inside.
Alignment Restriction: Any non-good

Hit Dice: D8
BAB Advancement: As cleric
Save Advancement: As cleric
Skill Points: 2+INT Mod per level
Class Skills: Concentration, Craft (Any), Intimidate, Knowledge (Any), Profession, Spell Craft

Armor and Weapon Proficiencies: No new proficiencies

Class Abilities: Pick one ability every gain in prestige level.
*Bond with Flask (Req: Concentration: 10): Similar to a familiar bonding ceremony, the master links his life to the essence of his iron flask. As a result, the master can always track down his flask even to different planes, but if the flask is destroyed he is instantly killed. While a filled flask is on his person the master can use any of his learned class abilities.

*Divine Knowledge (Req: Bond with Flask): By drawing on his captive’s memories, the master can add his PrC level to any knowledge check related to his outsider or its plane.

*Drain Strength (Req: Bond with Flask): Once per day, the master can acquires his captive’s STR attribute for his PrC level in rounds.

*Drain Dexterity (Req: Bond with Flask): Once per day, the master can acquire his captive’s DEX attribute for his PrC level in rounds.

*Drain Constitution (Req: Bond with Flask): Once per day, the master can acquire his captive’s CON attribute for his PrC level in rounds.

*Drain Health (Req: All other “Drain” abilities): Once per day, the master can regenerate hit points by draining a number of hit points from his captive equal to his PrC level plus the number of hit dice of the outsider. Killing the outsider this way will negate all his class abilities until it is replaced.

*Energy Resistance (Req: Bond with Flask): A trapped elemental will provide the master with an energy resistance to its element equal to twice his PrC level. Any other outsider will provide one half PrC level in resistance to all forms of energy.

*Smite Foes (Req: Bond with Flask, BAB: +8): Like a paladin, the master can smite the opposite alignment of his captive once per day. The damage inflicted is equal to the PrC level. This ability stacks with any previous smite ability.

*Spell Focus (Req: Bond with Flask, Spellcraft: 4): Using the entity trapped inside the flask, the master can cast domain spells. These spells are cast as a cleric of ability equal to his cumulative experience level. Like normal domain spells each spell is only available once per day. The single spell domain must be one closely associated to the outsider trapped in the iron flask. The only available choices will be evil, good, law, chaos, fire, water, earth, and air.

*Symbiosis (Req: 10th level Master of the Iron Flask): While the flask is filled, the master has an "elemental" or “outsider” subtype, and can travel to his captive’s plane at will. This is a one way trip.

 

 

Blood Drinker

The Blood Drinker is a prestige class that is bestowed rather than chosen. Most Blood Drinkers are created by the corrupting influence of the Mace of Blood upon their alignment and spirit. A Mace of Blood acquires its powers from being covered once per day in blood. A Blood Drinker also acquires his powers by blood soaking his body and worshiping a chaotic evil god.

Requirements:
Alignment: Chaotic Evil
BAB: +6
Feats: Power Attack, Weapon Focus (Heavy Mace)

Class Attributes:
Hit Dice: D12
BAB Advancement: As Barbarian
Save Advancement: As Barbarian
Skill Points: 4 plus INT modifier
Class Skills: Climb, Craft, Intimidation, Jump, Knowledge (Religion), Profession, Ride, Survival, Swim.

Prestige Class Level Advancement:
1st: Weapon Specialization {Mace of Blood}, Bloodlust: 1/day
2nd: Blood Sacrament (Su)
3rd: Gory Armor: +1
4th: War Paint
5th: Bloodlust: 2/day
6th: Gory Armor: +2
7th: Blood Stain
8th: Boiling Blood
9th: Gory Armor: +3
10th: Bloodlust: 3/day

Class Abilities:
Weapon Specialization {Mace of Blood}: Same effect as the fighter feat

Bloodlust: By drinking a pint of blood, the blood drinker can add a +2 to his STR and DEX for one plus his CON modifier rounds (at least one round). This ability requires a pint of fresh blood no more than 24 hours old and can be combined with the “rage” ability of the Barbarian. This bonus is available once per day at first level, twice at fifth, and thrice at tenth.

Blood Sacrament: On a successful Knowledge (Religion) check (DC:15), the Blood Drinker can invoke the “Divine Grace” ability of the Paladin on himself that lasts till the next dawn. This ritual is directed at a god of slaughter or death.

Gory Armor: By soaking his armor with the blood of his last kill, the Blood Drinker can add a magical deflection bonus to his AC of +1 every three levels of Blood Drinker PrC.

War Paint: The Blood Drinker can paint his face with profane, bloody symbols and provide a +10 to all Intimidation checks for the day. The ability is negated for the day if the blood is washed off or “erased”.

Blood Stain: On a successful Knowledge (Religion) check (DC:20), the Blood Drinker can use the blood of latest victim to create a single vial of unholy water. This ritual take one hour to perform and must take place at high noon.

Boiling Blood (Sp): The Blood Drinker can heat his own blood to gain a resistance to cold damage. This has the same effect as an Endure Elements spell cast as a prestige level sorcerer, and can be used once per day.

 

 

Iron Band Manager (a.k.a. Bilarro Artist)

The Iron Band Manager is a specialist in the use of the iron bands of bilarro to create objects and grapple his opponents. Most masters are rogues or rogue fighters since this style favors the agile and highly skill, but monks also take this prestige class.

Requirements:
Feats: Combat Expertise, Improved Unarmed Combat, Improved Grapple
Skills: Disable Devices 8 ranks, Open Locks 8 ranks, Escape Artist 8 ranks
Special: Posses an Iron Bands of Bilarro sphere

Hit Dice: D8
BAB advancement: As monk
Save advancement: As monk
Class Skills: Balance, Climb, Disable Devices, Escape Artist, Hide, Jump, Move Silently, Open Lock, Pick Pockets/Sleight of Hand, Tumble, Use Rope.
Skill Points: 4 + INT modifier per level

Armor and Weapon Proficiencies: Proficient with heavy armor and all shields, proficient with all simple weapons.

Class Feats: Gain one each level advanced in IBM prestige class

Iron Band Chain: (Req. Disable Device: 8) You can break down your sphere into linked bands forming a 10ft long chain. This chain has a hardness of 30, 30 hit points, and 30 DC to burst. If you have the Spiked Chain weapon proficiency you can use it as a weapon.

Iron Band Strongbox (Req. Open Lock: 8) You can protect your valuables by sealing them in your sphere. An open lock check of DC 30 is required for any thief to open the sphere.

Iron Band Shield (Req. Escape Artist: 8) You can turn your sphere into any type of shield

Iron Band Spring (Req.: Iron Band Chain): You can create a metal spring from your sphere which can either force open or hold close any door. The Str is 30 for either use.

Iron Band Armor (Req.: Iron Band Shield): You can change your sphere into a Banded Mail suit for yourself.

Iron Band Grapple (Req.: IB Armor): While wearing IB armor you have an effective STR 30 for all your grappling attacks.

IB Choke Hold (Req.: IBG): While wearing IB armor, if you pin your opponent for 1 full round at the end of the round he must make a Fort. Save (DC: 10+Half your character level+ your WIS Mod.) Or be rendered unconscious for 1D3 rounds.

IB Crushing Embrace (Req.: IBG): Your critical threat for all grappling attacks is doubled while wearing IB armor. This feat stacks with the Improved Critical Hit feat.

IB Defensive Grapple (Req.: IBG and Dodge): If your opponent attempts to attack you and misses while you are using total defense action, you gain a free grapple attempt on him. This feat only works on a opponent targeted with your Dodge feat.

Multiple Grapple (Req.: 10th level IBM): You can grapple two adjacent opponents at once; one with each hand. Both opponents must be within your reach.

 

 

Apparatus Adept

The Apparatus of Kwalish is a magical mechanical artifact developed by industrialized magical communities. An Apparatus Adept has specialized in the operation of these devices in war. By bonding with her apparatus the adept can utilize their own skills, spells, and feats during combat. All the character’s skills and BAB apply to the Apparatus modified by size (Large: -1 AB & AC), Dexterity: 10, and Strength: 16 (+ 3 modifier) of the device. Attack damage (2D8 per claw) and movement speed remain the same. Other “apparatuses” exist but this is the most common.

Most Apparatus Adepts are wizards. But sorcerers, clerics, and bards also become adepts in order to fight for their people in "mechanized" conflicts.

Apparatus Adept Prestige Class (ApAd)
Requirements:
Skills: Knowledge (Engineering): 10, Knowledge (Arcane):10
Feats: Weapon Focus (Apparatus)
Spells: Cast “Identify” spell
Special: Must not posses a familiar

Hit Dice: D6
BAB Advancement: As Bard
Saving Throw Advancement: As Bard

Class Skill Points: 4 + Int Mod.
Prestige Class Skills: Alchemy, Concentration, Craft (Any), Diplomancy, Disable Device, Knowledge (Any), Listen, Profession (Any), Search, Sense Motive, Spellcraft, Spot, Scry, Swim, Use Magical Devices.

Class Abilities:
Armor and Weapon Proficiencies: Light armor and simple weapons.

Spell Casting: The adept gains spells at the half the rate as a normal magician. Every two levels gained as an Apparatus Adept provides a one level increase in her primary spell casting ability but no abilities related to that class.

Special Feats: Gain one every level for every level of Apparatus Adept PRC

Mentus Mekhos: Similar to a bond with a familiar, the apparatus becomes an extension of the magician’s will. The pilot can use all of her skills, feats, and BAB with the machine as if she were fighting unarmed. If the apparatus is destroyed the magician loses 4d6 hit points in damage and can’t bond with another machine for one year.

Alertness (Req: Mentus Mekhos): While inside her apparatus, the adept possesses the Alertness feat.

Share Spells (Req: Mentus Mekhos): While inside her apparatus, any spells the adept casts on her self effect the apparatus as well. This doesn’t layer extra protection to the magician, only one spell effect applies to both. Healing spells will not work on metal.

Touch (Req: Share Spells): While inside the apparatus, the adept can channel “touch” spells through the machine.

Vita Mekhos (Req: Touch): The adept can use his own life energy to repair her apparatus. The adept can sacrifice up to her Charisma Modifier times her prestige level in hit points every day. No more than her current total of hit points can be sacrificed.

Hands Off(Sp) (Req: Vita Mekhos): The adept can cast the spell ‘Alarm’ once per day on her machine.

Spell Resistance (Req: Vita Mekhos): The bonded apparatus becomes resistant to the spells of others. The machine has a spell resistance of 5 plus the prestige level of the adept.

Limited Access(Sp) (Req: Hands Off): The adept can cast the spell ‘Arcane Lock’ once per day on her machine.

Sabotage Apparatus (Req: Disable Device: 20): Because the adept becomes so familiar with the nature mechanical constructs and especially her own machine, the character can ignore the ‘hardness’ of any mechanical construct. This does not include Iron Golems since they are generally solid iron.

Deux Es Machina (Req: Limited Access): If the adept is killed within one mile of her apparatus, she becomes soul bound to it. Her soul possesses her apparatus until it is destroyed, and she can’t be resurrected until it is destroyed.

Alternate Apparati


Colossus Of Rhodes

This wondrous magical item resembles a giant iron statue armed with a large war hammer, but has a secret catch in its back that grants access to the interior (Search DC: 20 to locate).

The device has the following characteristics:
Size: Large Construct
Face/Reach: 5ft x 5ft/ 10ft.
Speed: 20ft, Climb: 10ft
AC: 20 (-1 size, +11 natural)
Hit Points: 200
Attacks: 2 Claw or by weapon, +12 melee
Damage: Claw 1d8+5, Large WH: 1d10+5/x3
Special Qualities: Hardness 15
Attributes: Str 20, Dex 10

Inside the mechanical statue is a series of levers and foot pedals.
Lever (1D10) Lever Function
1 Ready/sling large war hammer
2 Uncover/cover front porthole
3 Uncover/cover side portholes
4 Extend/retract arms
5 Open/close hands
6 Move forward/backward
7 Move left/right
8 Open/close “visor” with continual flame inside
9 Climb up/down
10 Open/close hatch.


Operating a lever is a full round action, and no lever can be operated mor than once per round. However since two small sized characters can fit inside the device, the colossus can move and attack in the same round. The device can operate in water up to 300 feet deep and scale rough surfaces. It holds enough air for a crew of two to survive for 1D4+1 hours. When active the device is obviously mechanical.

Caster Level: 19th, Prerequisites: Craft Wondrous Items, animate objects, 8 ranks in Knowledge (engineering), Market Price: 130,000 gp, Weight: 1000lbs.



Gnomish Ornithoper

This magical vehicle resembles a giant dragonfly on which one "medium" sized creature or two "small" sized creatures can sit. It is able to fly and can carry a maximum of 1000lbs.
The machine provides 1/2 cover to its pilot(s), but does not protect them against area effects or poison gasses. This wonderous magical item resembles a 10ft steel bench when fully retracted. It requires a Search check (DC:20) to access the controls for the apparatus.

The device has the following characteristics:
Size: Large Construct
Face/Reach: 5ft x 10ft/ 5ft.
Speed: 10ft, Flight: 30ft (perfect)
AC: 20 (-1 size, +11 natural)
Hit Points: 200
Attacks: Bite or Tail Swat: +12 melee
Damage: Bite: 1d8+5, Tail Swat: 1d10+5
Special Qualities: Hardness 15
Attributes: Str 20, Dex 10

Inside the mechanical statue is a series of levers and foot pedals.
Lever (1D10) Lever Function
1 Extend/Fold Wings
2 Move Forward/Backward
3 Move Up/Down
4 Move Right/Left
5 Open/close mandibles
6 Extend/retract legs
7 Swing tail left/right.
8 Open/close continual flame “eyes”
9 Activate/Deactivate wing flapping.
10 Open/close riding harness (STR: 30)


Operating a lever is a full round action, and no lever can be operated mor than once per round. However since two small sized characters can mount the device, the ornihopter can move and attack in the same round when operated by two pilots. The device can achieve a maximum altitude of 500ft. When active the device is obviously mechanical

Construction
Caster Level: 19th, Prerequisites: Craft Wondrous Items, animate objects, 8 ranks in Knowledge (engineering), Market Price: 130,000 gp, Weight: 1000lbs.



Mechanical Mole

This item appears to be a large, sealed bronze barrel, but it has a secret catch (Search DC 20 to locate) that opens a hatch in one end. Anyone who crawls inside finds ten (unlabeled) levers: The device has the following characteristics: hp 200; hardness 15; Speed 20 ft., burrow 20 ft.; AC 20 (–1 size, +11 natural); Atk +12 melee (2d8 drill, ignores the first 10 points of hardness).
Lever (1d10) Lever Function
1 Extend/retract legs and tail
2 Uncover/cover forward porthole
3 Uncover/cover side portholes
4 Extend/retract diamond tipped drill
5 Activate/deactivate drill
6 Move forward/backward
7 Turn left/right
8 Open bulls-eye lamp with continual flame inside/close lamp
9 Dig/surface from underground
10 Open/close hatch

Operating a lever is a full-round action, and no lever may be operated more than once per round. However, since two Medium characters can fit inside, the apparatus can move and attack in the same round. The device can function underground and possesses fire resistance 5. It holds enough air for a crew of two to survive 1d4+1 hours (twice as long for a single occupant). When activated, the apparatus looks something like a giant lobster.
Strong evocation and transmutation; CL 19th; Craft Wondrous Item, animate objects, endure elements, continual flame, creator must have 8 ranks in the Knowledge (architecture and engineering) skill; Price 100,000 gp, Weight 600 lb.

 

 

Valveman

A Valveman uses the Decanter of Endless Water as a weapon and a tool. He specializes in the use of the decanter to damage, flood, and sculpt his enviroment.

Valveman (VvM)
Requirements:

BAB: +4
Feats: Great Fortitude, Endurance
Skills: Swim: 10 ranks, Knowledge (nature): 4 ranks
Special: Possess Decanter of Endless Water.


CLASS FEATURES
Hit Dice: d10
BAB Advancement: Same as fighter
Save Advancement: Same as fighter
Class Skill Points: 2 +INT Modifier per PrC level.
Class Skills: Balance, Climb, Concentration, Craft (any), Intimidate, Jump, Knowledge (nature), Profession (any), Swim, Tumble.
New Weapon and Armor Proficiencies: No new proficiencies.

Class Abilities:

Every gain in level as a valveman, the character gains a special feat. Choose any feat for which the character qualifies.

Hold Breath (Req.: Great Fortitude): The master can hold his breath twice as long as normal for his race.

Water Jet (Req.: Swim: 10 ranks): The master can swim at x3 his normal swimming speed by using the decanter for propulsion.

Water Cannon (Req.: STR: 13): Smash targets with a flood of water. This attack is even stronger that "geyser" and inflicts 1d4 force damage per prestige level to all targets within a 5 ft wide path for 30ft. Attacking with a water cannon is a full round action.

Water Drill (Req.: Water Cannon): The character inflicts 1d6 piercing damage per prestige level to a single target within range by focusing the water blast from the decanter into a tight, high pressure stream. Attacking with a water drill is a standard action. The range increment of the water drill is 30 feet.

Riot Control (Req.: Water Cannon): Swing the decanter from side to side the character can attempt to knockdown all victims within a 30ft cone. Anyone in the area effected must make either a STR check or Reflex check (DC= 15 + PrC level). Using "riot control" is a full round action.

Extinguish Fire (Req.: Riot Control): The valveman can attempt will extiguish a 10ft by 10ft fire as a full round action. Any fire elemental creatures must make a
Fort Save (DC= 15 +PrC level) or be "stunned" for the duration of the next following round.

Washout (Req.: Knowledge (nature): 4 ranks): The valveman can clean a surface of slime, dirt, mold, or chemical with a blast from the decanter. As a full round action, the Valveman can clean a 5ft by 5ft surface of all debris including brown mold or green slime.

Mudslide (Req.: Washout): By flooding a hillside, the valveman can cause a mudslide that will engulf victims standing downhill. This attack affects a 60ft cone downhill of the character and inflicts 2d6 bludgeoning damage unless they make a Reflex Save (DC= 15 + PrC level). Starting a mudslide takes a full round action.

Floodgate (Req.: Mudslide): While the character is standing within a enclosed corridor (5ft high x5ft wide), he can knockback every one standing in the corridor suffers 2d6 bludgeoning damage and is pushed back 10ft per round unless the character makes a STR check (DC: 20 +PrC level) as a full melee round action. The victims must make a STR check every round to avoid damage and again if they wish to move towards the valveman.

Water Tower (Req.: Balance: 6 ranks) On a successful Balance Check (DC: 20), the master can launch himself 20ft straight up or across. Forming a "Water Tower" is a full round action.

Water Ram (Req.: Improved Bullrush, Water Tower) The character can augment his charge attacks with water pressure. With this feat the character can add 2d6 damage to his charge damage while holding the decanter with both hands. This limits a bipedal character to unarmed attacks, armor spike attacks, goring, and similar attacks.

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Black Rhino


Black Rhinos are the champions of the god Bhapsatu. The Black Rhino is a warrior that has melded with his suit of Rhino Hide Armor. He or She can no longer remove the armor which has become a second skin. The bonding ceremony evolves bathing in rhino blood and dedicating their souls to the worship of the Bhapsatu the Black Rhino.  Most Black Rhinos are barbarians, but clerics, fighters, and rangers also join this society.


New Deity

Bhapsatu the Black Rhino

Bhapsatu is a tribal deity worship for hunting, fertility, and battle. The rhino is his sacred animal and his symbol is a black rhino head. There is a story that the great hunter god, Gentopi, once spotted an angry black rhino. This rhino was furious with a mountain that blocked his way. Repeatedly, the rhino rammed the mountain until it crumbled into dust. Impressed by this feat of strength, Gentopi sought to make take this animal as his divine mount and they wrestled for seven days for dominance. On the eight day Gentopi gave up and said to the rhino that it was his equal in strength, endurance, and stubbornness. From that day forward, they traveled side by side as brothers.

Divine Alignment: Chaotic Neutral
Portfolio:
Battle, Fertility, Hunting, Rage, and Rhinos
Domains: Strength, War, Protection
Favorite Weapon: War Club

Rhino Hide armor

Rhino Hide: This +2 hide armor (+5 AC total) is made from rhinoceros hide. In addition to granting a +2 enhancement bonus to AC, this medium armor has a –1 armor check penalty and deals an additional 2d6 points of damage on any successful charge attack made by the wearer, including a mounted charge.
Moderate transmutation; CL 9th; Craft Magic Arms and Armor, bull’s strength; Price 5,165 gp; Cost 2,665 gp + 200 XP.


Black Rhino (BRh)

Requirements
Alignment Restriction: Any chaotic
Base Fortitude Save: +5
Feats: Dodge, Mobility, Power Attack, Improved Bull Rush
Special: Must be a worshiper of Bhapstu. Must possess a suit of Rhino Hide armor

Class Features
Hit Dice: d12
BAB Advancement: Same as the Barbarian
Saves Advancement: Same as the Barbarian
Weapon Proficiencies: Proficiency with all martial weapons
Armor Proficiencies: Proficient with the use of Light armor.

Class Skill Points: 4 points per level gained as a Black Rhino
Prestige Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int): Nature, Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Second Skin (Su) (Req.: Mobility): The Rhino Hide armor becomes as supple as the characters natural skin. The armor no longer inflicts a maximum DEX bonus or armor check penalty but it is still treated as medium armor.

Thick Skinned (Su) (Req.: Second Skin): The Black Rhino gains a natural armor equal to his CON modifier once per day for a number of rounds equal to his PrC class.

Rushing Rhino (Su) (Req.: Mobility, Improved Bull Rush): A Black Rhino is treated as one size level larger for all bull rush effects

Sacred Horn (Su) (Req.: Thick Skinned, Rushing Rhino): A Black Rhino adds his PrC level to any charge damage inflicted. This bonus is considered a “sacred” damage bonus and does not stack with any holy or unholy damage bonus.

Death Rage (Ex) (Req.: Thick Skinned): A Black Rhino can fly into a rage a certain number of times per day. This rage has all the same properties as the barbarian’s rage. Unlike a barbarian’s rage, this rage is automatically triggered when the Black Rhino has ten or fewer hit points. This rage lasts 3 rounds plus the CON modifier and is only available once per day.

Rallying Call (Ex) (Req.: Intimidate: 5 ranks): As a standard action, the Black Rhino can make a “rallying call” once per day that provides a +1 morale bonus to all allies within 10ft plus 5ft per PrC level of the character. The morale bonus applies to all attacks, skill checks, and saves and lasts for 1 round + CHA modifier of the Black Rhino (at least on 1 round).

Thundering Charge (Su) (Req.: Intimidate: 10 ranks, Sacred Horn): The target of the Black Rhino charge must make a Will save (DC=10 +PrC level +CHA modifier) or be considered flat-footed when receiving the Black Rhino’s charge.

Hard Boiled (Su) (Req.: Thick Skinned): The Black Rhino has a fire resistance equal to his or her CON modifier. This damage reduction stacks with any non-magical energy resistance the character may possess.

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Cloven Hoof Boxer

Cloven Hoof Boxers are martial artists that utilize the magic properties of a set of Horseshoes of Speed to augment their speed and mobility. Most members of this prestige class are born with hooves. Centaurs, Satyrs, and Tieflings are the major racial groups in the Cloven Hoof Brotherhood. Other races join the brotherhood for a variety of reasons. Some tribal peoples are motivated by "Cloven God" religions or strongly identify with horses. Some monastic groups integrate cloven animal inspired techniques into their teachings. In more civilized areas, courier, porter, and gladiator guilds are motivated by financial gain create their own Cloven Hoof Boxers.

The most common class to pursue this PrC are monks, but fighters and barbarians are also be attrached to it.

Cloven Hoof Boxer (CHB)

Requirements
Base Fortitude Save: +5
Feats: Improved Unarmed Strike, Stunning Fist, Run
Special: Initiated member the Cloven Hoof Brotherhood.

Class Features
Hit Points: d10
Weapon Proficiencies: Horseshoe Exotic Weapon Proficiency
Armor Proficiencies: No new proficiencies
BAB Advancement: Same as a Fighter
Saves Advancement: Same as a Fighter

Skill Points: Gains 4 points per level
Class Skills; Climb, Craft (any), Jump, Listen, Perform, Profession (any), Spot, Survival, Swim, Tumble.

Level Advancement

With every gain in Cloven Hoof Boxer level, the character gains one special boxer technique. The boxer can choose any technique for which he qualifies. In addition, as a part of their initiation the Cloven Hoof Ritual is preformed on the character.

Cloven Hoof Ritual

This is a secret magic ritual sacred to the Cloven Hoof Brotherhood which surgically bonds a pair of Horseshoes of Speed to the hooves of the character. Humanoids born without hooves have their feet permanently polymorphed into a pair of hooves as part of this ritual. On the negative side, Cloven Hoof Boxers can no longer wear any type of footwear. Since bipeds only have two hooves, the Horseshoes of Speed are only half as effective (+15ft to speed). Any potential initiate must provide their own set of horseshoes. An attack with your hooves is considered a unarmed strike for the purposes of all offensive, defensive, and magical effects.

Techniques:

Hoof Strike: (Req.: Improved Unarmed Strike): Similar to a monk, the Cloven Hoof Boxer inflicts leathal damage with his kicks. In addition, this damage increases as the boxer grows in experience. If the character possesses any monk levels, the boxer may add them to his prestige class level to determine his kick damage.
PrC Level.........Kick Damage
1-3..................1d6
4-7..................1d8
8-11................1d10
12-15...............2d6
16-19...............2d8
20+.................2d10

Iron Hoof: (Req,: Stunning Fist, Hoof Strike): By expending one of the characters daily "stunning fist" attacks, the boxer can reduce the "hardness" of an object by his STR or WIS modifier (whichever is higher)

Kick Back (Req.: Stunning Fist, Hoof Strike): By expending one of the characters daily "stunning fist" attacks, the boxer can knock an opponent of equal size one foot backward per PrC level plus the boxer's STR or WIS modifier (whichever is higher). Each size level the target is smaller than the boxer doubles this distance, and every size level larger than the boxer halves this distance. For example, if a 8th level CHB female halfling (Small) struck a ogre (Large) with a "Kick Back" attack she would drive it back two feet. If this attack drives the opponent into a wall, the opponent suffers 1/2 the boxer's kick damage from the impact as well.

Toe Stomp (Req.: Iron Hoof): As a full round action, the boxer can strike his opponent in the leg to impare the victim's speed. If this attack is successfull, the target suffers normal kick damage and the victim will move at half speed for a number of rounds equal to the boxer's STR or
WIS modifier (whichever is higher).

Bone Breaker (Req.: Toe Stomp): As a full round action, the boxer can inflict 1d4-1 DEX damage with a precision kick on his opponent until the wound is treated (Heal Check: DC= 20 plus the boxer's STR or WIS modifier {whichever is higher}). It is the nature of this power that 25% of the time the attack is misplaced and no damage is inflicted.

Eight Horse Stomp (Req.: Bone Breaker, Kick Back): As a full round action, the boxer can make a Force attack against everyone adjacent to the character. The damage inflicted is equal to 1d6 per prestige level plus any monk levels. A Reflex Save (10+ PrC Level + Any Monk levels + STR or
WIS modifier) will halve this damage. The boxer is limited to a maximum of "Eight Horse Stomps" equal to the boxer's WIS
modifier.

Lightning Speed (Req.: Run): For a limited time, the boxer can run at twice his normal running speed. This ability lasts as long as his CON Modifier rounds or at least one round. This ability can only be used once per day each time this technique is taken by the Cloven Hoof Boxer. For example, if the nomal running multiplier of the boxer is x4 then for the duration of this ability the multiplier is x8.

Hurdle (Req.: Run): While running, the bonus on Jump checks is increased from +4 to +8 by this ability.

Ramming Speed (Req.: Mobility, Hoof Strike): While charging you deal double damage with your kick attacks.

Stomping Feet (Req.: Run, Mobility, Hoof Strike): You can overrun your opponent and your target may not choose to avoid you. You may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

Stampede (Req.: Ramming Speed): While charging you can make one attack on any target along the path of your charge. The length of your charge can not exceed your given Speed limit (usually 45ft for bipeds).

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Exotic Weapon: Horseshoes

Size: One Handed Light Weapon
Damage: 1d3 (Small) or 1d4 (Medium)
Critical: x2
Thrown Range Increment: 10ft
Type: Bludgeoning
Weight: 1lb (small) or 2lbs (medium)

A horseshoe is not just a game implement but also a weapon. As a weapon, it is a larger and heavier version of the standard metal horseshoe. This weapon can be used as a melee weapon or a thrown weapon with equal skill. With a -2 penalty to strike, a horseshoe can be thrown to trip or disarm an opponent.

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Ring Gate Master


The Ring Gate Master uses a pair of ring gates and a "hand of the mage" as weapons and tools. He can surprise his opponents with a unexpected attack by thrusting a limb or weapon through the entry gate to attack an opponent out of the exit gate. Ring gates are also useful for spying since the master can leave an exit gate someplace inconspicuous and later take a look around by ducking his head into the entry gate for a quick peek. Small Rogues can use the gate to teleport into secured areas, but the 100 lb. weight limit usually restricts this to a single trip per day. A standard set of ring gates are made of iron and are 14 inches in diameter and each ring weighs one pound. They must be within 100 miles of each other to function.

The most common ring gate masters are fighter-rogues since they gain the most from the unique attacks of this class. Some magicians embrace this class for the benefits to their spell casting and spell defense. Occasionally, halfling monks become intrigued by this class and may specialize in this form of fighting.

New Exotic Weapon: Iron Ring

One Handed Weapon
Damage: Small: 1d3, Medium: 1d4
Critical: x2
Special: Can be used as a thrown or melee weapon
Throwing RI: 30ft
Type: Bludgeoning
Weight: Small: lb., Medium: 1 lb.


Ring Gate Master (RGM)

Requirements

Base Reflex Save: +4
Skills: Escape Artist: 10 ranks
Feats: Expertise, Two Weapon Fighting
Special: Must possess Hand of the Mage and a set of Ring Gates

CLASS FEATURES
Hit Dice: d8
BAB Advancement: Same as Fighter
Save Advancement: Same as Rogue
New Weapon Proficiencies: chakram, iron ring
New Armor Proficiencies: No new proficiencies

Skill Points: 4 +INT modifier per level
Class Skills: Balance, Bluff, Climb, Concentration, Craft (any), Escape Artist, Hide, Knowledge (any), Move Silently, Perform, Profession (any), Swim, Use Magical Devices

LEVEL ADVANCEMENT

Every level gained as a Ring Gate Master allows the character to choose a special technique unique to this class. The master can choose any technique for which he qualifies.

Techniques:

Ringleader (Req.: Mage Hand spell): The Ring Gate Master can use the Hand of the Mage (or Mage Hand spell if nessisary) to place either ring wherever he wishes within 15ft of his person as a "free" action.

Ring Toss (Req.: Ringleader): As a ranged touch attack, the master can throw the entry ring over his target. This ability is usefull for teleporting "Tiny" and smaller targets. Small and Medium targets will have a portion of their body (usually their heads) suddenly separated from them. This body part is vunerable to attacks until the victim removes the ring as a move equivalent action. The victim's appendage is treated as flat-footed until the ring is removed.

Ring Trick (Req.: Expertise): While fighting defensively, the Ring Gate Master can attempt to deflect a melee attack, projectile, or a spell fired at him by making a Reflex Save equal to either the aggressor's attack roll or spell strength of the missile or ray. This ability has no effect on area attacks, the magic missile spell, or surprise attacks. Only one attack can be deflected per combat round.

Rim Shot (Req.: Ring Trick, BAB: +10): A spell, projectile, or melee attack deflected by the "Ring Trick" ability can be redirected to any adjacent opponent. The ring wielder must be using both rings as weapons and fighting defensively. To strike someone with this attack, the master must make an off-hand attack roll against his target. Only successfully deflected attacks can be redirected. This ability has no effect on area attacks, magic missile spells, or surprise attacks.

Ring Strike (Req.: Ringleader, TWF): As a standard action, the master can make a one handed melee attack on any target adjacent to the exit ring. The master must be holding the entry ring in one hand, a weapon in the other, and must be able to see his target. If the target is unaware of the exit ring this attack catches the victim flat-footed, but only once per combat encounter. A common tatic is to place the ring on the floor or the ceiling before a fight to catch your opponent by surprise.

On a Roll (Req.: Ring Strike, BAB: +10): By rolling the exit ring away from you and thrusting an edged weapon through the entry ring, your character can make an attack against everyone in a 15ft path as a full round action. This feat is similar to the "Whirlwind" feat.

Ring Tail (Req.: Ringleader, Improved TWF): If the exit ring is placed behind the master's opponent, the Ring Gate Master can make his extra TWF attack as a "flanking attack" and gain the flanking bonus on all his attack rolls for that round.

Ring Snatch (Req.: Ring Strike): As a standard action, the master can attempt to grapple any target adjacent to the exit ring that he can see while holding the entry ring.

Ring-a-Ding (Req.: Improved Disarm, Improved Trip): The master can make a disarm or trip attack on any target adjacent to the exit ring that he can see while holding the entry ring.

Ring Jump (Req.: Weigh less than 100lbs, "Small" size or less, Escape Artist: 15 ranks): As a move equivalent action this little master can jump through his ring gate. Only 100lbs per day can be teleported by ring gate so once this limit is reached no further jumps are possible.

Ring Out (Req.: Evasion, Ring Jump): A "Small" character can combined his evasion ability with ring teleportation to take no damage from "area effect" attacks. The 100lbs per day limit on teleportation is still in effect and may prevent multiple use of Ring Out. The exit ring must be outside the "area effect" of the attack.

Ring Grand Mastery (Req.: 10th level RGM): Once the master reaches 10th level, he can gain the ability to reverse the flow of his rings as a free action and treats his own body weight as zero for teleportation purposes.

 

 

Hookah Ascetic

The Hookah Ascetic is addicted to the smoke that spews from an eversmoking bottle. The magical smoke form this object alters the character’s body and mind, changing the ascetics goals and perspective of the world. Often this addiction warps the user’s personality and alienates the character from polite society.
Fighters, rogues, and monks are the most common classes to become Hookah Ascetics.

Hookah Ascetic (HkA)

Requirements:
Feats: Great Fortitude, Improved Unarmed Strike, Toughness
Skills: Profession (Herbalist): 10 ranks, Knowledge (Arcana): 4 ranks
Special: The user is addicted to the magical smoke of a “Eversmoking Bottle” and must inhale its fumes once per six hours. Failure to do this requires a Fort save once per six hours or the character suffers 1d2 temporary CON damage. The DC of the save equals 10 plus 1 per hour without inhaling. All temporary CON damage is recovered when the addict recovers his bottle.

Hit Dice: 1d8
BAB Advancement: Same as Monk
Saving Throw Advancement: Same as Monk
Skill Points: 4 +INT Modifier per PRC level gained
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Armor and Weapon Proficiencies: The Hookah Ascetic can use his “Eversmoking Bottle” as a club and it is treated as a special monk weapon.

Class Abilities
1st level: Gain a Special Technique, Monk Abilities
2nd level to 10th level: Gain one Special Technique


Monk Abilities: The Hookah Ascetic rejects the powerful weapons and equipment. Instead the character relies on his body and his supernatural abilities.
The Hookah Ascetic inflicts the same unarmed damage as a monk of equivalent level. If the character possesses any monk levels add both together to determine how much damage the ascetic can inflict.
The ascetic also rejects the confinement of armor and shields and gains the monk’s AC Bonus which is equal to the characters
WIS modifier whenever the ascetic is wearing neither.

Special Techniques: At each level gained as a Hookah Ascetic, the character learns one special technique unique to this class. Choose one from below.

Ball of Smoke (Sp): The ascetic can breath a small ball of smoke into his palm that can be used as a projectile weapon. This ability is exactly the same as a magic missile spell cast as a sorcerer with a caster level equal to the character’s experience level. The spell-like ability is available once per day plus the ascetic’s CHA modifier.

Blackened Lungs (Ex): The lungs of the ascetic are toughened from the smoke the character habitually breathes. The character gains a +4 save versus natural fumes or inhaled poisons, but suffers a -2 penalty to resist any magical gas.

Bouyancy (Su): For a number of rounds equal to the character’s CON modifier plus 1 (minimum of one round), the ascetic can hover and walk normally one foot above the floor. The supernatural ability is available once per day plus once per 5 hookah acetic class levels gained.

Burning Eyes (Ex): The eyes of the ascetic are extremely blood-shot and provoke a -2 penalty to Gather Information and Diplomancy checks. On the other hand, these blood-shot provide Darkvision for 30ft or double normal range, and a +2 bonus to all Search and Spot checks.

Inner Fire (Su): The stomach of the ascetic is filled with a magical fire that sustains and purifies the character. The ascetic no longer needs to eat or drink to survive and is immune to ingested poisons, but can no longer use ingestible potions or alchemical elixirs.

Smog Halo (Su): A halo of smog hovers over the ascetics head enhancing the ascetic’s wisdom attribute. This halo provide the ascetic with a +2 wisdom bonus, but it must be shielded from strong breezes (15mph) since any wind either naturally occurring or magical will disrupt it until the draft is stilled.

Smoke Rings (Sp): A series of smoke rings can be generated by the ascetic will physically impede the progress of his opponents. This ability is exactly the same as a web spell cast as a sorcerer with a caster level equal to the character’s experience level. The spell-like ability is available once per day plus the ascetic’s CHA modifier.

Spontaneous Combustion (Su): Once per week the ascetic can polymorph into a cloud of smoke as a full round action. In this form the character can not interact with his environment and will be carried off by the wind. The ascetic can remain in smoke form for a number of rounds equal to his CON modifier (or at least one round). While in smoke form only “force” energy can damage the ascetic.

Yellow Nails (Ex): The habitual smoking of the character yellows the teeth and fingernails of the ascetic which can be used for a special venomous unarmed attack. You must declare that you are using this ability before you make your attack roll (thus, a failed attack roll ruins the attempt). “Yellow Nails” forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your experience level + your CON modifier), in addition to dealing damage normally. A defender who fails this saving throw suffers 1d2 temporary DEX loss. You may attempt a “yellow nail” attack once per day for every four levels you have attained, and no more than once per round. Furthermore, a “yellow nail” attack can not be combined with a stunning attack. Constructs, undead, incorporeal creatures, and creatures immune to injected poisons suffer no dexterity loss.

 

 

 

Pied Piper

The pied piper is a musician that specializes in controlling others with his music. A pied pipers start with a set of Pipes of the Sewers. These wooden pipes appear ordinary, but if the possessor learns the proper tune, he can attract 1d3 rat swarms if rats are within 400 feet. For each 50-foot distance the rats have to travel, there is a 1-round delay. The piper must continue playing until the rats appear, and when they do so, the piper must make a DC 10 Perform (wind instruments) check. Success means that they obey the piper’s telepathic commands so long as he continues to play. Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately. If they are called again within a day, the Perform check DC is 15.
If the targeted creatures are under the control of another, add the HD of the controller to the Perform check DC. Once control is assumed, another check is required each round to maintain it if the former controller is actively seeking to reassert its command.
The pied piper refines her music to control other animals and eventually humanoids and other creature types with her magical melodies. Most pipers must seek out a teacher but in larger cities a small school or guild may exist that practices this sort of magical performance.
Most pied pipers are bards, but monks, rangers, rogues, and sorcerers are also common. Paladins rarely become pied pipers since most view magically controlling others as evil.

Pied Piper (PiP)

Requirements:
Feats: Animal Affinity, Dodge, Iron Will
Skills: Perform (pipes) 10 ranks, Concentration 10 ranks.
Special: The character must find a willing tutor to teach the melodies of a pied piper. The character must also possess his own “Pipes of the Sewers”.

Hit Dice: 1d6
Base Attack Bonus: Same as a Bard
Saving Throws: Same as a Bard
Skill Points: 4 + INT modifier every prestige level gained.
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animals (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Armor and Weapon Proficiencies: No new proficiencies

Class Abilities

Spellcasting: The character gains the ability of “Bard Spellcasting” with his Pipes of the Sewers with proficiency equal to a bard of the pied piper’s class level. Any spell cast with these pipes automatically gains a “verbal” component that consists of a melody played upon the pipes. Without his or her magical pipes the character is unable to cast spells as a pied piper. If the character already has spellcasting ability as a bard or sorcerer these class levels stack with the character’s pied piper levels to determine spell effect and spell availability.

Affect New Target: The pied piper can use his pipes of the sewer on a creature other than a rat swarm each level gained as a pied piper. Each new target is species specific and only affects 1d3 individuals up to 400ft away. Any creature may be chosen that is capable of hearing the pied piper playing. Some examples of new targets are a different type of swarm, humans, elves, dogs, devils, birds, or angels. Animals or vermin require a DC 10 Perform check to attract. All other creatures require a DC 15 Perform check to attract and the piper must make this check every time the victims are given a telepathic command. All creatures other than rat swarms may add the HD value of the creature to the Perform check of the piper. If the affected group has different HD values, the creature with the highest HD determines the DC of the perform check to control the entire group. The targeted creatures nearest the piper are the first to respond to the character’s playing. Each successive time the pipes are used per day adds a +5 DC to the next perform check.

Affect More Targets: Over time the pied piper may control more than 1d3 creatures. At level 5 the pied piper can affect 1d4 individuals. At level 10 the piper can call upon 1d6, 1d8 at level 15, and 1d10 at level 20.

 

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Bantam Athlete

The acquisition of a “Stone of Weight” is the first step in becoming a Bantam Athlete. A stone of weight or loadstone appears to be a dark, smoothly polished stone. It reduces the possessor’s base land speed to one-half of normal. Once picked up, the stone cannot be disposed of by any nonmagical means. If it is thrown away or smashed, it reappears somewhere on his person. If a remove curse spell is cast upon a loadstone, the item may be discarded normally and no longer haunts the individual.

Through training and sheer will the bantam athlete can alter this curse into a boon. Some bantam athletes (called “Heavy Weights”) use their increased weight to inflict more damage and improve combat maneuvers. Other bantam athletes (called “Phantom Weights”) learn to transfer some of their weight into the loadstone to increase their agility and speed.

The most common bantam athletes are “heavy weight” barbarians and fighters, but some rogues become phantom weights to boost their skills. A character must choose to be either a heavy weight or phantom weight when the prestige class is first taken.

Bantam Athlete (BnAth)

Requirements:
Feats: Endurance, Iron Will, Toughness
Skills: Concentration: 8 ranks or Use Magical Device: 8 ranks
Special: A Bantam Athlete must keep a “loadstone” on his person to utilize the class’s special abilities.

Hit Dice: 1d8
BAB Advancement: Same as the Cleric
Saving Throw Advancement: Same as the Cleric
Skill Points: 4 +INT Modifier per level gained
Class Skills: Balance (DEX), Climb (STR), Concentration (CON), Craft (INT), Jump (STR), Move Silently (DEX), Profession (WIS), Ride (DEX), Swim (STR), Tumbling (DEX).

New Armor and Weapon Proficiencies: No new proficiencies

CLASS ABILITIES

Pick one special ability every gain in Bantam Athlete class level. The character must meet the prerequisites of ability before the character can gain its benefits. At first level the character must determine whether he is a Heavy Weight or Phantom Weight.

Special Abilities:

Heavy Weight Preq.: Endurance, Iron Will, and Toughness
Benefit: The character is much heavier than normal. The curse of the stone is in full effect and the characters land speed is reduced by half., but the character also gains a natural armor equal to her CON modifier.

Heavy Hitter (Su): Preq.: Heavy Weight
Benefit: The character can put more weight behind his blows and inflict increased damage. The character can add his CON modifier to all his damage rolls for his melee attacks.

Heavy Handed (Su): Preq.: Heavy Hitter
Benefit: The character unarmed attack damage is one die size larger than normal. For example, the average medium humanoid would inflict 1d4 damage rather than 1d3 per blow.

Grand Slam (Su): Preq.: Heavy Handed
The character uses his weight to his advantage while wrestling. The character is treated a one size larger for all his grappling attacks.

Momentous Charge (Su): Preq.: Heavy Weight
Benefit: The character can add his CON modifier to the damage he inflicts when charging.

Overwhelm (Su) Preq.: Momentous Charge, Improved Bull Rush
Benefit: The character can add his CON modifier to his opposed strength check

Bowl Over (Su) Preq.: Overwhelm
Benefit: The character can make multiple Bull Rushes as the character moves. The character must travel in a straight line, the previous Bull Rush must have succeeded to make another, only one bull rush attempt can be made on each victim along the characters path, and the character can not travel farther than his modified land speed indicates.

Lead Foot (Su): Preq.: Heavy Weight
Benefit: The character can add his CON modifier to resist trip attacks.

Immobility (Su): Preq.: Lead Foot
Benefit: The character can add his CON modifier to resist Bull Rush attacks.

Gravity Well (Su): Preq.: Heavy Weight, Concentration 15 ranks
Benefit: The character creates a gravitational warp that will cause projectiles to misfire. All projectiles that travel within a 15ft radius of the character gain a penalty to strike equal to the CON modifier of the heavy weight.
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Phantom Weight: Preq.: Iron Will, Use Magical Device: 8 ranks
Benefit: The character completely inverses the effect of the a “loadstone”. Instead of inflicting a speed penalty, the phantom weight becomes extremely light. The character gains a -4 penalty to resist trip attacks and bull rush attempts, but gains a +10ft to the character’s speed.

Feather Fall (Sp): Preq.: Phantom Weight, Use Magical Device: 10 ranks
Benefit: The character can cast feather fall as a sorcerer of a caster level equal to the phantom weight’s class level at will.

Spring Step (Sp) Preq.: Phantom Weight
Benefit: The character can add her prestige class level to Jump checks.

Head Over Heels Preq.: Spring Step, Jump 10 ranks
Benefit: The character can vault over an opponent no larger than the character’s size category as a move equivalent action. The phantom weight must make a Jump check with a DC equal to 15 plus the victim’s HD total. If the successful the character treats his victim as flat-footed for his next attack and gains a flanking bonus for his first attack on the victim. If the roll fails the character provokes an attack of opportunity from his victim and falls prone at the feet of his targeted opponent.

Effortless Grace (Su): Preq.: Phantom Weight
Benefit: The character can add his prestige class level to all Tumble checks.

Light Foot (Su): Preq.: Phantom Weight
Benefit: The character can add his prestige class level to all Move Silently checks.

Perfected Poise (Su): Preq.: Phantom Weight
Benefit: The character can add his prestige class level to all Balance checks.

Piggy Back (Su): Preq.: Phantom Weight, Improved Grapple
Benefit: The character can cling to any opponent of equal or greater size on a successful grapple attack. While the character clings to his opponent he gains 50% cover from all attacks from creatures other that his victim.

Rice Paper Walk (Su): Preq.: Light Foot
Benefit: Any trap or alchemical explosive triggered by foot pressure can be crossed by the character without triggering it. Running will destroy this effect.

Beam Bravado (Su): Preq.: Perfect Poise, Feather Fall
Benefit: The character is extremely comfortable while balancing high above the ground. The character gains a morale bonus equal to her CHA modifier to attack rolls and AC while standing on narrow ledges or pilings.

 

 

Seidenberg Berserker

A Seidenberg berserker specializes in the use of the cursed berserker sword. This item appears to have the characteristics of a +2 greatsword. However, whenever the sword is used in battle, its wielder goes berserk (gaining all the benefits and drawbacks of the barbarian’s rage ability). He attacks the nearest creature and continues to fight until unconscious or dead or until no living thing remains within 30 feet. Although many see this sword as a cursed object, others see it as a boon.

A Seidenberg berserker attempts to gain a measure of control over this item to better utilize it in combat. Experienced characters may be able to direct their rage toward their opponents rather than slash about, and may be able stop their magically induced rage prematurely. This form of fighting is only taught at the
Seidenberg Fighting Academy and only the most dedicated students are invited to join it.

The most common classes to pursue this prestige class are fighters since most barbarians scorn artificially induced rages.

Seidenberg Berserker (SdBr)

Requirements:
BAB: +6
Feats: Combat Reflexes, Quick Draw
Skills: Concentration: 6 ranks
Special: The character must possess a “Berserker Sword” and join the
Seidenberg Fighting Academy
.

Hit Dice: 1d10
BAB Advancement: Same as Barbarian
Saving Throw Advancement: Same as Barbarian
Skill Points: 2 +INT Modifier per level gained
Class Skills: Climb (STR), Concentration (WIS), Craft (INT), Intimidate (CHA), Jump (STR), Profession (WIS), Ride (DEX), Swim (STR).

New Armor and Weapon Proficiencies: No new proficiencies.

Class Abilities

Pick one special technique for which she qualifies every level gained as a Seidenberg Berserker.

Special Techniques (Ex):

Sheath the Sword: Preq.: Quick Draw
Benefit: This ability is the inverse of the Quick Draw feat and allows the wielder to sheath a weapon as a free action
Normal:
A normal character can only drop a weapon as a free action. It is a move action to resheath it.

Sheath Fighter: Preq.: BAB +6
Benefit: The character can fight with a great sword sheathed at no penalty. Any wound inflicted with a sheathed weapon is considered non-lethal bludgeoning damage. While a berserker sword is sheathed the wielder is not driven berserk when using it.
Normal: A normal character must take a -2 attack penalty when fighting with a sheathed weapon.

Anger Management: Preq.: Concentration: 6 ranks
Benefit: The berserker may attempt a Concentration check to avoid attacking a friend while berserk. The DC of the check equals 15 plus 1 for each round the wielder has fought berserk. All uses of the sword in a single day stack for determining the DC total.

End the Madness: Preq.: Anger Management, Sheath the Sword
Benefit: At any point the character can attempt to resheath her sword as a “swift” action. The Concentration check DC is equal to 15 plus 1 for each round the wielder has fought berserk in a single day. Each consecutive failure to “End the Madness” adds +5 to the next attempt.
Normal:
A character fighting with a berserker sword can only stop when she falls unconscious or there are no creatures within 30ft of her.

Insomniac: Preq.: Anger Management
Benefit: While berserk, the character is immune to sleep effects.

Cut Arrows: Preq.: Combat Reflexes, Concentration 8 ranks
Benefit: While berserk, the character can block projectiles with his great sword. This ability has the same effect as the “Deflect Arrows” feat.

No Mercy: Preq.: Power Attack, Cleave.
Benefit: While berserk, the character gains a +2 damage bonus on all Cleave attacks.

Slash Through: Preq.: BAB: +8, Sunder, Cleave
Benefit: The berserker can combined a Sunder attack with a Cleave attack. While using a berserker sword, if the character successfully sunders a weapon or piece of armor, she can Cleave into the weilder of the weapon.
Normal
: A combatant can either Cleave or Sunder with a slashing attack

Death Grip: Preq.: Combat Reflexes, Concentration 10 ranks
Benefit: The berserker has a +10 bonus to resist being disarmed of her berserker sword.

Hackmaster: Preq.: BAB: +16, Concentration 16 ranks
Benefit: The berserker can treat her berserker sword as if it possessed the “vorpal” magic weapon trait.

 

 

Eternal Youth

An eternal youth is a person that seeks to preserve their youthful appearance for all of their lives. Eternal Youths (also called Timeless Beauties, Mummified Majesties, and Preserved Princes) must be very wealthy to afford the ritual treatments and the constant applications of “Unguent of Timelessness”. The goal of this prestige class is to maintain a youthful appearance for all of eternity.

The most common classes to take this path are nobles and wealthy adventures afraid of growing older. The creation of an “eternal youth” is a closely guarded secret and requires a great deal of money and influence to obtain the support necessary to perform it, but only the most beautiful and charming people are ever granted it.

Eternal Youth (EYth)

Requirements:
Feats: Endurance, Diehard, Great Fortitude
Skills: One STR based skill with 10 ranks and one CHA based skill with 10 ranks.
Special: A secret embalming ceremony is preformed on the living character at the end of which he or she is ritually killed and revived. The newly undead character must rub a dose of “unguent of timelessness” daily to retain her supernatural powers and life-like appearance. Each day without a dose means that the character must make a Fortitude save (DC= 20 plus each day without a dose) or permanently lose one INT point and one CHA point. If either attribute is reduce to zero the character becomes a mindless zombie.

Hit Dice: 1d12
BAB Advancement: Same as a Wizard
Skill Advancement: Same as a Fighter
Skill Points: 4 + INT modifier per level
Class Skills: Bluff (CHA), Craft (INT), Climb (STR), Diplomacy (CHA), Gather Information (CHA), Intimidation (CHA), Jump (STR), Knowledge (Arcana) (INT), Listen (WIS), Perform (CHA), Profession (WIS), Spot (WIS), Swim (STR), Use Magical Devices (CHA).

Armor and Weapon Proficiencies: No new proficiencies.

CLASS LEVELS
1st level: Pick one Special Ability, Living Dead
2nd level to 10th level: Pick one Special Ability.


CLASS SPECIAL ABILITIES

Living Dead: The character becomes undead. He possesses all the abilities and hit point he had before he died, but loses his CON attribute and any CON modifier bonus. He gains all undead creature traits and vulnerabilities. From now on, positive energy is damaging and negative energy is healing.

Special Abilities: These special supernatural abilities are possessed by the character as long as he or she maintains the unguent regimen. If the character misses a daily treatment all these abilities are lost for 24 hours.

Bottomless Eyes (Su): The character can easily charm others and gains a +2 bonus on all Diplomacy and Gather Information checks. This supernatural ability can be taken more than once.

Grave Face (Su): It is very hard to tell when the character is lying. An eternal youth with this ability gains a +2 bonus to Bluff and Intimidation checks. This supernatural ability can be taken more than once.

Tireless Athlete (Su): The body of the eternal youth is flawless and untiring. It provides the character a bonus of +2 to all Climb, Jump, and Swim checks. This supernatural ability can be taken more than once.

Beauty of the Ages ( Su): The character maintains an incredible beauty through its existence. The character gains a +2 bonus on any Perform check. This supernatural ability can be taken more than once.

Unlocked Joints (Su):
Normal restraints are infective in holding this character since it can dislocate its bones at will. The character gains a +10 bonus on any “Escape Artist” check to escape physical restraints or “Tumbling” check to negate falling damage.

Dead Silence (Su): The character can easily remain motionless and utterly quiet. The character gains a supernatural +10 bonus on any “Hide” or “Move Silently” checks when the character remains utterly still.

Social Leech (Su): The eternal youth can steal another creature’s life force to restore its own. As a touch attack, the eternal youth can steal up to the character’s experience level in hit points as a standard action to restore its own hit points. The victim can negate this attack by making a Fortitude save (DC=10 + the eternal youth’s class level plus any
WIS
modifier).

Blue Blood (Su): The blood of the eternal youth is harmful to living creatures. If a slashing or piercing weapon is coated with it, there is a chance that any creature that comes into contact with the blood will contract filth fever (Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based).

Personality Cult (Su): The eternal youth gains the Leadership feat and followers attracted to the character’s appearance or fame.

Skeleton Closet (Sp): Once per day, the eternal youth can cast an animate dead spell as a sorcerer with a casting level equal to the character’s experience level as a standard action.

 

 

Golembane

The Golembane is a character that specializes in the destruction of golems and other constructs. Some are driven by religious principles to destroy artificial life. Other golembanes come from a military background and seek to sabotage enemy armaments on the battlefield. A few make their living by stealing valuables protected by golem watchmen. The primary tool for all of these adventurers is a “Golembane Scarab” which is a symbol of their dedication. This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its possessor to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.

Most Golembanes are rangers, but rogues and fighters may also pursue this training. All must possess a golembane scarab and require tutorship to learn the techniques of a golembane.

Golembane (GlmB)

Requirements:
BAB: +4
Skills: Knowledge (Arcana): 5 ranks, Disable Device: 5 ranks
Special: The character must possess a golembane scarab and apprentice in a golembane guild or school.

Hit Dice: 1d8
BAB Advancement: Same as Ranger
Saving Throw Advancement: Same as Ranger
Skill Points: The golembane gains 6+INT modifier skill points per class level.
Class Skills: Climb (Str), Concentration (Con), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)

New Weapon Proficiencies: Skilled with all simple and martial weapons, Skilled with the use of tower shields.

CLASS ABILITIES

Every prestige class level gained as a golembane allows the character to choose one special technique.

Special Techniques:

Critical Juncture (Su): Prerequisites: Disable Device: 5 ranks
The golembane can inflict critical damage on constructs while he wears his magical scarab. This also enables the use of “sneak attacks” and “favored enemy” damage bonus on constructs.

Increased Sensitivity (Su): Preq.: Knowledge (arcane): 5 ranks
The detection range of the scarab is increased from 60ft to 120ft.

Universal Bias (Su): Preq.: Increased Sensitivity
The “golembane scarab” will detect any construct, not just golems.

Defensive Maneuvers (Ex):: Preq.: BAB: +5, Critical Juncture
From hours of study and physical training, the character gains a +2 AC dodge bonus when attacking constructs and a +2 morale bonus on Hide, Listen, Move Silently, Spot, and Escape Artist checks against them.

Improved Defensive Maneuvers (Ex): Preq.: BAB: +10, Defensive Maneuvers
The character increases his AC and skill bonuses to +4 rather than +2.

Advanced Defensive Maneuvers (Ex): Preq.: BAB: +15, Imp. Defensive Maneuvers
The character increases his “Defensive Maneuvers” bonuses against constructs to +6.

Rage Against The Machine (Ex):: Preq.: Concentration: 8 ranks, Critical Juncture
The character may enter a frenzied state when within 30ft of an enemy construct as a free action. The frenzy grants the character +2 to STR and a +2 to DEX and lasts for 1 round plus the character’s CON modifier or at least one round. For the rest of the combat encounter the character suffers a -2 penalty to his STR and DEX scores. Only one “frenzy” can be initiated per combat encounter. A “Rage Against The Machine” frenzy can not be used in conjunction with any other rage or frenzy ability. While in a frenzied state the character can not cast spells, inflict a “Nexus Strike”, or use INT based skills.

Greater Frenzy (Ex): Concentration: 12 ranks, Rage Against the Machine
The character’s frenzy is twice as powerful (+4 STR and DEX bonus) and lasts twice as long. Unfortunately the fatigue penalties are doubled as well (-4 STR and DEX penalty).

Monkey Wrench (Ex): Preq.: Critical Juncture, Disable Device: 8 ranks
As a full round action, the character may temporarily damage either the construct’s STR or DEX on a successful touch attack. The attribute damage is 1d3 if the character succeeds at a Disable Device check equal to 15 plus the HD of the construct. The attribute damage is temporary and only lasts for 1d6 rounds plus one round per prestige class level as a golembane. This action will provoke an attack of opportunity unless the construct is attacked by surprise.

Nexus Strike (Su): Preq.: Monkey Wrench, Disable Device: 10 ranks
The character can directly attack the magic energy nexus that animates the construct. If a golembane studies a construct for 3 rounds and then makes an attack with a melee weapon that successfully deals damage, the attack has the additional effect of possibly either paralyzing or killing the target (golembane’s choice). While studying the victim, the golembane can undertake other actions so long as his attention stays focused on the target and the target does not detect the golembane or recognize the golembane as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the golembane’s class level + the golembane’s Int modifier) against the kill effect, it is destroyed. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the golembane. If the victim’s saving throw succeeds, the attack is a normal melee attack. Once the golembane has completed the 3 rounds of study, he must make the nexus strike within the next 3 rounds.
If a nexus strike is attempted and fails (the victim makes its save) or if the golembane does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another nexus strike.

 

 

 

Rope Charmer

The rope charmer has the ability to use an animated rope as an assistant, defender, and weapon. This prestige class often works as entertainers, thieves, and assassins. Commonly a rope charmer uses an ordinary hemp or silk rope for his abilities, but when he employees an enchanted rope he can achieve remarkable effects.

The most common rope charmers are bards and sorcerers, but rogues and experts often pursue this art form as well.

Requirements:
Skills: Knowledge (arcana): 8 ranks, Use Rope: 4 ranks, Perform (flute): 4 ranks
Special: An animated rope is needed for many of the rope charmer’s special techniques.

Hit Dice: 1d6
BAB Advancement: Same as a Bard
Save Advancement: Same as a Bard
Skill Points: 6 +INT modifier per level gained
Class Skills: Alchemy (INT), Bluff (CHA), Climb (STR), Concentration (CON), Craft (INT), Escape Artist (DEX), Knowledge (arcana) (INT), Perform (CHA), Spell Casting (INT), Use Rope (DEX).

New Weapon and Armor Proficiencies: Proficiencies with whips, bolas, and quarterstaffs. Proficiency with “Rope” armor and “Rope” shields.

CLASS ABILITIES

Spellcasting:
The rope charmer is a specialist in casting the “animated rope” spell. Every level gained as a rope charmer, the character can cast the animate rope spell once per day as a “sorcerer” would. The caster level is equal to the character’s prestige class level plus any levels as a bard or sorcerer.

Special Techniques
The rope charmer gains a special technique every prestige level gained.

Rope Familiar (Su): Prerequisites: Knowledge (Arcana): 8 ranks
Benefit: The rope charmer can permanently animate a rope and turn it into his personal familiar. The character can not already possess a familiar and any sorcerer levels stack with his rope charmer levels to determine the familiar’s bonus abilities.
A rope familiar is 30ft long and starts with these abilities.
Small Construct
Hit Points: One half the rope charmer’s total.
Speed: 10 ft, 10ft climb
Initiative: +2
Attack Bonus: Same as the rope charmer’s BAB plus +2 (DEX).
Damage: Slap (1d2 subdual)
Saving Throws: Same as the rope charmer
Attributes: STR 10, DEX 14, CON -, INT -, WIS 10, CHA 1.
Skills: Climb +8
Feats: Weapon Finesse
Special Attack: Entangle

Entangle: Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle a victim. The creature is successfully entangled if the rope has a higher attack roll than the Reflex save roll of the victim. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check.


Rope Whip (Ex): Preq.: Use Rope: 4 ranks
The rope charmer can use an ordinary length of rope as a whip.

Rope Dart (Ex): Preq.: Rope Whip
The rope charmer can tie a dagger to the end of an ordinary rope and use it to make ranged attacks. The effect is the same as if the dagger was thrown, but as a move equivalent action the rope charmer can return the dagger to his hand. The rope must extend for the full length of the thrown. Alternatively, the damage inflicted by the dagger can be used instead of the standard whip damage (1d2 non-lethal) when the rope is used as a whip.

Rope Bolo (Ex): Preq.: Rope Dart
By tying two or three one pound weights to a length of rope, the character can create a ranged weapon that can make ranged trip attacks. The victim must make a DEX or STR check versus the throwers STR or DEX check (whichever is higher). The rope bolo can also make damaging range attacks. A stone bolo can inflict 1d4 (x2) bludgeoning damage or, the thrower takes a -2 AB penalty, 2d4 (x2) damage by striking with two stones. With daggers attached the rope bolo can inflict slashing damage equal to the dagger’s normal damage or strike with both daggers on a “-2 to hit” strike. If the rope bolo is animated, a successful trip or strike triggers an automatic entangle attempt (see animate rope spell in PHB). The rope bolo has a range increment of 10ft.

Defensive Coils (Ex): Use Rope: 6 ranks
The character can make a small shield or suit of light armor by coiling a rope around him. A small shield provides a +1 bonus to AC, a -1 armor check, a 5% arcane spell failure, and weighs at least 6 lbs. Rope armor has a +2 AC bonus, a maximum +5 DEX bonus, a -1 armor check, a 5% arcane spell failure, and weighs at least 16 lbs. If the rope is “animated” it only takes a full round action to done or remove (or 1 minute without) a suit of rope armor or shield. The rope armor and shield have the same hardness and hit points as the rope used to create them.

Hog Tie (Ex): Use Rope: 8 ranks, Combat Reflexes.
The character can immobilize an opponent he successfully trips and then grapples for 2 continuous rounds (30 seconds) by tying the victim’s limbs and jaws together. The character must be carrying a rope when he attacks and the victim can attempt a STR or Escape Artist check to escape the rope. The DC of the check is equal to the character’s Use Rope skill plus his rope charmer prestige level. “Hog Tying” does not work on creatures without limbs such as snakes or no internal bone structure like oozes.

Trick Rope (Ex): Preq.: Craft (Alchemy): 10 ranks, Use Rope: 10 ranks.
The character can create unique ropes with special properties.

Any rope can be woven with metal wires to increase its hardness. The hardness value of the metal is transferred to the rope. The cost of the rope modification depends on what metal was used to reinforce the rope and requires one pound of metal per foot.

A barbed rope can have shards of metal, glass, or thorns woven into it. Anyone that tries to climb or break the rope suffers 1d6 slashing damage. If this weapon is used as a “rope whip” the wielder can inflict 1d6 slashing damage. This rope is often used for mechanical traps and barriers. The cost of this rope modification is 5gp per foot of rope.

A trap rope can have substances imbedded within it that are released when the rope is cut or burned. Poisons and alchemical compounds are the most common additions. The cost of this modification is the cost of alchemy compound plus the cost of the rope.

A break rope can be designed to break if used for climbing. Anyone climbing the rope is vulnerable to falling damage. The cost of this rope is same as an ordinary rope.

Splice the Line (Ex): Use Rope: 12 ranks
The character can instantly restore a mundane or magical rope if it is severed by a piercing or slashing attack. A rope destroyed by energy damage can not be repaired.

Rope Tower (Su): Preq.: Perform (flute): 4 ranks, Animate rope spell.
While the rope charmer plays his or her flute, a magically animated rope will rise 10ft per round up to a maximum number of feet equal to 5ft per rank in Perform (flute).

Ascend Rope (Su): Preq.:
Rope Tower

While the rope charmer plays her flute, others may climb an unsupported animated rope or the rope can be tied to an object you wish to lift. The animated rope will support up to 20 lbs per rank in Perform (flute).

Petrified Rope (Su): Preq.: Ascend Rope
The rope charmer can freeze a rope tower in place so that he or she can climb the animated rope without needing to play her flute. This technique can also be used to create a 10ft pole, manacles, quarterstaff, cage, grappling hook, muzzle, bridle, basket, or article of clothing. Knots tied into this rope are harder to slip or untie and gain a +2 to Use Rope bonus and a +2 hardness bonus. The “petrified” effect lasts for the duration that the rope is animated. Because of this the rope charmer often takes the “Craft Wondrous Items” feat so that he or she can create ropes and rope weapons that are permanently animated.

 

 

Silver Tongued Devil

A silver tongued devil is a mortal that seeks power through a special ritual that bonds her body with alchemical silver. The name comes from the need to ingest a “silver-sheen” elixir as part of the pursuit of supernatural powers. This silver gilding grants the character various abilities including enhanced social skills, natural armor, spell defense, and invulnerability to lycanthropy. The most dedicated grow a small pair of silver horns and silver plated talons. The most common individual to pursue this prestige class is one devoted to the destruction of were-creatures.

Most silver tongued devils are bards or rangers, but fighters and rogues may transform themselves into silver tongued devils.

The ritual to create silver tongue devils is only known to a few and is closely guarded secret. As part of this ritual, the character must imbibe a “silver-sheen” elixir every day for a month. At the end of the ritual, the character must make a DC 18 CON to resist death from silver poisoning. The alchemical silver magically bonds with the character’s blood if the CON save is successful. As the silver tongued devil increases in level, she gains more abilities at the expense of her humanity.

Silver Tongued Devil (STD)

Requirements :
Base Fortitude: +6
Feats: Toughness, Great Fortitude
Skills: Bluff: 4 ranks, Sense Motive: 4 ranks.
Special: Participate in a ritual of Silver Bonding, The character must supply the required 30 vials of “silver-sheen”.

CLASS FEATURES
Hit Dice: 1d8
BAB Advancement: Same as ranger
Saving Throw Advancement: Same as bard
Skill Points: Gains 6+INT per prestige class level.
Class Skills: Bluff (CHA), Craft (INT), Climb (STR), Concentration (CON), Intimidate (CHA), Jump (STR), Listen (
WIS), Perform (CHA), Profession (WIS), Ride (DEX), Sense Motive (WIS), Spot (WIS).

New Weapon and Armor Proficiencies: No new proficiencies.

CLASS ABILITIES

Special Ability
Every gain in prestige class level, the silver tongue devil can acquire a new special ability.

Silver Veins (Ex): Prerequisites: Toughness, Great Fortitude
The character’s blood resembles quicksilver. Any creature vulnerable to silver that bites the character may suffer 1d8 hp damage (
Reflex DC
: 12) from ingesting her blood. Additionally, the character can never contract lycanthropy since the silver running through her veins renders her immune to this disease. This alteration is permanent even within an anti-magic cloud.

Silver Tongue (Su): Preq.: Bluff: 4 ranks
The character’s tongue is silver coated. As a supernatural effect, the character can add one half of her prestige class level to any Bluff or Gather Information checks.

Silver Throated (Su): Preq.: Silver Tongue
The character can add one half of her prestige class level to any Perform (sing) checks and any Disguise checks to imitate someone’s voice. This is a supernatural bonus.

Steely Gaze (Su): Preq.: Sense Motive: 4 ranks
The character’s eyes resemble polished ball bearings. Against anyone that gazes into her eyes, the character can add one half her silver tongued devil class level to any Sense Motive or Intimidation checks as a supernatural effect.

Unblinking Eye (Su): Preq.: Steely Gaze
The character no longer needs to blink because her eyes are no longer fragile organs. As a supernatural bonus, she can add one half of her silver tongued devil class level to all Search and Spot checks.

Chrome Skin (Ex): Preq.: Silver Veins
The skin of the character shines like polished chrome. The character gains a +4 circumstance save bonus against any spell with a “Light” sub-type, but opponents gain a +2 circumstance “Spot” bonus to notice the devil. If the character is covering more than 50% with of her body with opaque cloth, she will lose both her save and spot modifiers. This change is permanent and can not be undone by a negate magic or remove curse spell.

Silver Saliva (Su): Preq.: Chrome Skin
The silver tongued devil can coat a weapon with her saliva once per day. Her silver saliva can be applied to a weapon as a standard action. It will give the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One application will coat a single melee weapon or 20 units of ammunition.

Polished Nails (Su): Preq.: Silver Saliva, Chrome Skin
The silver tongued devil’s finger and toe nails become silver talons. The character is automatically proficient with these natural weapons. A set of hand or feet talons inflicts 1d4 (CRIT: x3) slashing damage and is treated as “light” weapon for the purposes of weapon feats.

Ray Deflection (Su): Preq.: Chrome Skin, Combat Reflexes, Lightning Reflexes
The silver tongue devil can deflect can “ray” spell or “gaze” attack. If the silver tongue devil stands between the target and the attacker or is targeted by a ray or gaze, on a successful “Reflex” save the attack is negated.

Reflective Surface (Su): Preq.: Ray Deflection
As a delayed action, the silver tongued devil can bounce a spell attack back at the spell caster. The silver tongue devil must be aware of the spell caster and must be prepared to reflect any spell she is targeted with. The silver tongue devil must make an attack roll to strike the target with the reflected spell. Area effect spells are not effected by this ability.

Horny Devil (Ex) : Preq.: Polished Nails
The silver tongued devil sprouts a pair of vestigial silver horns from her forehead. From now on, the character is a “Monstrous Humanoid” an no longer considered a member of her birth race. The character gains dark vision with a range of 60ft and has natural armor equal to her CON modifier.

 

Bagman

Most thieves are highly skill with concealing objects on their person. A bagman is obsessed with concealment and utilizes magic to increase the number of objects the character can carry. A highly skilled bagman doesn’t just strip a house of valuables, but often steals everything in sight. It is a point of pride on the size of the object stolen among this prestige class. Some boast of stealing away marble statues, horse carriages, and even sailing ships right under the noses of their owners.

The prized magical tools of trade for a bagman are a shrink item wand, a bag of tricks, a bag of holding, a handy haversack, a robe of useful objects, figurines of power, and gloves of storing. Some bagmen also have prized personal possessions such as favored tool kits, a grappling hook and length of rope, or a non-magical transport permanently enchanted with the “shrink item” spell for convenience and utility.

The most common characters to take this class are sorcerers, rogues, or bards. Most are multi-class spell casters since they can easily craft the magic items required by a bagman.

Requirements:
Feats: Quick Draw, Any Craft Magic Item feat
Skills: Sleight of Hand: 8 ranks, Concentration: 8 ranks

CLASS FEATURES
Hit Dice: 1d6
BAB Advancement: Same as bard
Saving Throw Advancement: Same as bard
Skill Points : 6 plus any INT Modifier per prestige level gained
Class Skills : Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

New Weapon and Armor Proficiencies : Use all simple weapons.

CLASS ABILITIES

Bagman Level: Special Ability gained
1st Level: “Shrink Item” Specialist
2nd Level: Rag Picker
3rd Level: Hat Trick
4th Level: Shrink Magical Items
5th Level: Shrink to Fit
6th Level: Cut Down to Size
7th Level: Pebble Boulders
8th Level: Lilliputian Arrow
9th Level: Mountain to a Molehill
10th Level: The World on a String

Special Abilities

Shrink Item Specialist:
The bagman can cast “shrink item” once per day for every prestige level gained just like a sorcerer. The “shrink item” spell has an effective casting level equal to his bagman level plus any bard and sorcerer class levels. Since the bagman is a spontaneous arcane spell caster, he can acquire meta-magic feats and magic item creation feats.

Rag Picker:
With a successful Concentration check (DC: 20 plus any circumstance penalties), the bagman can accurately remove the object he desires from a “bag of holding” or a multitude of magically “shrunken” objects. This is a free action for the bagman.

Hat Trick:
If the bagman has access to the proper spells, he can create a “bag of holding” as if he possessed the “Craft Wondrous Item” feat. Additionally, the bagman can substitute any article of clothing for the standard bag.

Shrink Magical Items:
The bagman can shrink some magical objects. If the object has an effective caster level smaller or equal to the bagman’s spell casting level, the bagman can use the shrink item spell on it.

Shrink to Fit:
The bagman can cast a permanent shrink item spell on an object. It cost the bagman 1500 XP to make the spell permanent.

Cut Down to Size:
As a touch spell attack, the bagman can attempt to magically disarm a character that is threatening him with a melee weapon. As a standard action, the bagman casts “shrink item” on his opponent’s weapon. The spell must be negated or released by the bagman to return the weapon to normal size.

Pebble Boulders:
The bagman prepares a group of light catapult stones with the “shrink item” spell. The character can throw a shrunken stone and expand it once it is in the air. A thrown pebble boulder is a simple thrown weapon. Damage: 3d6 bludgeoning. Range Increment: throw for 10ft or launched with a sling (50ft).

Lilliputian Arrow:
The bagman creates a special arrow (or crossbow bolt) with an arrowhead that is actually a group of 12 miniaturized arrows. The arrow is fired like a normal arrow but effects a 10ft by 10ft area with the miniaturized arrows. Everyone within the area of effect must make a Reflex Save (DC= the bagman’s attack roll) to avoid damage from 1d3 arrows. Each Lilliputian arrow requires 12 shrink item spells and thirteen arrows to create.

Mountain to a Molehill:
The bagman can affect a mass of loose earth, stone, or water with the “shrink item” spell. The main use of this ability is resculpting the landscape to suit the bagman. Or the create bag containing an instant avalanche or mud slide when the spell is removed.

World on a String:
The bagman can store one non-living and non-magical object in specially crafted locket no matter its size. The storage locket radiates magic, but it requires a Spell Craft or Search check (DC: 30) for anyone other than the locket’s creator to release a stored object. This object could be anything from a hand crossbow to a war galley. Once an object is stored away, there is no room for any additional cargo in the locket. If the locket is destroyed the object enclosed is lost as well.

STORAGE LOCKET
A storage locket is a hollow gold pendant with a concealed clasp on a gold chain. A storage locket will store a single object no matter its size so long as the object is non-living and has no magical properties. It requires a Spell Craft or Search check (DC=30) for anyone other than the creator to find the hidden clasp that opens and closes the pendant. If the locket is destroyed any object it is storing is destroyed as well.
Caster Level: 15th; Prerequisites: Craft Wondrous Item, Shrink Item spell, Craft (jewelry): 15 ranks; Market Price: 150,000gp.

 

 

FIRE EATER

The fire eater has altered his internal alchemy so that he can safely ingest fire without injury. In addition, his belly acts as a furnace which supplies him with a
constance supply of fire and heat. He can tolerate intense corrosives, live off of combustibles (such as coal, wood, or oil), and breath smoke or fire at will. This prestige class is most common sideshow performers and traveling carnivals where the art was perfected.

An apprentice fire eater must be trained by a skilled master and suffers through many ordeals of heat and flame. His skin and throat are trained to resist burning by alchemical baths and scarification. His belly is alchemically altered so that acid, alchemist's fire, and combustibles continually burn within it. A trail of smoke constantly leaks from the fire eaters nostrils and mouth as he talks and breathes. With concentration, the fire eater can emit a stream of smoke or fire to attack his enemies or entertain a crowd. A fire eater is often a performer as well as a warrior. The most common classes to become fire eaters are bards, clerics, and sorcerers.

Fire Eater (FEtr)

Hit Dice: d4

Requirements
Skills: Craft (alchemy): 10 ranks, Concentration: 10 ranks.
Feats: Toughness, Great Fortitude
Spellcasting: Ability to spontaneously cast spells (either arcane or divine).

Class Skills: Craft (Alchemy) (INT), Concentration (CON), Intimidate (CHA), Knowledge (any) (INT), Perform (CHA), Profession (any) (
WIS
), Spellcraft (INT).
Skill Points at Each Fire Eater Level: 2+ INT Modifier.

BAB Advancement: Same as Sorcerer
Saving Throw Advancement: Same as Sorcerer

Class Level..Special Abilities
1st..........Spontaneous Casting
2nd..........Pick one Special Technique
3rd..........Pick one Special Technique
4th..........Pick one Special Technique
5th..........Pick one Special Technique
6th..........Pick one Special Technique
7th..........Pick one Special Technique
8th..........Pick one Special Technique
9th..........Pick one Special Technique
10th.........Pick one Special Technique


Class Features

Weapon And Armor Proficiencies: No new proficiencies

Spontaneous Casting (Su): With each new level gained in this prestige class, the fire eater gains the ability to channel arcane energy into specific spells they haven't prepared ahead of time. If the fire eater already has levels as a spontaneous spell caster, he can add his fire eater level his previous spellcaster class to determine spell power and spells per day. Only his "Fire Eater" spells increase in power level. Spells derived from his other classes do not improve in power on gaining prestige levels as a "Fire Eater".

Available spells according to Fire Eater prestige class level.
1st level: Burning Hands
2nd level: Flaming Sphere
3rd level: Fireball
4th level: Wall of Fire
5th level: Fire Shield
6th level: Acid Fog
7th level: Fire Storm
8th level: Incendiary Cloud
9th level: Meteor Swarm
10th level: Elemental Swarm

Spells Per Day: A fire eater continues to be trained in magic, thus when a fire eater level is gained, spells per day increase as if she gained a level as a spontaneous spell caster. He does not gain access to new spells beyond those gained as a fire eater.

SPECIAL TECHNIQUES

Eat Fire (Su): Req: Toughness
Benefit: The fire eater can ingest a pint of oil instead of eating or drinking for that day.

Breathe Smoke (Ex): Req: Eat Fire
Benefit: As a full round action, the fire eater can breathe out a cloud of grey smoke that will provide 50% concealment to all creatures within 5ft x CON Modifier radius of the fire eater. The fire eater can take no other action while breathing out smoke. In addition, the fire eater can breath in smokey enviroments without difficulty.

Alchemical Bile (Ex): Req: Great Fortitude
Benefit: Because of his training, the alchemist can store a number of pints of acid or alchemist's fire in his belly equal to his "Fire Eater" level plus his CON modifier. As a standard action, the fire eater can spew out this mixture. This is an area attack that affects all creatures in a line 5ft x "Fire Eater" level. The energy damage inflicted to each victim on this line is equal to 1d6 x # of alchemical flasks swallowed. Each victim can make a Reflex Save to reduce this damage by half (ST= 10 + one half the PC's character level + his CON modifier). It take a standard action to ingest a flask of alchemical solution.

Acidic Blood (Ex): Req: Alchemical Bile
Benefit: The Fire Eater's blood is acidic. Any creature that bites the Fire Eater suffers 1d6 acid damage. In addition, the "Fire Eater" can add his prestige level to any Disease saving throw.

Flaming Eyes (Ex): Req: Acidic Blood
Benefit: The eyes of the Fire Eater glow with an internal light. The Fire Eater can add her prestige level to all Intimidation checks. In addition, the glow from his eyes illuminates a 30ft cone in front of the fire eater.

Internal Furnace (Ex): Req: Alchemical Bile
Benefit: The Fire Eater is warmed by the chemical reactions occuring in his stomache. He has a Cold Resistance equal to his CON modifier.

Fire Proof (Ex): Req.: Eat Fire, Breathe Smoke, Internal Furnace
Benefit: The Fire Eater's body is immune to fire. None of his possessions or clothing share this immunity.

Acid Tested (Ex): Req.: Achemical Bile, Acidic Blood, Internal Furnace
Benefit: The Fire Eater's body has Acid Resistance equal to his CON modifier. None of his possessions or clothing share this immunity.

Bombastic (Ex): Req.: Fire Proof, Acid Tested
Benefit: As a full round action, the Fire Eater can emit a burning cloud of ash. This cloud inflicts 1d6 fire damage to everyone inside it. In addition, this cloud inflicts a -2 attack and damage penalty for 1d4 rounds unless the victim succeeds at a Fortitude Save (DC: 10 + 1/2 CL + CON Mod). The effect is centered on the Fire Eater and has a radius of 5ft per prestige level.

 

 

NOWHERE MAN

A nowhere man is skilled in theft, hiding, and traping others in pockets of interdimensional space. The principle tool of a nowhere man is a portable hole, but a sufficently skilled nowhere man can create temperary portable holes he can use as pit traps, fox holes, and extra dimensional nets. Many nowhere men are professional thieves, but others take up the class to better capture fugitives or criminals alive and bring them to justice. Rogue/Wizard is the most common character to take this prestige class, but bards, monks, sorcerers, and hexblades also take up the mantle. A master willing to train a new pupil in the skills of a nowhere man can be extremely hard to find, since most masters live within the artifical pocket dimensions created by portable holes.

Portable Hole: Wondrous Magic Item
A portable hole is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight. When opened fully, a portable hole is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains.
The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium creature or two Small creatures for 10 minutes. The cloth does not accumulate weight even if its hole is filled. Each portable hole opens on its own particular nondimensional space. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in that place. Both the bag and the cloth are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane. The hole, the bag, and any creatures within a 10-foot radius are drawn there, the portable hole and bag of holding being destroyed in the process.
Moderate conjuration; CL 12th; Craft Wondrous Item, plane shift; Price 20,000 gp.

NOWHERE MAN (NWM)
Hit Die: d6.
Requirements
To qualify to become a Nowhere Man, a character must fulfill all the following criteria.
Feats: Combat Reflexes, Dodge, Mobility, Quick Draw
Skills: Sleight of Hand: 8 ranks, Hide: 8 ranks, Knowledge (Arcana): 8 ranks, Knowledge (Planes): 8 ranks.
Spells: Ability to cast 1st level arcane spells
Special: Evasion class ability

Class Skills
The nowhere man’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Climb (Str), Craft {Any} (Int), Disguise (Cha), Hide (Dex), Jump (Str) Knowledge {Any} (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.


LEVEL PROGRESSION (Levels 1 to 10)
+ BAB: SAME AS BARD
+ SAVES: SAME AS BARD
+Gain one "Special Ability" for every NWM level gained.


Class Features
All of the following are Class Features of the arcane archer prestige class.

Weapon and Armor Proficiency: A nowhere man is proficient with nets, chakrams, and bolas. He gains no additional proficiencies in armor or shields.

Special Abilities: A nowhere man gains one special ability for each class level he or she possesses. Any ability listed below can be chosen if he meets the requirements.

Hole In My Pocket (Ex):
The nowhere man can quickly remove or store a portable hole. If the character is adjacent to a Portable Hole, as a 'free' action the nowhere man can fold it up and store like a handkerchief it or fan it out in front of him without provoking an attack of opportunity. Normally, its a move equivalent action to spread a portable hole and a full round action to pick one up and fold it away; and both actions would open a unskilled person to attacks of opportunity.

Abracadabra (Su): Requirement: Hole In My Pocket
As a move equivalent action, the nowhere man can quickly scoop up an object or pile of objects into his portable hole. This outrageous form of theft is treated just like a "picking pockets" attempt and can effect any object or group of objects within a single 5ft cube.

Body Snatcher (Su): Requirement: Hole In My Pocket
As a grappling attack, the nowhere man can attempt to quickly engulf a person within his portable hole. This attack will not work on creatures greater than "medium size". Additionally, if the target is wearing a "bag of holding" then the catastrophic destruction of both is insured. The snatcher must continue to make a successful grapple check on his victim, or the victim will succeed in climbing back out of the hole. A medium creature or two small creatures can breathe within the bag for 10 minutes before suffocation occurs.

Fox Hole (Su): Requirement: Hole In My Pocket
As a swift action, the Nowhere Man can provide himself with 9/10 cover. This cover has no effect against area attacks or attacks from above.

Bolt Hole (Su): Requirement: Fox Hole, Body Snatcher
The Nowhere Man can seal his portable hole with himself inside it. A tiny iris periodically opens and closes to keep him from suffocating. While sealed the hole only has enough air to keep a medium creature or two small creatures alive for 10 minutes. When it opens, the occupant becomes vulnerable to invasion by fine creatures and toxic gases.

Hole Evasion (Su): Requirement: Bolt Hole, Evasion class ability
This special ability gives the nowhere man the "Improved Evasion" class ability, so long as he or she possesses an empty and functional portable hole.

Black Bulwark (Su): Requirement: Combat Reflexes
The nowhere man can use the portable hole as a dimensional barrier against ranged weapons. The nowhere man can hold the portable hole between him and distant opponents on one side of him to prevent any effective ranged weapon strikes. The portable hole will not stop spell effects or area attacks, and leaves the nowhere man open to attacks from the other three sides. While holding up the portable hole with both hands, the nowhere man can not make any attacks of his own but he can still walk. He also loses any Dodge AC bonuses he might possess and is open to sneak attacks. The hole will only protect the nowhere man and any creature standing immediately behind him from ranged weapons such as arrows, boulders, bullets, crossbow bolts, or any thrown weapon coming within a 90* arc in front of the nowhere man.

Sword Swallower (Su): Requirement: Black Bulwark
The nowhere man can use his portable hole to disarm an oppontant of a melee weapon and store it away for retreival by the Nowhere Man

Blind Grab (Ex): Requirement: Knowledge (Arcana): 10 ranks, Sleight of Hand: 10 ranks
The nowhere man can attempt a Sleight of Hand check versus DC 20 to retrieve the specific object he wants from a portable hole without looking as a 'swift' action that does not provoke an attack of opportunity. Normally, retrieving a specific object from a portable hole requires unfolding the hole on the ground or against a wall and provokes an attack of opportunity.

Suspended Charges (Su): Requirement: Body Snatcher, Sleight of Hand 10 ranks
Using the Portable Hole like a torredor's cape, the nowhere man can negate the attack at the end of a charge and attempt to entrap the charger. If the nowhere man readies himself for a charge, then he can make a touch attack against the charging opponent to negate any melee attack or bull rush at the end of the charge. If the touch attack is successful, the nowhere man can instantly follow it up with a grappling check to attempt to seal his target within the portable hole. All conditions relating to "Body Snatcher" special ability apply.

Instant Pit Trap (Su): Requirements: Craft (Trap): 10 ranks
By using a portable hole, the nowhere man can create a 10ft deep pit trap at no cost. The Spot and Disable Checks for the trap are based on the CR of the pit trap which is equal to the PrC level of the creator. By stacking portable holes, the nowhere man can make the trap 10ft deep per hole. Spiked Pits and Cage Pits can also be created at half the normal materials cost and one quarter the labor time. Only the nowhere man knows how to disassemble the trap to retrieve the portable holes undamaged and intact.

Black Hole Generator (Su): Requirement: Knowledge (Arcana): 15 ranks, Knowledge (Planes): 15 ranks
Through study and rigorous training, the Nowhereman can create temporary portable holes. Each hole last for 1 minute per PrC level and takes a full round action to create. Creating a portable hole provokes attacks of opportunity from all opponents within reach. The nowhere man can not create more than his INT modifier of temporary portable holes at any one time.

In the right hands anything can be a weapon

 
 
 
 
 
 
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